If Tankers got Regen
Both!
Our higher base and Max HP values would be a boon to the regen and healing abilities. However, ability to take an alpha strike would be ridiculously low until you got to level 32 and got Moment of Glory.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
No, with resiliance's new numbers, tough/weave, DP, and reconstruction, you'd be fie on alpha strikes.
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Tough and Weave, I'll grant you, but I hate having to assume that a Tanker set would need those two powers to perform it's role.
I still think the set would have a lot more issues than other sets when taking an alpha.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Could you actually tank with regen though? I think it would be fun to have a regen tanker since they have all that HP.
Resilience would give you, slotted, 19.51% resistance. And DP and Reconstruction are either reactionary help (used after the alpha strike, unless you've got very good timing), or DP is used to just give you more HP, and therefore can't be used after the alpha strike, but doesn't help all that much with spike damage.
Tough and Weave, I'll grant you, but I hate having to assume that a Tanker set would need those two powers to perform it's role. I still think the set would have a lot more issues than other sets when taking an alpha. |
Regen would offer worse survivability under heavy fire than other sets. Also, unless it's changed (again) recently, regen has no defense plus no debuff resistance. That means the regen tanker gets hit for full effect with every endurance drain, to-hit debuff, defense debuff, recharge debuff, etc. It would be a very frustrating set to play IMO.
Regen would offer worse survivability under heavy fire than other sets. Also, unless it's changed (again) recently, regen has no defense plus no debuff resistance. That means the regen tanker gets hit for full effect with every endurance drain, to-hit debuff, defense debuff, recharge debuff, etc. It would be a very frustrating set to play IMO.
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P.S. almost hit submit reply and this popped into my head. I forget who (Werner, Arcanaville, Claws, Dechs, etc...someone who is a well known foum guru) but someone posted a statistical analysis of armor sets and showed that on SOs alone regen was either the top performer, or at least very close. That would make it great for all the new F2P players.
Neither does FA and it's a very popular set. I'm not saying that regen would be the best set in the world, but it would be playable. And besides, think of what potential it could have with IOs. If you managed to cap it's defense to s/l/e/n (very doable now when paired with /MA) then added on the crazy regen and capped hps that a tank would get, you get a nigh unkillable beast. And IH at lvl 18? Yes please.
P.S. almost hit submit reply and this popped into my head. I forget who (Werner, Arcanaville, Claws, Dechs, etc...someone who is a well known foum guru) but someone posted a statistical analysis of armor sets and showed that on SOs alone regen was either the top performer, or at least very close. That would make it great for all the new F2P players. |
Executive summary: Regen had the highest "immortality line" and three-minute survival, while SR had the highest 30-second survival. The analysis did not include the effects of pool powers, which hits SR harder than the others (you can softcap SR on SOs and pool powers). If you look at the "peak performance" numbers (equivalent to softcapped SR), SR is the best scrapper secondary for 180-second survival as well, followed by Dark and Invulnerabilty, with Regen lagging far behind.
Basically, Invulnerability, SR, and to a lesser extent Dark scale with incoming damage, while Regen doesn't.
That was Arcanaville's I7 analysis of scrapper secondaries.
Executive summary: Regen had the highest "immortality line" and three-minute survival, while SR had the highest 30-second survival. The analysis did not include the effects of pool powers, which hits SR harder than the others (you can softcap SR on SOs and pool powers). If you look at the "peak performance" numbers (equivalent to softcapped SR), SR is the best scrapper secondary for 180-second survival as well, followed by Dark and Invulnerabilty, with Regen lagging far behind. Basically, Invulnerability, SR, and to a lesser extent Dark scale with incoming damage, while Regen doesn't. |
I thought Willpower was introduced in part because Regen wouldn't work as well. Atleast with Brutes you don't have to be considered or play as a Tanker.
Having said that by transition through the Brute AT and then some changes anything can happen.
I probably wouldn't play it. MoG don't last long enough. Ideally I would cossie change into MoG and cossie change out of it.
He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.
Regen tankers would SUCK unless they do some huge revamp or tanker specific changes.
Tankers have to be able to absorb huge volleys of damage in the all too famous alphas. Regen relies almost exclusively on the ability to heal back damage, not reduce it. It would be like expecting an Invuln tank to survive an alpha with no passives, and no toggles, just wearing dull pain randomly and expecting an Emapth to keep them healed.
Regen tankers would SUCK unless they do some huge revamp or tanker specific changes.
Tankers have to be able to absorb huge volleys of damage in the all too famous alphas. Regen relies almost exclusively on the ability to heal back damage, not reduce it. It would be like expecting an Invuln tank to survive an alpha with no passives, and no toggles, just wearing dull pain randomly and expecting an Emapth to keep them healed. |
Changes may not necesarely be drastic.
The question is how willing would Synapse be to do tanker specific version of regen (very few mods) or change drastically powers on all existing versions of regen.
I would for one do just two changes:
Resilience: I am not sure the exact change this power had with i21, I know now it adds resistance to all, but if it's still the same magnitude as the old Smash/lethal then it still sucks. If its the same magnitude as the old toxic, then the power is OK.
Remove instant healing. Replace with a taunt aura that adds HP per target affected. Perhaps keep some small regen boost per target there too.
If you are fast (same goes for invuln) the taunt aura will have buffed you before enemies actually are aware of you and toss the alpha your way.
Blue
American Steele: 50 BS/Inv
Nightfall: 50 DDD
Sable Slayer: 50 DM/Rgn
Fortune's Shadow: 50 Dark/Psi
WinterStrike: 47 Ice/Dev
Quantum Well: 43 Inv/EM
Twilit Destiny: 43 MA/DA
Red
Shadowslip: 50 DDC
Final Rest: 50 MA/Rgn
Abyssal Frost: 50 Ice/Dark
Golden Ember: 50 SM/FA
wow.. that was one big buff! Well deserved too... Resilience was the worse passive... if not the worse power, in the entire game.
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* Flurry - Why would you pick this up instead of Hasten? Ever?
* Sonic Repulsion - Toggle radial knockback that you can't use solo and can't control. (Target can proceed to be a bonehead with it.)
* Invoke Panic - Terrible uptime, accuracy, end costs, and prerequisites. [edit: Also, it's only MAG 2.]
[edit: Or for a more direct analogy: Blasters / Munitions / Body Armor - 8.75% res. No toxic, stun resistance, or stun protection.]
As for Regen on a Tank, at this juncture, I wouldn't touch it. (Who knows what's coming down the pipe with future Incarnate Abilities, IOs, content, etc.)
Neither does FA and it's a very popular set. I'm not saying that regen would be the best set in the world, but it would be playable. And besides, think of what potential it could have with IOs. If you managed to cap it's defense to s/l/e/n (very doable now when paired with /MA) then added on the crazy regen and capped hps that a tank would get, you get a nigh unkillable beast. And IH at lvl 18? Yes please.
P.S. almost hit submit reply and this popped into my head. I forget who (Werner, Arcanaville, Claws, Dechs, etc...someone who is a well known foum guru) but someone posted a statistical analysis of armor sets and showed that on SOs alone regen was either the top performer, or at least very close. That would make it great for all the new F2P players. |
It would be an interesting set to play, that's for sure! If ported to a Tanker though it'd need a Taunt aura of some kind, so perhaps Integration would be turned into a clone of Rise to the Challenge? Assuming so, a Tank with RTTC and Instant Healing would achieve personal regeneration of rediculous amounts, at a guess over 200hp/sec on SOs when surrounded and IHing and that's not including Dull Pain's +hp. Alpha Strikes could still be tricky, but that's what MoG's for surely?
Until 32+ you don't really fight anything which'd dent silly regen numbers and self heals and etc etc, so I think it'd be fine. Should it arise, you have inspirations to dig into, temp powers, team buffs (if you're solo why are you fighting something you can't reasonably take on?) and the already impressive Tanker HP pool to dig into. After 32, you have all the tools you need, and come 50 then there're IOs and Incarnate powers to help you along too *if* the set underperforms, which I doubt it would.
I am the Blaster, I have filled the role of Tank, Controller and Defender
Sometimes all at once.
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Come on, Starsman, that's being overly melodramatic. It's not a remarkable power, but far from the worst:
* Flurry - Why would you pick this up instead of Hasten? Ever? * Sonic Repulsion - Toggle radial knockback that you can't use solo and can't control. (Target can proceed to be a bonehead with it.) * Invoke Panic - Terrible uptime, accuracy, end costs, and prerequisites. [edit: Also, it's only MAG 2.] [edit: Or for a more direct analogy: Blasters / Munitions / Body Armor - 8.75% res. No toxic, stun resistance, or stun protection.] |
Body armor, when mods are accounted for, still was better given it was the equivalent of 9.375 resist for scrappers. Would not take it over it's toggle peers, but it was still not as bad as Resilliance.
OK, Sonic Repulsion is a... blach sheep. But mostly due to it's endurance drain (it has one of those per foes end drain right?) Else it would be a very good team support power.
But I digress, I guess some would find in their personal views powers that were "worse off", but for me, who mostly plays melee classes, I found Resilliance to be just horrendous and only took it to have a place to put resist IO sets.
We can agree it was the worst passive in the game, right?
Edit: wont go into Invoke Panic because it was victim of one of the most stupid nerfs from the Statesman era.
Two changes would be needed to make it perform:
1. Add taunt to integration
2. Add recharge debuff resistance either to the set (as passives) or just to certain powers while in effect (MoG and/or IH) to about 60%(?)
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I forget who (Werner, Arcanaville, Claws, Dechs, etc...someone who is a well known foum guru) but someone posted a statistical analysis of armor sets and showed that on SOs alone regen was either the top performer, or at least very close. That would make it great for all the new F2P players.
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I don't think of myself as a "forum guru". My knowledge was mostly cribbed from other people's brain sweat.
I'm quite flattered to be thought of in the same vein as the others you mentioned, though. Fine company indeed. I don't feel I deserve to be thought of that highly, but it makes me feel good that someone did.
It wasn't me that did the analysis, by the way. Getting that deep into the numbers isn't my strong point by any stretch of the imagination. Werner or Arcanaville are more likely.
For what it's worth though, a Regen/MA tank would be pretty damn tough. It would suffer from the same vulnerability to alpha strikes and massive burst damage as any other regen, but if you can softcap a Fiery Aura or Electric Armor tank, you can softcap a Regen as well (none of the 3 have any native defense powers). Once softcapped, you'd find yourself in a position of "if you don't die within 15 seconds, you never will"
I suggest Martial Arts because the 10% defense from Storm Kick would be huge as far as softcapping it goes. You'd only need to get to 35% on the types/positions you want to soft cap and Storm Kick will take care of the rest (since it will probably be part of your attack chain anyway)
Tanks are probably getting Energy Aura next, but I wouldn't be too surprised if it were Regen instead.
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. |
If tankers got regen, would that be a good thing or a bad thing and why?