ReeeeeeeGGGGeeeeennnnnn!!!!
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.
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2. Your assertion about IH is just not the case. If you are treating IH as your only survival tool on /regen, then you are doing it wrong. If you are dying the instant that IH wears off, you are doing it wrong.
3. Replace "damn good" with "attentive and tactically minded." "Damn Good" assumes that people who can't/won't shine with /regen are "bad" players, which they are not. Like I said before, much of the perception that /regen sucks comes from players who don't like the playstyle. A small portion of it comes from some legit complaints. (No -rech resistance, No -regen resist are my two biggies, and IMHO all it really needs)
4. Agreed, insps are for everyone and shouldn't be taken into account when balancing a secondary. Frankly, I find myself using my sm. purp only when really needed - you know, when any other 32.5% s/l defense build would be popping them to soft-cap anyway. I'll tell you two things I never need. Greens and Blues. Oh, and my Wakes seem to languish on the shelf too. :P
I mean sure, if you guys want to hammer out a way to buff regen to where you would be happy with it's performance - without changing the playstyle - then by all means, run with it. In the meantime I'll be playing mine. I've admitted upthread where the faults are in the set (my opinion), but I guess I disagree about how big of a deal those faults are.
At least until TW/ gets released; I am WAY more excited about that than I am regen brutes, but there are already threads.
Its not balanced around inspirations, inspirations benefits it as much as everything else. Nowhere did i say it was balanced around it.
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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. |
I won't even go as far as to compare regeneration to shield, a well built invul, sr, and wp can all out last most regenerators. I'm not even talking about spending more than 50 million influence.
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. |
Virtue: @Santorican
Dark/Shield Build Thread
1. Dead/ Not Dead are mututally exclusive states for everyone. Everyone is either dead or not dead. Sorry, couldn't resist that one.
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2. Your assertion about IH is just not the case. If you are treating IH as your only survival tool on /regen, then you are doing it wrong. If you are dying the instant that IH wears off, you are doing it wrong. |
3. Replace "damn good" with "attentive and tactically minded." "Damn Good" assumes that people who can't/won't shine with /regen are "bad" players, which they are not. Like I said before, much of the perception that /regen sucks comes from players who don't like the playstyle. A small portion of it comes from some legit complaints. (No -rech resistance, No -regen resist are my two biggies, and IMHO all it really needs) |
I mean sure, if you guys want to hammer out a way to buff regen to where you would be happy with it's performance - without changing the playstyle - then by all means, run with it. In the meantime I'll be playing mine. I've admitted upthread where the faults are in the set (my opinion), but I guess I disagree about how big of a deal those faults are. |
The biggest issue that I have ALWAYS had with Regeneration is that it does not have any bloody resistance to any debuffs. It's main method of mitigation is click healing and regeneration.
Healing debuff is ridiculously rare in the game but the secondary effect of all the click heals is that they all need to recharge, recharge debuffing is fairly common in cold and psi. Yet it has no recharge debuff resistance, for a power set that has 4 click powers and no defense to dodge incoming attacks.
Next it doesn't have any regeneration debuff resistance. While regeneration debuff isn't common when you do run into a debuff it is bloody insane. Take for instances the Rikti HAS, its two debuffing attacks that both are nuts.
Yet people still think Regeneration doesn't need any debuff resistance.
Virtue: @Santorican
Dark/Shield Build Thread
No they're not, I have played many a scrappers who's health floats around 50% in the majority of long fights.
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Without IH you're left with Recon, DP, and MoG. If you don't use those at exactly the right time you are hosed. If you use them too early you don't soak up enough dmg, if you use them too late well you're dead. That is the alive/dead regeneration that I am talking about.
There are damn good regeneration players and there are sucky ones, there is no getting around that. If you don't know how to time incoming damage and you use your clicks too soon or too late you're dead. That comes from experience, using your experience to your tactical advantage makes you a damn good player. |
IH, however, is part of that cycle with Recon/DP/MoG (and SM, frankly). Covering the places where IH is down with MoG/SM is an important tactic and with sufficient recharge (and judicious usage) gives you some of their uptimes while IH is actually up. Add Destiny into this mix (Rebirth +regen side) and you're left with some interest options. Considering IH as an either/or situation isn't the right way to use it (imo). Back in the perma days, maybe, but without that it's better used tactically with all the rest rather than just on whenever it is available.
The biggest issue that I have ALWAYS had with Regeneration is that it does not have any bloody resistance to any debuffs. It's main method of mitigation is click healing and regeneration.
Healing debuff is ridiculously rare in the game but the secondary effect of all the click heals is that they all need to recharge, recharge debuffing is fairly common in cold and psi. Yet it has no recharge debuff resistance, for a power set that has 4 click powers and no defense to dodge incoming attacks. Next it doesn't have any regeneration debuff resistance. While regeneration debuff isn't common when you do run into a debuff it is bloody insane. Take for instances the Rikti HAS, its two debuffing attacks that both are nuts. Yet people still think Regeneration doesn't need any debuff resistance. |
1) There are people out there that really only use SOs?? This amazes me...which leads to...
2) There are people out there that don't think they can IO out a toon without over $100M INFLUENCE? Especially now that we have access to A Merits and Reward Merits? If you can't afford to IO out a toon with common or yellow recipe level enhancements then you are doing something terribly wrong.
Obviously a build with Purple and PVP IO sets are a different matter. But, I built a KM/Fire Scrapper to the S/L Soft Cap which required me to get 5 Kinetic Combat triples and was able to achieve all of that with normal game play.
On SOs, your right, Regen doesn't get any debuff resistance, but once you factor in IOs things become different. There are plenty of ways to add resistance to debuffs into /regen.
Now, on SOs, in the incarnate trials, regen would still perform just as well, especially in things like Keyes, due to the ability to heal up after the damage spikes and keep on going.
I'm not saying regen has no weaknesses, but its weaknesses don't put it so far into the red that it under performs. Its right on par with the other armor sets when SOs are considered. If your comparing your shield to a regen, and both have IOs, then its not a fair comparison of the set. You have to consider pure SOs.
IOs provides a means to add defense and resistance to debuffs (the winter's gift adds 20% recharge debuff resistance, as well as slow resistance, which can help out a regen a lot.) Each application of recon provides 20% resistance to toxic damage, which is one of the least resisted damage types in the game, and the resistance values stack.
Recon on SOs recharges in about 25 seconds and heals for about 50% base heals (so about 600-ish HP) Even at the slow cap (-400% recharge) your looking at a recharge time of 100 seconds. You also have MoG, which allows you to shred debuffs everytime its up and pretty much makes your immune to said debuffs for its duration (due to such high defense numbers)
There are holes in every armor set, and not accepting that fact other sets have holes, while pointing out that regen is full of them isn't the proper way to compare sets with themselves.
I for one would love to have some -rech and -regen debuff resistance, but until the devs datemine enough to determine that is a good idea, i'm ok with the way my /regen performs. The added resistance would only make it better, but already its doing pretty good.
Good to see all the same ole Regen issues migrating to the 'Brute Squad'
My DM/Regen was one of my first 50s, one of the easiest rides to 50, and one of the quickest abandoned to obscurity once I got her there. Its that early ramp-up of perceived 'power' that makes Regen a fun ride but leaves some players feeling left behind performance-wise at the level-cap (see ascii graph below, Regen is 'o', most others are '+'). Its just alot easier/cheaper to do 'epic' things with the other more layered sets. Just my 2-bits.
^ | + | | | + | o | + o P o O o + W o + E o + R o + | o + | o + | o + | o + | o + | o + | o+ |o +------LEVELS------------------------->
On SOs, your right, Regen doesn't get any debuff resistance, but once you factor in IOs things become different. There are plenty of ways to add resistance to debuffs into /regen.
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I'm not saying regen has no weaknesses, but its weaknesses don't put it so far into the red that it under performs. Its right on par with the other armor sets when SOs are considered. If your comparing your shield to a regen, and both have IOs, then its not a fair comparison of the set. You have to consider pure SOs. |
There are holes in every armor set, and not accepting that fact other sets have holes, while pointing out that regen is full of them isn't the proper way to compare sets with themselves. |
Virtue: @Santorican
Dark/Shield Build Thread
I liken Regen to being a blaster. Not in survivability, though maybe their is a correlation for some sets, but play style. I like my blaster, because it takes active mitigation to stay alive, much like regen. On my blaster, in tough fights (not impossible fights) I am often staring at my powers, waiting for some key power to come back up, or for my chance to KB to finally hit. Regen to me is much the same, using my primary to help keep me standing, praying one of my clicks is about to come up. Is this balance, shruggs, I dont know, but its different. I think Regen is just fun, but frustrating. I think its always fun to play, edge of your seat kinda action, I think its frustrating to play alongside another set, and watch them just stand there and swing away, without really seeming to be in danger.
Its really playstyles to me. Do you enjoy the challenge of building a very tough character, then take him out and not have to be very attentive to play him effectively, or do you want to build your regen best you can and then run, out, and find some fun in trying to just keep upright with the tools you have, even though probably inferior?
I have three lvl 50 Scrappers I have not deleted, and I guess another 3 or so that were sent to oblivian. I have or had invul, wp, regen twice, sr and electric. I only play the regen still, though I find him likely the least sturdy character I have. In the high lvl content, I find him inferior, but fun. My first power scrapper at the time, was my DM/SR, hated the ride there, got him capped, had fun being nigh unkillable for about a week, then havent played him since, I would rather watch paint dry than take him out.
So Im anxious for regen, I dont like melee as much as ranged, but I will have a SM/Rgen as soon as its out, and likely, just as I do with my DB/Rgen (terrible matched set) be cursing that my clicks are too slow, the WP I play with never faceplants like I do, and why did I do this too myself again he will never be good.
I think it's pretty safe to say its not as tough as a lot of other sets in the end, but it gives a different play style, and for me, that is enough. Some people are just weird (like myself) and while we envy the power sets of all AT's, we just dont seem to fit in playing them, so we play regen, Stone Melee, Energy blasters and Trick arrow characters.
One thing I will say about Regen is that player mistakes can cause death. If you decide you can get one more attack off before hitting a heal, and you are wrong, you could end up dead. Of course, Regen has a power to solve that problem, but it is not very functional, sadly. Making Revive workable should be a priority before I21 releases, IMO.
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.
Both Regen and WP's self rezzes need at least a few seconds of untouchable. Let me at least finish the standing up animation before refaceplanting!
(I click revive and moment of glory. It works at least sometimes, mostly thanks to my spiritual alpha pushing the amount of health I revive with up).
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Tuesday we get to play with this, and I for one am looking forward to it. I didn't get to do much during the Betas because of work. What was everyone elses experience?
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?
Tuesday we get to play with this, and I for one am looking forward to it. I didn't get to do much during the Betas because of work. What was everyone elses experience?
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it still has its downsides, but all in all, its a better experience on a brute.
My broadsword/regen scrapper finally has access to moment of glory, shadow meld, and the barrier destiny. If I'm on the ball this makes him pretty damned tough, as he can throw out more than a minute of softcap fairly frequently. A scrapper can do a lot of damage in a minute.
I won't be remaking him as a brute, though. Mostly because of broadsword. The lethal resistance turning headsplitters into below 200 damage hits on a far too frequent basis is too trying on my patience.
Without parry and/or heavy defense IOing/good team buffs alphas for teams are just too harsh to take, and I like to be able to wade in against x8 for a team. This is different than beating a x8 spawn: I've got brutes on the way up who can't take the punishment long enough to solo one. However, they can all take a x8 beating long enough for the team to do its job.
I don't doubt that a /regen brute could be built to do just that but the cards are stacked against it on basic SOs.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Brutes are getting access to Katana and broadsword, meaning they will get parry/divine avalanche... just ya know, saying.
That, and brutes have higher caps on resistance, meaning MoG will actually be useful (in the invent of autohit attack, or massive debuffs) as a means to increase resistance, where scrappers only cap at 75%..
My regen does well, but it is admittedly a katana scrapper. Even despite that helping crutch that is DA, my regen never dies in MoG so I dont see why people would worry about the 75% ( which brutes will get more) because you also get soft capped defense.
With the -regen resistance and extra resistance in the passive coming in i21, brutes AND scrappers will be better off.
As for -rech issues, having some +rech set bonuses and getting the winter's grasp debuff resistance IO can help that plenty.
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.
Hence my comment about why I don't want to play broadsword again, followed by an assessment that without parry alphas are too harsh to take. One of my bs/regen's biggest problems pre-3 godmodes used to be being killed before the first parry animated.
Yes, I know that's only closing time + 1.something seconds. It's enough against the wrong x8 spawn.
Though stone/regen might be even better than parry for alpha reduction since it has range going for it. Also, no redraw.
Good catch about hitting the 90% resistance cap with MoG though. I did miss that.
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
Hence my comment about why I don't want to play broadsword again, followed by an assessment that without parry alphas are too harsh to take. One of my bs/regen's biggest problems pre-3 godmodes used to be being killed before the first parry animated.
Yes, I know that's only closing time + 1.something seconds. It's enough against the wrong x8 spawn. Though stone/regen might be even better than parry for alpha reduction since it has range going for it. Also, no redraw. Good catch about hitting the 90% resistance cap with MoG though. I did miss that. |
My other /regen is a stalker, which means he gets to pick what fights he starts, and his only problem is running outta endurance (not getting quick recovery is just mean i tell you)
I plan on making a fire/regen brute, and going soul mastery for DN, so i can basically pull with DN into a group of mobs, and go from there. I'll prolly go for 32.5% melee or lethal/smash defense though on him, so he has some mitigation before he burns into to death.
Yeah, I'll be rerolling my Fm/Reg as a brute as well. Am looking forward to it, though I am still slightly concerned that WP really did steal all of Regens thunder.
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?
I was pretty happy with the level-bumped and half-IO'd bs/regen for the short amount of time I was able to spend fiddling with him. Recharge debuffs are still pretty killer if they get high enough. I didn't get close to capping HP in any normal way, but interestingly burn-out let me stack applications of DP and hitting the HP cap. Not that it lasted long. Of course no accolades and not full on +hp from sets and the like. Was running +2x4 (not a huge deal, I know) with pretty much no issues. Also with no DN running, so there is added potential there. I also didn't really see a noticable loss in fury from rolling through the click defenses. Maybe some numbers gurus could figure out the max potential HP for a regen brute?
I'm torn though as I'm a little too stoked on doing either kat/fire or bs/fire when i21 goes live. I might just wait for StJ before starting the regen brute. We'll see though. Pretty stoked on the idea of ss/regen just for kicks.
Either way, probably retiring the km/regen scrapper once I start /regen on a brute. Conversely probably redoing the wm/sd brute as a scrapper.
Heh. Go figure. I've gotten caught in the trap of shying away from secondaries that don't boost damage. :lol:
It remains the same though - got to be into the playstyle just like you do on a scrapper. Adding brute resists and hp doesn't change the reliance on timing and recharge that is just the way the set is.
I like the idea of Regen Brutes. One of the things Regen offers over Willpower is a more active playstyle, as you actually have defensive buttons to push regularly. I love Willpower's style, but I sometimes wish there was more to do.
I love regen on scrappers. I fail to see why people avoid it. Maybe IOs have spoiled some players a tad too much.
@False Fiction - Virtue / Defiant
Current projects - [Glaciologist - Ill/Cold Troller] [Cloudshaper - Storm/Dark Def] [Harald Wartooth - Elec/Psi Domi]
I love regen on scrappers. I fail to see why people avoid it. Maybe IOs have spoiled some players a tad too much.
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1 - For 'healing is a large part of my defense' willpower offers more resistance, more defense, and near IH levels of regeneration as a toggle.
2. - For 'active (clicky) playstyle' /fire is pretty clicky as well but unlike /regen time spent clicking your secondary isn't time spent not doing damage thanks to the damage aura and lingering burn patch.
3 - Because healing is reactive and the nature of alpha strikes favors pro-active. Yes, Moment of Glory's change a while back helped with this immensely but it's not up every fight - especially on SOs.
Brutes can have taunt (and do have punchvoke). Brutes have taunt auras. Regen on a scrapper on a team is great - they don't hold aggro no matter how much damage they do if there's a brute or a tanker around, so the secondary is used only to patch themselves up to keep in the fight and isn't subjected to continued punishment the whole fight long.
Where Regeneration has always excelled, especially combined with a sword primary, is soloing hard targets. Back in the day it was THE go to set for scrapper AV soloing. It's never been the 'tanking' scrapper defense (that was Invulnerability, and now Shield). I don't see the changes when carried to brute elevating it into said category.
(However, I will grant that my arguments are based on an unrealistic scenario - you're tanking for a team who apparently aren't doing a damned thing to help you.)
Weight training: Because you'll never hear someone lament "If only I were weaker, I could have saved them."
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.
It's less that I think one can't find a challenge with other sets (untrue), and more that after a point they basically all play exactly the same. Activate Toggles, Use Primary, Insert Tricks as Needed. Regen is the only set that plays dramatically different from, well, basically every other armor set.
I have a pretty amazing sp/da scrapper than ran x8 all the time (between 0 and +3 depending on how fast I wanted to get through something). Except for PPD Squids. Seriously. Anything but those. For my /SD brute, well I never found anything that I couldn't handle at some variation of x8. Sure, I could keep tweaking those two builds and working out tactics until I've maxed their potential, but after a fashion I get bored with that and want to move on to another toon.
Maybe if I had more interest/time/FakeMoneyUnits, I'd go purple out one of my existing 50s and see what it can do, but in all honesty my 2 50s have hit an expense wall that I'll probably not bother climbing in order to respec or tweak them any futher. With proliferation, /time, and TW/ coming down the pike, there'll be more reason not too, heh.
For the record, both of those toons solo'd Gaussian's at x8. And yeah, that one is 9 @#$#es in a @!#$@# boat. Tough, but still doable.
I love the RWZ arcs and play through them on any toon that reaches that level. DW's arc (not for difficulty) is one of my favorites in the entire game, story-wise. For the other record, I've been running regen at a variety of difficulties. 0/x8 on simpler stuff. Did some +4/x2 just to see what would happen. And so on. That toon is only 45 and not yet fully built.
Maybe it is because I don't play MMOs much at all. Literally this is the only MMO I've ever played for more than a few days. But I really need the game to be more difficult, more active, in order to retain my attention. Sure, I could take an SS/FA brute and build it out and run the highest diff on some content, but man. What a freaking yawn fest. Not in gameplay or challenge, but in "Sheesh, who the @#%^ wants to do what everyone else is doing?" No offense to you guys with awesome SS/FA brutes, but I just can't go with the flow. Wish I could, life would be easier, but I'm just not made that way. If I already know the outcome (what an ss/fa brute can do), then what's the fun?
Seriously. There will always be the best gun, or sword, or armor, or car, or powerset combo in any given game. Can't be bothered to care. I'm more interested in what I can do with the underdog tools, especially in this game where there is just no such thing as a bad Brute or Scrapper combo. Seriously. None at all.
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TLDR: Yeah, I do that too. I don't see how that obviates playing /regen because I enjoy the way it plays and welcome the challenge of making it work. Also, I'm having to tweak the slider with my /regen in order to keep things interesting.
It's not the same as Shadow Meld, but you'd be surprised at its value.