Plant/Psi and the regen cap
Looks like its actually at 2000% regen, with max Drain Psyche. And it looks like you can double stack spirit tree about 3/4 the time, so when Drain Psyche is down, or not quite at 10 targets, you'll still have pretty decent +regen.
The main issue is that hoarfrost and Drain Psyche aren't perma.. so your really only regenerating about 110-ish HP about half the time (and with hoarfrost, your only looking at 133.9hp/second) Thats assuming accolades. Now, if you add in Spiritual alpha boost, and rebirth +max HP (both t4 mind you) your looking at 133.9hp/second with, or without hoarfrost, as you'll cap your HP either way. And as your at the regen cap, even going the +regen route on rebirth won't do you any good.
While 134hp/second looks very nice, its not quite enough to tank with, especially when you consider that fact your not quite softcapped, but your close enough that a small purple inspiration could cap your lethal/smash, and 2 small purples will cap everything else.
It could work, but one or two hard hits (like, say siege smacking you, or a vicky crit) and you'll go down, but in a pinch you'll do pretty good.
If you go after Nerve alpha, and barrier destiny, you could be very effective, assuming you keep 10-ish mobs around you at all times to feed drain psyche, but i'd still stick with spiritual so you can have perma hasten, and maybe getting a few more +rech set bonuses would allow you to perma drain psyche, and maybe even push hoar frost into perma range (again, not sure it'll matter much though, due to 133.9 being your regen cap, and accolades pushing you pretty close to your HP cap.
Yes you can cap your regen as /psi. I can manage it with roughly 8 foes and my DP is perma. You can cap recovery with even less and without even slotting for endmod, too. If you want to be able to take a beating, get SoP from Mu mastery. You can at least cap s/l/e resistance and tossing in capped regen you'd become pretty sturdy for 30s. Having multiple Spirit Trees out while DP is down will extend your awesomeness in SoP's duration (2 minutes I think).
If you build yourself to have perma DP then you'd have more uptime on SoP, too.
SG: Guadians of Paragon - VG: Paragon's Darkness
The Usual Suspects: Fimboolvetr (Icer Tank), Tsukiyomi (Mind/Psi/Ice Dom), Smiting Dragon (Dm/Sr Scrap), Widow Mortis (NW)
Up and Comers: Ameterasu (Km/Reg Scrap), Arrhymian (Elec/Nin Stalk), TDMKII (Bot/Traps MM)
I was playing with mids for a plant/psi and noticed that in extreme conditions, this dom can potentially reach 2000% regen. Sounds like with Hoarfrost running you can play tanktrollblastscraper for the duration. Also sounds like it ain't quite true.
Anyone with experience with this build? Is this actually a legitimate regen amount or is it just Mids playin games with my mind?
Here's the build in question.
Villain Plan by Mids' Villain Designer 1.942
http://www.cohplanner.com/
Click this DataLink to open the build!
Level 50 Magic Dominator
Primary Power Set: Plant Control
Secondary Power Set: Psionic Assault
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Power Pool: Flight
Ancillary Pool: Ice Mastery
Villain Profile:
Level 1: Strangler -- BasGaze-Acc/Hold(A), BasGaze-EndRdx/Rchg/Hold(37)
Level 1: Psionic Dart -- HO:Nucle(A)
Level 2: Mind Probe -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(39), KntkC'bat-Dmg/EndRdx/Rchg(39)
Level 4: Telekinetic Thrust -- Hectmb-Dam%(A), Hectmb-Dmg/Rchg(5), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Acc/Rchg(7), Hectmb-Dmg(7)
Level 6: Combat Jumping -- LkGmblr-Rchg+(A)
Level 8: Hasten -- RechRdx-I(A), RechRdx-I(9), RechRdx-I(9)
Level 10: Seeds of Confusion -- CoPers-Conf(A), CoPers-Conf/Rchg(11), CoPers-Acc/Conf/Rchg(11), CoPers-Acc/Rchg(13), CoPers-Conf/EndRdx(13), CoPers-Conf%(15)
Level 12: Spirit Tree -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(15), Dct'dW-Heal/Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(19)
Level 14: Boxing -- Acc-I(A)
Level 16: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(19), RctvArm-ResDam/Rchg(21), RctvArm-ResDam/EndRdx/Rchg(21)
Level 18: Psychic Scream -- HO:Nucle(A), HO:Nucle(31)
Level 20: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(23), LkGmblr-Def/EndRdx(23), LkGmblr-Def/EndRdx/Rchg(25)
Level 22: Drain Psyche -- Nictus-Acc/Heal(A), Nictus-Acc/EndRdx/Rchg(25), Nictus-Heal/HP/Regen/Rchg(27), P'Shift-EndMod/Rchg(27), P'Shift-EndMod/Acc/Rchg(29), P'Shift-EndMod/Acc(29)
Level 24: Vines -- BasGaze-Acc/Hold(A), BasGaze-Acc/Rchg(33), BasGaze-Rchg/Hold(37), BasGaze-Acc/EndRdx/Rchg/Hold(37)
Level 26: Carrion Creepers -- ExStrk-Dam%(A), Posi-Dam%(34), Posi-Acc/Dmg/EndRdx(34), Posi-Acc/Dmg(34), Posi-Dmg/EndRdx(36), Posi-Dmg/Rchg(36)
Level 28: Subdue -- Apoc-Dmg(A), Apoc-Dmg/Rchg(31), Apoc-Acc/Dmg/Rchg(31), Apoc-Acc/Rchg(33), Apoc-Dam%(33)
Level 30: Hover -- LkGmblr-Rchg+(A)
Level 32: Fly Trap -- S'bndAl-Dmg(A), S'bndAl-Dmg/Rchg(46)
Level 35: Mental Blast -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx/Rchg(36), Thundr-Dmg/EndRdx(40), Thundr-Dmg/Rchg(43), Thundr-Acc/Dmg/Rchg(43), Thundr-Acc/Dmg/EndRdx(43)
Level 38: Psychic Shockwave -- Armgdn-Dmg/EndRdx(A), Armgdn-Acc/Dmg/Rchg(39), Armgdn-Acc/Rchg(40), Armgdn-Dmg(40), Armgdn-Dam%(46)
Level 41: Sleet -- RechRdx-I(A), ExVuln-DefDeb/Rchg(42), ExVuln-DefDeb/Rchg/EndRdx(42), ExVuln-DefDeb(42)
Level 44: Frozen Armor -- LkGmblr-Rchg+(A), LkGmblr-Def(45), LkGmblr-Def/EndRdx(45), S'fstPrt-ResDam/Def+(45), S'fstPrt-ResKB(46)
Level 47: Ice Storm -- RechRdx-I(A), RechRdx-I(48), Posi-Dmg/Rchg(48), Dmg-I(48), Dmg-I(50)
Level 49: Hoarfrost -- Dct'dW-Rchg(A), Dct'dW-EndRdx/Rchg(50), Dct'dW-Heal/Rchg(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Domination
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Regen/Rcvry+(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(3)
------------
Set Bonus Totals: