Regen Help!


ArchGemini

 

Posted

I back to trying to trying to improve my Regen's survivability. Messing around with the build, and I can't help but wonder, how much defense do I need to work into the build?

I would think it doesn't need to be softcapped, just enough to give it breathing room to click the heals or give them enough time to pop back up.

Is this correct? Will giving all the +RCH I can be the better way to go for the best survival?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by Werner View Post
You want recharge, recharge, more recharge, and then some defense. Recharge itself can give you defense in the sense of making Moment of Glory and Shadow Meld (if you take it) come back faster.
But how much is some defense? 22% to all positions enough?

I find most try to softcap S/L or go the route of Blade sets for softcapped melee.


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

Quote:
Originally Posted by BrandX View Post
I find most try to softcap S/L or go the route of Blade sets for softcapped melee.
My SS/Regen Brute has 40% S/L defense. I did not bother with any position or other damage type. He's a beast.

My BS/Regen Scrapper is in the 50s melee defense with one stack of Parry.

That plus MoG, works out very well for me. Still takes better reflexes than my EA or Shield characters, but the Regens have more tools to fall back on by far.


The City of Heroes Community is a special one and I will always look fondly on my times arguing, discussing and playing with you all. Thanks and thanks to the developers for a special experience.

 

Posted

Quote:
Originally Posted by BrandX View Post
But how much is some defense? 22% to all positions enough?

I find most try to softcap S/L or go the route of Blade sets for softcapped melee.
With a sword primary, it is possible to soft cap all positions. But even then, the numbers show better survivability with ranged and AoE at 33% with more recharge and Rebirth instead of Barrier.

I don't know what's possible with other primaries, but I'd probably settle for 32.5% smashing/lethal and maybe low to mid 20s for other types. One small purple then soft caps smashing/lethal, and Shadow Meld soft caps everything with a little wiggle room. I suspect I'd put the rest of my efforts into recharge and any other build perks I wanted. I've not tried, though, so I can't say for sure.


"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

Mid 30s+ defense to s/l/e/n or melee/range is what I usually aim for with enough recharge for or as close to perma hasten as possible.

My Claws/Regen is built for 40% s/l/range defense, which put me at soft cap with barrier, and hasten at around 8 seconds down time.
But even on a longer hasten recharge and no barrier....

he does just fine


 

Posted

As Werner said, it will depend on your primary if it's Kat or BS. I like to go for e/n def cap and let parry cap lethal. 99% of smashing in the game is melee range, so parry takes care of that too. And the little bit that is range smashing will be like boulder tosses and are usually used then the enemie closes into melee, so you rarely have issues with smashing not capped. Then I add in recharge for MoG.


 

Posted

There are plenty of things that hit hard at range that S/L won't stop. If you can get S/L into the mid 30s or higher and E/N into the mid 20s, that's probably good. I haven't been able to do that to my satisfaction, but have gotten Melee into the mid to high 30s (35-ish on one build, 38-ish on another) and then ranged defense into the mid 20s and AoE around 20-22%.

I usually shoot for 60-70% recharge. I don't think I have less than 65% on any of my three Regens. (One's a Stalker.)

For Incarnate stuff, on a Scrapper, I always take Spiritual for the extra recharge and +heal, and usually Barrier, though some good arguments have been made for Rebirth. (On my Stalker I have endurance problems firing on all cylinders, so I either use Spiritual with Ageless or Agility with Barrier.)


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

 

Posted

Quote:
Originally Posted by Werner View Post
With a sword primary, it is possible to soft cap all positions. But even then, the numbers show better survivability with ranged and AoE at 33% with more recharge and Rebirth instead of Barrier.
I haven't tested it with /regen, but after crafting a t4 Ageless radial by mistake (meant to get the +rec branch, not the debuff resist one) and fiddling with adding ddr and -rech resist to my /DA scrapper I got to thinking that it might be an interesting thing to carry as an alternate on a /regen. Conditional to be sure, but against groups that can floor recharge, the rolling resistance might be nice to have.

Quote:
Originally Posted by Werner View Post
I don't know what's possible with other primaries, but I'd probably settle for 32.5% smashing/lethal and maybe low to mid 20s for other types. One small purple then soft caps smashing/lethal, and Shadow Meld soft caps everything with a little wiggle room. I suspect I'd put the rest of my efforts into recharge and any other build perks I wanted. I've not tried, though, so I can't say for sure.
I had a theoretical km/regen that was almost capped to s/l (43.1%), but had trouble getting e/n past 20 something. Not enough AoE in KM to get eradications into the build for the extra def. There's probably a way to get 32.5% s/l/e/n with that combo, but I'm not set-ucated enough to find it.

Never put much into it, but StJ looked to have some interesting options for slotting, but both of those toons are sort of in a holding pattern since I'm waiting impatiently for TW/ to drop before I start a spendy build on another character.


 

Posted

Quote:
Originally Posted by MayorOfAngrytown View Post
I haven't tested it with /regen, but after crafting a t4 Ageless radial by mistake (meant to get the +rec branch, not the debuff resist one) and fiddling with adding ddr and -rech resist to my /DA scrapper I got to thinking that it might be an interesting thing to carry as an alternate on a /regen. Conditional to be sure, but against groups that can floor recharge, the rolling resistance might be nice to have.
I can't speak to the debuff resistance, as I haven't tired it. (I did think about it.) But especially on a Regen build that has Shadow Meld, Ageless is definitely interesting because it allows you to cycle MoG and Shadow Meld even more quickly. Especially if Ageless is available early in a fight, the immense +recharge boost if offers early means your first recycle of MoG come noticeably faster. (The optimal use assuming you can absorb the Ageless activation time is probably SM, MoG, Ageless, SM, MoG, etc.)

Since Scrapper (or Brute) Regen would not usually need the +recovery, the debuff resistance from the Radial side might be a more practical mix-in. The only downside is that the Radial side caps out at 90s duration.


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

 

Posted

Like most of the other posters have mentioned, the primary is going to make a lot of difference in your build.

My /Regen runs Dark Melee, so I built for 27.5% to all positions, as much recharge as I could cram in him, a T4 Spiritual Alpha and a T4 Barrier to get his positions to 32.5%.

As much as this will be an admission that I am not pushing the envelope as hard as I should, with that setup I have run through tips and radios set for +3/1-2 and seriously only have to toggle up for the night (as in, not use Reconstruction, DP, IH, or MoG). Siphon Life keeps me topped off.


11 months of all-nighters, messy feeding sessions, bath fighting and realizing just how good my son's lungs work, and I am still convinced he is the crowning accomplishment in my life. What in the blue HFIL is wrong with me?

 

Posted

build planned for respeccing based on forums but can i get some more specific advice. not sure about trying to get shadowmeld. thanks
Hero Plan by Mids' Hero Designer 1.952
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mauler: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Lunge

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (3) Kinetic Combat - Damage/Endurance: Level 35
  • (3) Kinetic Combat - Damage/Recharge: Level 35
  • (5) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 1: Fast Healing
  • (A) Miracle - +Recovery: Level 40
  • (5) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (7) Numina's Convalescence - Heal: Level 50
Level 2: Reconstruction
  • (A) Doctored Wounds - Heal: Level 50
  • (7) Doctored Wounds - Heal/Endurance: Level 50
  • (9) Doctored Wounds - Endurance/Recharge: Level 50
  • (9) Doctored Wounds - Heal/Recharge: Level 50
  • (11) Doctored Wounds - Heal/Endurance/Recharge: Level 50
Level 4: Spine Burst
  • (A) Obliteration - Chance for Smashing Damage: Level 50
  • (11) Obliteration - Damage: Level 50
  • (13) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 50
  • (13) Obliteration - Accuracy/Recharge: Level 50
  • (15) Obliteration - Damage/Recharge: Level 50
  • (15) Obliteration - Accuracy/Damage/Recharge: Level 50
Level 6: Quick Recovery
  • (A) Performance Shifter - Chance for +End: Level 40
  • (17) Efficacy Adaptor - EndMod: Level 40
  • (17) Efficacy Adaptor - EndMod/Endurance: Level 40
Level 8: Build Up
  • (A) Adjusted Targeting - To Hit Buff: Level 50
  • (19) Adjusted Targeting - Endurance/Recharge: Level 40
  • (19) Adjusted Targeting - To Hit Buff/Endurance: Level 40
  • (21) Adjusted Targeting - To Hit Buff/Recharge: Level 50
  • (23) Adjusted Targeting - To Hit Buff/Endurance/Recharge: Level 50
Level 10: Dull Pain
  • (A) Doctored Wounds - Heal: Level 50
  • (23) Doctored Wounds - Heal/Endurance: Level 50
  • (25) Doctored Wounds - Endurance/Recharge: Level 50
  • (25) Doctored Wounds - Heal/Recharge: Level 50
  • (27) Doctored Wounds - Heal/Endurance/Recharge: Level 50
Level 12: Impale
  • (A) Decimation - Accuracy/Damage: Level 40
  • (27) Decimation - Damage/Endurance: Level 40
  • (29) Decimation - Damage/Recharge: Level 40
  • (29) Decimation - Accuracy/Damage/Recharge: Level 40
  • (31) Decimation - Chance of Build Up: Level 40
Level 14: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (31) Luck of the Gambler - Defense: Level 50
Level 16: Super Jump
  • (A) Blessing of the Zephyr - Run Speed, Jump, Flight Speed, Range: Level 50
Level 18: Integration
  • (A) Doctored Wounds - Heal: Level 40
  • (33) Doctored Wounds - Heal/Endurance: Level 40
  • (33) Doctored Wounds - Endurance/Recharge: Level 40
  • (34) Doctored Wounds - Heal/Recharge: Level 40
  • (34) Doctored Wounds - Heal/Endurance/Recharge: Level 40
Level 20: Quills
  • (A) Scirocco's Dervish - Chance of Damage(Lethal): Level 40
  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 40
  • (36) Scirocco's Dervish - Accuracy/Damage: Level 40
  • (36) Scirocco's Dervish - Damage/Endurance: Level 40
  • (36) Scirocco's Dervish - Damage/Recharge: Level 40
  • (37) Scirocco's Dervish - Accuracy/Recharge: Level 40
Level 22: Hasten
  • (A) Recharge Reduction
  • (31) Recharge Reduction
  • (33) Recharge Reduction
Level 24: Boxing
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (37) Kinetic Combat - Damage/Endurance: Level 35
  • (37) Kinetic Combat - Damage/Recharge: Level 35
  • (39) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 26: Tough
  • (A) Reactive Armor - Resistance: Level 40
  • (39) Reactive Armor - Resistance/Endurance: Level 40
  • (39) Reactive Armor - Resistance/Recharge: Level 40
  • (40) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 28: Instant Healing
  • (A) Recharge Reduction
  • (42) Recharge Reduction
  • (42) Recharge Reduction
Level 30: Ripper
  • (A) Obliteration - Chance for Smashing Damage: Level 40
  • (42) Obliteration - Accuracy/Damage/Endurance/Recharge: Level 40
  • (43) Obliteration - Damage: Level 40
  • (43) Obliteration - Accuracy/Recharge: Level 40
  • (43) Obliteration - Damage/Recharge: Level 40
  • (45) Obliteration - Accuracy/Damage/Recharge: Level 40
Level 32: Weave
  • (A) Endurance Reduction
  • (40) Defense Buff
  • (48) Defense Buff
  • (48) Defense Buff
Level 35: Throw Spines
  • (A) Positron's Blast - Accuracy/Damage: Level 40
  • (40) Positron's Blast - Damage/Endurance: Level 40
  • (45) Positron's Blast - Damage/Recharge: Level 40
  • (45) Positron's Blast - Damage/Range: Level 40
  • (46) Positron's Blast - Accuracy/Damage/Endurance: Level 40
Level 38: Moment of Glory
  • (A) Luck of the Gambler - Recharge Speed: Level 40
  • (46) Reactive Armor - Resistance: Level 40
Level 41: Char
  • (A) Accuracy
  • (46) Accuracy
Level 44: Fire Blast
  • (A) Accuracy
Level 47: Fire Ball
  • (A) Accuracy
  • (48) Accuracy
  • (50) Recharge Reduction
  • (50) Damage Increase
  • (50) Damage Increase
Level 49: Resilience
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
------------
Level 2: Swift
  • (A) Run Speed
Level 2: Health
  • (A) Numina's Convalescence - Heal: Level 40
  • (21) Numina's Convalescence - Heal/Endurance: Level 40
Level 2: Hurdle
  • (A) Jumping
Level 2: Stamina
  • (A) Performance Shifter - EndMod: Level 40
Level 1: Brawl
  • (A) Empty
Level 1: Critical Hit
Level 1: Sprint
  • (A) Endurance Reduction
Level 2: Rest
  • (A) Empty
Level 4: Ninja Run



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