DM/Regen How can it be better?


ArchGemini

 

Posted

OK so I am a long time player who left the game after issue 15 because there just wasn't enough to hold my interest anymore. Since I have been back I have gotten all the t4 Incarnates powers for my dm/regen scrapper. He was a pretty solid build with perma-hasten and all the purples I could squeeze in. I was working on a maximum recharge build that would have made hasten and dull pain perma (needs 4 Panacea sets!) when I left. Anyway ... since the fitness pool is now inherent I know there is room for improvement. I am looking to keep perma-hasten, since on a regen scrapper having the heals up as much as possible is key. I guess the next step is to increase defense and lastly increase dmg. Thanks in advance for the help. Here is his current build and I will post the crazy recharge build too in case anyone is curious.

Current Build
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Darkest Abyss: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Fitness
Power Pool: Flight
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Darkness Mastery

Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(7), Hectmb-Acc/Rchg(13), Hectmb-Dam%(21), Acc-I(23)
Level 1: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(3)
Level 2: Shadow Maul -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(5), Armgdn-Acc/Dmg/Rchg(7), Armgdn-Acc/Rchg(23), Armgdn-Dam%(31), Acc-I(31)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc/Rchg(15), Efficacy-Acc/Rchg(21), Efficacy-EndMod/Acc(36), Efficacy-EndMod/EndRdx(39)
Level 6: Swift -- Run-I(A)
Level 8: Air Superiority -- Mako-Acc/Dmg(A), Mako-Dmg/Rchg(9), Mako-Acc/EndRdx/Rchg(9), Mako-Acc/Dmg/EndRdx/Rchg(13)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(19), Dct'dW-Heal/EndRdx/Rchg(25)
Level 12: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx(19), C'ngImp-Dmg/Rchg(37), C'ngImp-Acc/Dmg/Rchg(40), C'ngImp-Acc/Dmg/EndRdx(43)
Level 14: Fly -- Flight-I(A), Flight-I(15)
Level 16: Health -- Heal-I(A), Heal-I(17)
Level 18: Integration -- Numna-Heal(A), Numna-Regen/Rcvry+(34), Numna-Heal/Rchg(37), Numna-Heal/EndRdx(37)
Level 20: Stamina -- EndMod-I(A), EndMod-I(46)
Level 22: Stealth -- LkGmblr-Rchg+(A), LkGmblr-Def(34)
Level 24: Invisibility -- LkGmblr-Rchg+(A), LkGmblr-Def(25)
Level 26: Soul Drain -- AdjTgt-ToHit(A), AdjTgt-Rchg(27), AdjTgt-ToHit/Rchg(27), AdjTgt-ToHit/EndRdx/Rchg(36), AdjTgt-EndRdx/Rchg(43)
Level 28: Instant Healing -- Mrcl-Heal/Rchg(A), Mrcl-Heal/EndRdx(29), Mrcl-Heal(29), Mrcl-Heal/EndRdx/Rchg(40), RechRdx-I(50)
Level 30: Resilience -- ResDam-I(A), ResDam-I(31)
Level 32: Midnight Grasp -- GravAnch-Immob(A), GravAnch-Hold%(33), GravAnch-Immob/Rchg(33), GravAnch-Acc/Rchg(33), GravAnch-Acc/Immob/Rchg(34)
Level 35: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(50)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RedFtn-Def/Rchg(39), GftotA-Def/Rchg(40), S'dpty-Def/Rchg(46)
Level 41: Petrifying Gaze -- UbrkCons-Dam%(A), UbrkCons-Hold/Rchg(42), UbrkCons-Acc/Hold/Rchg(42), UbrkCons-Acc/Rchg(42), UbrkCons-EndRdx/Hold(43)
Level 44: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(45), Apoc-Acc/Dmg/Rchg(45), Apoc-Acc/Rchg(45), Apoc-Dam%(46)
Level 47: Tenebrous Tentacles -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(48), Posi-Dmg/Rchg(48), Posi-Dam%(48), Posi-Acc/Dmg/EndRdx(50)
Level 49: Revive -- RechRdx-I(A)
Level 50: Spiritual Core Paragon
Level 50: Void Total Core Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Rularuu Total Core Improved Ally
Level 50: Barrier Total Core Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 6: LEGACY BUILD
Level 4: Ninja Run



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Silly Recharge Build
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Posted

Well, as you mentioned, the Fitness Pool being inherent now frees up a couple of power slots. Did you really grind all of your incarnates w/o respeccing? You could just replace the 3 Fitness powers you have (Swift, Health, Stamina) with the core Fighting Pool powers (Boxing/Kick, Tough and Weave) to gain some layered defense.

I don't have mids access right now to post my current DM/Regen build, but my first general recommendation would be to check out the Soul Mastery Patron Pool. Shadow Meld is just fantastic for /Regen, and you can keep the utility that Dark Blast adds, both solo and in Trials/TFs. Grab Touch of Fear to replace Petrifying Gaze, with the only drawback being the loss of range fear ToF also adds a significant -ToHit Debuff, which is nice). Soul Storm (single-target DoT/Hold) can replace Tenebrous Tentacles with the added value of being a hold (dmg mitigation), but losing the multiple target snare (which i never found useful, but your playstyle might make better use of it than mine). It doesn't take very long to cycle through the alignments to Villain, unlock the Patron Pools and switch back (maybe a week or so), and I found the content reasonably fun and the reward (Soul Mastery Pool) well worth it.

Personally, I got sick of the long animation and constant position-shifting required to make the best use of Shadow Maul, so I dropped it. I do a much more effective and efficient job with Smite -> MG -> Siphon Life -> Dark Blast as my primary attack powers. With a Judgement Ability, and slotting Soul Drain for some dmg, you can fill in (at least a little) for the lack of multiple-target attacks. If you go with the Fighting Pool, Boxing or Kick can fill in as an attack at lower levels if you Exemp down a lot (since MG and Dark Blast come kind of late in the game).

I'll try to post my build later - not that it is perfect, but it might be easier to take a look at how I implemented the suggestions above, to see if they interest you). Take a look at any of threads Werner has posted as well - I referred to some of his posts when I first came back to the game about 5-6 weeks ago.


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

Thanks for the input. Most of your suggestions are right in line with the changes I was considering. Though I doubt I will bother with ToF, Soul Storm will suffice. I think I will grab the pet from the PPP, it will be perma with all the +recharge I have. I rarely if ever use SM but it is the only place I can fit in Armageddon so I think I am stuck with it for now. I'd love to see your build thanks.


 

Posted

You can slot Armaggeddon in Soul Drain.


@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker

 

Posted

Not slotting MG for dmg makes me sad. It's an attack, slot it for dmg.


 

Posted

Quote:
Originally Posted by EJI View Post
Not slotting MG for dmg makes me sad. It's an attack, slot it for dmg.
Oh yeah, didn't pay a lot of attention to slotting when I looked at the build the first time. MG is your best attack, and the immob is only slightly helpful. The dmg from that ability is more important that any set bonuses you might be getting.

Quote:
Originally Posted by viper_kinji
You can slot Armaggeddon in Soul Drain.
This, absolutely do this and free up a power while keeping this set. You'll be happy you dropped Shadow Maul.

From the powers you have now, it seems like you enjoy using some control powers (so do I) and not just sitting in the middle of mobs soaking up dmg. To that end, re-think taking Touch of Fear. The recharge is VERY short, it has a significant -ToHit Debuff, lasts a while, even with just the base slot, and can be easily stacked on bosses+. Soul Storm is great, too, but even with a ton of recharge, it is tough to stack it for chain holds on bosses. If you get a group with 2 bosses, it is great to be able to drop a couple of quick fears on one and watch him cower in the corner while you kick the crap out of his buddy. Multi-Sapper groups are fun, too, to be able to Hold one from range with SS, then rush in and fear the other. For single target attacks, you can also roll ToF into your attack chain to slow/disrupt a Boss's attack chain (it will only hit you as often as you hit it, for far fewer attacks and solid dmg mitigation in boss and elite boss fights - I find this an awesome tool for solo content). Definitely a playstyle/luxury pick, but ToF is massively underrated power in the DM set, IMHO.


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

You... don't have reconstruction?

That strikes me as an incredibly odd choice for a post-I4 Regen.

I wouldn't bother slotting MoG for defense except to put an LotG:+Recharge in it. You should be able to save slots there.

Unless its contrary to your concept or you want PvP stealth, consider taking Superspeed instead of the Stealth pool. If you take Shadow Meld, also consider taking Hover. This will give you places to slot the two LotGs you currently have in Stealth Pool powers. Fighting with Hover on will increase your +defense. (I would normally recommend Combat Jumping for this, but you have Flight, and I assume you really want it. See below comments about Inherent Fitness.)

Don't slot fly with common speed IOs. Fly is now capped at around level 25 with zero flight enhancement. Either use two Blessing of the Zephyr for some ranged defense, or move the extra slot somewhere else. If you do take Super Speed and don't especially care if it lets you run at max possible speed, consider slotting a Winter's Gift: Slow Resist unique in it.

You appear to have perhaps focused on +HP bonuses. You should not. With the recharge you are sporting, Dull Pain will be permanent, and it will cap your HP, meaning you will get no benefit from +HP bonuses. You may have also been going for +heal bonuses. You probably should not, as the only thing they affect on a Regen is the self-heal in Dull Pain, which which is enormous already with Spiritual Core Paragon. Consider replacing most of your Miracle set pieces with Numina's pieces. A Regen doesn't benefit hugely from additional +regen, but you will be able to usefully obtain more +regen than you will get +HP or +heal.

Consider respeccing just to get Inherent Fitness. You can free up a whole power pool. You could use this to add Combat Jumping with/instead of Hover, or to gain access to Leadership for more +defense.

Where you have two common heals in Heath, consider two pieces of Numina's. I believe you will actually net more +regen because of the +regen bonus for two pieces.

Finally, and perhaps most importantly, you have almost no +defense. You should consider focusing on it more.

Here is my DM/Regen build. This is one of my most poured over builds. I do not recommend you copy it exactly, as it contains some build choices that I don't claim are strictly optimal - some of them are concessions to concept or just being how I like them. One specific example: I chose to "frankenslot" Siphon Life so it had both good damage and good healing. This is not critical for a Regen to do. I could have slotted another set of Touch of Death there for more melee +defense.

It also contains a wildly expensive PvPIO for +defense and one purple set to help achieve the +recharge it has, and currently uses Enhancement Boosters in at least one place (Hasten). Definitely consider those optional. But hopefully it will give you some ideas.

Data Link

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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

Lots of good points brought up, let's see how many I can address. First i should start by saying that my primary approach to this build originally was to make Hasten perma, which would have the secondary effect of making Dull Pain perma. I am unwilling to make changes that will no longer make my hasten perma. However perma-hasten is sooooo much easier now with the alpha slot. So I can definitely lose some recharge to add defense. I also don't need to worry so much about slotting the purples for there 10% recharge bonuses.

Ok let me go step by step as I make changes

1) Dropped Shadow Maul & picked Reconstruction in its spot, 4 slotted Numina
2) Put Armageddon in Soul Drain
3) Switch Purple Immob set for Touch of Death in MG 6 slotted with Touch of Death
4) Dropped Swift for Touch of Fear 5 slotted Glimpse of the Abyss
5) Dropped Air Superiority for Super Speed Slotted Winter's Gift Slow Resistance
6) Dropped Health so it became inherent slotted with 2 Numina
7) Dropped Stamina so it became inherent slotted with 2 Performance Shifter
8) Dropped Fly replace with Combat Jumping slot Kismet +accuracy
9)Picked up Maneuvers in Health spot Slotted LotG +recharge and 2 Enzyme Exposure
10) Picked up Tactics in Stamina spot slotted with Gaussian chance for build up
11) Dropped Stealth for Vengeance slotted LotG def, +recharge
12) Dropped Invis moved Resilience from lvl 30 power to 24 slotted with Steadfast Protection + Def and Gladiator Armor + Def (might take a bit to get that one)
13) Swapped Hasten and ToF to have Hasten available at much lower lvl
14) Swapped ToF and Combat Jumping to have ToF available at lower lvl
15) Put Dark Blast in Hasten spot 5 slotted Armageddon
16) Drop Petrifying Gaze pick up Shadow Meld slot with LotG +recharge and 2 Membrane Exposure
17) Took Boxing in Dark Blast old spot at lvl 44 5 slotted with Absolute Amazement
18) Drop Tenebrous Tentacles for Tough 3 slotted with Aegis
19) Drop Revive for Weave 4 slotted with LotG

Ok I think that is it ... all of these changes are very easily done except tracking down the PvPIO +Defense.

One question I do have is how do I change the lvl of an IO above 50 if I choose to use and enhancement booster on it?

Ok guys tell me what you think of the updated build

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Darkest Abyss: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Fighting
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Smite -- Hectmb-Dmg(A), Hectmb-Dmg/Rchg(3), Hectmb-Acc/Dmg/Rchg(5), Hectmb-Dam%(9), Hectmb-Acc/Rchg(13), Acc-I(21)
Level 1: Fast Healing -- Mrcl-Heal(A), Mrcl-Rcvry+(3)
Level 2: Reconstruction -- Numna-Heal(A), Numna-EndRdx/Rchg(7), Numna-Heal/Rchg(23), Numna-Heal/EndRdx/Rchg(31), Numna-Heal/EndRdx(39), Numna-Regen/Rcvry+(40)
Level 4: Quick Recovery -- Efficacy-EndMod(A), Efficacy-EndMod/Rchg(5), Efficacy-EndMod/Acc(9), Efficacy-EndMod/Acc/Rchg(15), Efficacy-EndMod/EndRdx(15), Efficacy-Acc/Rchg(21)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Super Speed -- Winter-ResSlow(A)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(19), Dct'dW-Heal/EndRdx/Rchg(25)
Level 12: Siphon Life -- C'ngImp-Acc/Dmg(A), C'ngImp-Acc/Dmg/EndRdx(13), C'ngImp-Dmg/EndRdx/Rchg(17), C'ngImp-Dmg/EndRdx(19), C'ngImp-Acc/Dmg/Rchg(23), C'ngImp-Dmg/Rchg(37)
Level 14: Touch of Fear -- Abys-Acc/Rchg(A), Abys-EndRdx/Fear(31), Abys-Fear/Rng(31), Abys-Acc/Fear/Rchg(40), Abys-Dam%(43)
Level 16: Maneuvers -- LkGmblr-Rchg+(A), HO:Enzym(34), HO:Enzym(36)
Level 18: Integration -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(34), Numna-Heal/Rchg(37), Numna-Heal/EndRdx(37)
Level 20: Tactics -- GSFC-Build%(A)
Level 22: Vengeance -- LkGmblr-Rchg+(A)
Level 24: Resilience -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(25)
Level 26: Soul Drain -- Armgdn-Dmg(A), Armgdn-Dmg/Rchg(27), Armgdn-Acc/Dmg/Rchg(27), Armgdn-Acc/Rchg(36), Armgdn-Dam%(43)
Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(29), Numna-Heal/EndRdx/Rchg(29), Numna-Heal/EndRdx(40), RechRdx-I(42)
Level 30: Combat Jumping -- Ksmt-ToHit+(A)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dam%(34), T'Death-Dmg/EndRdx/Rchg(39)
Level 35: Dark Blast -- Apoc-Dmg(A), Apoc-Dmg/Rchg(36), Apoc-Acc/Rchg(43), Apoc-Acc/Dmg/Rchg(45), Apoc-Dam%(46)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39)
Level 41: Shadow Meld -- HO:Membr(A), HO:Membr(42), LkGmblr-Rchg+(42)
Level 44: Boxing -- Amaze-Acc/Rchg(A), Amaze-Stun/Rchg(45), Amaze-Acc/Stun/Rchg(45), Amaze-ToHitDeb%(46), Amaze-EndRdx/Stun(48)
Level 47: Tough -- Aegis-Psi/Status(A), Aegis-ResDam/EndRdx(48), Aegis-ResDam(48)
Level 49: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(50), LkGmblr-Def(50), LkGmblr-Def/EndRdx/Rchg(50)
Level 50: Spiritual Core Paragon
Level 50: Void Total Core Judgement
Level 50: Reactive Core Flawless Interface
Level 50: Rularuu Total Core Improved Ally
Level 50: Barrier Total Core Invocation
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(17)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(46)


 

Posted

Quote:
Originally Posted by Superman0207 View Post
One question I do have is how do I change the lvl of an IO above 50 if I choose to use and enhancement booster on it?
About to hit the sack with plans to look at the build tomorrow, but the above is pretty easy to answer quickly.

If you mean in game, basically, it's just like combining SOs. You go into your enhancement screen and double click on the enhancements, and you'll get the same zoom in on the power you would for SO combinations. If you pick an IO on this screen it will drop down into one of the two combination slots, and you have any boosters in your inventory, a booster will appear to the left for you to combine with the IO, making it a level 50+1 (100% chance of success).

If you meant just in Mids' builder, right click on the IO as though you're going to change what type or level it is, and hit the + or - key. If you have pop-ups enabled (button on top right) you'll see the +X increment or decrement in the pop-up. It also updates in the "info" tab on the bottom right. Unfortunately, it does not yet appear on the IO itself in the slot.


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

That looks OK to me given your stated goals.

One suggestion - if your main reason for six-slotting QR is to get the +5% recharge bonus, consider instead using Doctored Wounds in the five slots you have in Instant Healing. Also, IH's regen numbers don't change dramatically with heal slotting, and you can use five slots of Doc Wounds to max out recharge in IH at the expense of having maxed out heal.

Doing this could free up at least three slots from QR. If you do free some up, you could add them to Tactics. Running Tactics (which you have to do to benefit from the Gaussian's proc) with no end reduction is going to be pretty hard on your blue bar, even with a Regen, given the other stuff you'll certainly be running.


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

Ok i made that last change, thanks for the help. I imagine I will have him all respec'ed out in the next few days, with the exception of the PvPIO!


 

Posted

Quote:
Originally Posted by Superman0207 View Post
-snip-
32.4% S/L Defense, 750% Regen (Pre IH), Perma Hasten, improved Siphon Life considerably, and made sure there was proper slotting to run Smite > Siphon Life > Smite > Midnight Grasp, and took out some Enzymes, made the build more "proper" (no cheat-HO's).

Code:
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Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

I'm not usually a fan of focusing on L/S defense on Regen, but with the high-ish global recharge target stated it's not bad plan. The primary benefit IMO is that it frees slots because KCs need only four slots to get the defense bonus, where ToDs and Oblits need six. That's the main reason why my build has "cheat" HOs in it - they save slots I spent on six slotting.


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

I love all the defense John, but I worry about the huge drop in DMG output from the build I posted. I am definitely saving your build though. In fact I may do both builds. Thanks for the input.


 

Posted

Quote:
Originally Posted by Superman0207 View Post
I love all the defense John, but I worry about the huge drop in DMG output from the build I posted. I am definitely saving your build though. In fact I may do both builds. Thanks for the input.
Massive drop in wha...?

Okay, you snagged me, I had to double check. You put Hecatomb in Smite (and used the full damage over the dam/end, this isn't a good call as you've zero end reduction in that power slotting that way) versus my placing it in Midnight's Grasp to maximize all the recharge that set can pumps into a power more effectively. The slotting can be reversed, however and MG can still be under 4/s recharge but at a pretty big cut to do so.

As the build was posted, mine: 157.53 DPS. Yours as posted: 167.87. If I flip Smite/MG in mine and use the sixth slot in Smite for a second proc (Mako's): 166.56

Endurance Per Second on the revised chain: 3.33, EPS on the original: 3.03 (not major, but can be the difference of firing off heals or not with success). Toggle EPS: .96, net EPS of the build w/ Perf Procs: 4.27. It would really have to run the original chain to be sustained, otherwise it's looking at a minimal .02 loss per second, whereas the other still stays positive outside of heals. This is really only relevant in circumstances where you'd be fighting non-stop though.

Oh, and on your build, the Gross EPS: 3.89, Toggle Burn: .95, Attack EPS: 4.02, which is way in the red.

For further thought, taking the numbers out of the build I posted. Reconstruction has a virtual EPS of ~.103eps if fired every time it was up, and Dull pain is ~.023eps, Soul Drain every 34.098/s is ~.03eps

I know that's really rambling, but I was thinking of it at the time, so I just documented the whole thing as I looked at it. But, your build posted versus the one I posted is only a 10.34 DPS difference which is like the difference of the 5% global damage and a slightly off tweak on using a full Dam IO in Hecatomb versus the Dam/End. Oh, and the biggest contender is in Siphon Life. 276.9 Heal versus 207.5 per activation. That's nearly 660 more HP healed per minute, or just a bit over a quarter of your capped HP. Heck, Reconstruction does 715 in one shot, that's like getting a free Reconstruction every minute.

Edit: Something else I found interesting: Siphon Life's 276.9 every 5.002/s turns into just a tad over 3,300 HP healed a minute whereas Reconstruction comes just shy of 2,600 HP/minute. Of course Siphon Life has a To-Hit check and isn't guaranteed. It was still interesting.

Quote:
Originally Posted by UberGuy View Post
I'm not usually a fan of focusing on L/S defense on Regen, but with the high-ish global recharge target stated it's not bad plan. The primary benefit IMO is that it frees slots because KCs need only four slots to get the defense bonus, where ToDs and Oblits need six. That's the main reason why my build has "cheat" HOs in it - they save slots I spent on six slotting.
Actually, I took slots out of Quick Recovery (four), Integration (one), Instant Healing (two), Reconstruction (one), Boxing (one), and just flat out removed the Touch of Death's and Obliterations altogether. They're a poor source for S/L, and Positional Defense is supremely complicated on */Regen's that don't carry something like Parry. S/L just turns out to be a better call. The slots in Maneuvers/Shadow Meld I just flat out switched to LotG's. Enzyme'd Maneuvers: 3.63%, Lotg'd Maneuvers: 3.36%. That's a huge pocket of influence spent to chase ~.3%


Quote:
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again.

 

Posted

Quote:
Originally Posted by John_Printemps View Post
They're a poor source for S/L, and Positional Defense is supremely complicated on */Regen's that don't carry something like Parry.
Oh, I agree that, if the goal is typed defense, ToDs and Oblits are suboptimal. I have them in my build because I want typed.

Quote:
S/L just turns out to be a better call
My experience disagrees, but I'll concede the difference is slight. The problem I find is that, when soloing large spawns of arbitrary foes, there's quite a lot of ranged exotic damage in the game. There actually was a decent amount of it coming from some fairly (at this point) old school foes, such as Arachnos Mu dudes and Council/5th Vampyres, for example, but these days we get fun guys like the IDF and War Works throwing weird damage types around, too.

When I have tried to put together my own Regen builds, I haven't been able to get all of E/N/F/C defense, or even just E/N (which is probably more important) up where I'd like them when I build for L/S defense. This isn't a universal thing - it does depend on powerset. I've built DM/Regen, DB/Regen and MA/Regen (Stalker) and generally go better all-around protection from positional rather than typed. (As a counter example, I tried to build for positional on a Stone/FA Brute and got nothing I liked, and so got better all-round results from typed defense.)

IMO, the consideration is compounded by the fact, given that most Regen builds include Tough (and have for ages), L/S damage is actually the one damage type they have any particular specialty in being able to absorb. So anything else comes it full-strength.

The build I posted up-thread isn't any panacea of ranged defense, but it's got about 8-9% more to ranged defense than yours achieves for E/N/F/C. Mine is about the same on AoE as you are on E/N/F/C, which does weaken my position some, but outside of iTrials and AV/GM fights, Ranged defense seems to generally be more valuable than AoE defense.

The one condition under which I'll concede that a L/S build is going almost universally better is going to be when facing bullets that deal -def. Unfortunately, that's probably mostly academic on a DM/Regen, since one hit will start tearing down defense and the cascade will take over very quickly. Of course that's why we have MoG and (maybe) Shadow Meld.


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

35+ on s/l/range should do wonders. It should also get you 30+ on melee


 

Posted

I'll take a look at my Regens and see if I can get something decent with a composite like that. I did try that on my SM/FA and didn't have much luck, with other stuff I was shooting for, but I don't think I ever went back and looked at the Regens.


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

I prefer S/L on regens because of the sheer number of defense debuffs that come from ranged/lethal attacks.

It sucks to have one guy with a machine gun shooting you and stripping away your melee defense so you can get pummeled by the guys in melee.

Not a huge deal for a regen, but I build mine to click heals as seldom as possible.


Quote:
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.

 

Posted

So, I've played around with my build (my ideal build, I am still amassing some of the purples) based on a few posts here, most specifically John_Printemps posted build. I was able to keep some of my vanity picks (Revive, Soul Storm), while keep S/L at 32.4% and melee at 25%. My resist are a bit higher, too, and I squeezed out a little more regen (754% pre-clicky) and a bit more +recovery (230% compared to 211%, which is good because I use .13 more - the difference is about .15/sec in favor of my build). Hasten is perma, and I was able to boost the Recharge to just over 161%.

It's certainly an expensive build, but Xyzor is my main, and I play him 80% of the time, so I am willing to put in the time/$$ needed to max him out. Please let me know what you think:

Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/

Click this DataLink to open the build!

Xyzor: Level 50 Science Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Smite -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(7), KntkC'bat-Dmg/EndRdx/Rchg(7), P'ngS'Fest-Dmg/Rchg(9), P'ngS'Fest-Acc/Dmg(9)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(3), RgnTis-Regen+(11)
Level 2: Reconstruction -- Dct'dW-Heal/EndRdx(A), Dct'dW-Rchg(5), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-Heal/EndRdx/Rchg(13)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(5), P'Shift-EndMod/Acc(15)
Level 6: Fly -- Winter-ResSlow(A)
Level 8: Siphon Life -- KntkC'bat-Dmg/EndRdx(A), KntkC'bat-Dmg/Rchg(17), KntkC'bat-Acc/Dmg(17), KntkC'bat-Dmg/EndRdx/Rchg(19), C'ngImp-Acc/Dmg/EndRdx(19), Heal-I(21)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Rchg(21), Dct'dW-Heal/Rchg(23), Dct'dW-Heal/EndRdx/Rchg(23), Dct'dW-Heal/EndRdx(25)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(25)
Level 14: Hover -- Srng-EndRdx/Fly(A), LkGmblr-Rchg+(43)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(27), Mrcl-Rcvry+(27)
Level 18: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Knock%(29), KntkC'bat-Dmg/EndRdx(37), KntkC'bat-Dmg/Rchg(43)
Level 20: Resilience -- ResDam-I(A), ResDam-I(40)
Level 22: Tough -- S'fstPrt-ResDam/EndRdx(A), S'fstPrt-ResDam/Def+(29), GA-3defTpProc(31)
Level 24: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(31), LkGmblr-Def(31)
Level 26: Soul Drain -- Armgdn-Dam%(A), Armgdn-Dmg/Rchg(33), Armgdn-Acc/Dmg/Rchg(33), Armgdn-Acc/Rchg(34), Armgdn-Dmg/EndRdx(34)
Level 28: Instant Healing -- Numna-Heal(A), Numna-Heal/EndRdx/Rchg(36), Numna-Heal/Rchg(36)
Level 30: Touch of Fear -- Abys-Fear/Rng(A), Abys-Acc/Fear/Rchg(42), Abys-EndRdx/Fear(45), Abys-Acc/EndRdx(48), Abys-Dam%(48)
Level 32: Midnight Grasp -- C'ngImp-Dmg/EndRdx(A), Hectmb-Dmg/Rchg(37), Hectmb-Acc/Dmg/Rchg(37), Hectmb-Acc/Rchg(39), Hectmb-Dmg/EndRdx(39), Hectmb-Dam%(39)
Level 35: Dark Blast -- Apoc-Dmg/Rchg(A), Apoc-Dmg/EndRdx(40), Apoc-Acc/Rchg(40), Apoc-Dam%(42), Apoc-Acc/Dmg/Rchg(42)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), RechRdx-I(43)
Level 41: Shadow Meld -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(45), LkGmblr-Rchg+(45)
Level 44: Soul Storm -- BasGaze-Acc/EndRdx/Rchg/Hold(A), BasGaze-Rchg/Hold(46), BasGaze-Acc/Hold(50), BasGaze-Acc/Rchg(50)
Level 47: Maneuvers -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/EndRdx(48), LkGmblr-Rchg+(50)
Level 49: Revive -- RechRdx-I(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 50: Void Core Judgement
Level 50: Cimeroran Ally
Level 50: Rebirth Invocation
Level 0: Task Force Commander
Level 50: Spiritual Core Paragon
Level 50: Cognitive Radial Flawless Interface
------------
Level 2: Swift -- Flight-I(A)
Level 2: Health -- Numna-Heal(A), Numna-Heal/EndRdx(46), Numna-Regen/Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(15)
Level 1: Brawl -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Knock%(34), KntkC'bat-Dmg/Rchg(36)
Level 1: Critical Hit
Level 1: Sprint -- Clrty-Stlth(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

Xyzor,

I am not sure if you actually use Touch of Fear as a fear power or just using it to hold a 6.25% recharge bonus, but if you are using it for the latter, you could switch the 5 Glimpse for 4 Clouded Senses and gain a slot.

I am sure more veteran builders will have other counsel for you. I split up my playtime among more toons, and I prefer positional building, so my DM/Reg/Soul went in a different direction. Like what you did, though.


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

Quote:
Originally Posted by ArchGemini View Post
Xyzor,

I am not sure if you actually use Touch of Fear as a fear power or just using it to hold a 6.25% recharge bonus, but if you are using it for the latter, you could switch the 5 Glimpse for 4 Clouded Senses and gain a slot.

I am sure more veteran builders will have other counsel for you. I split up my playtime among more toons, and I prefer positional building, so my DM/Reg/Soul went in a different direction. Like what you did, though.
Thanks for the feedback! I do use Touch of Fear, actually, quite a bit. I probably don't have to, but in spawns when I have 2 or 3 bosses, I like to double-stack fear on one and watch him cower in the corner while I beat up his friends. I solo a lot at +3/4 x 6/7, so it helps to have a mini-hold (especially on multi-sapper groups, too).

The current spec that I posted, and will probably put in place tonight or tomorrow, actually came to mind when I got 2 glimpse of fear patterns from a random recipe roll from a Hero merit. I though, if I was going to put some slots into ToF, I may as well add some defense to my build, too (it currently sits at a paltry 10% for S/L/Melee).


- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
I prefer S/L on regens because of the sheer number of defense debuffs that come from ranged/lethal attacks.

It sucks to have one guy with a machine gun shooting you and stripping away your melee defense so you can get pummeled by the guys in melee.
That was that part that I mentioned being (for me) largely academic. The reason is that the difficulty settings I play on pretty much guarantee there's never one guy off doing shooting at me like that. If the critters in question can debuff defense, they will, because somebody is going to hit you if "all" the defense you have against their attacks is 35%, maybe 40%.

What I do in these situations is lean heavily on MoG and maybe Shadow Meld, which does cap me, and then try to defeat those debuffers with priority when that's a practical option.

Granted, if I had 35-40% L/S defense, I'd statistically go longer before taking that first debuff, but once I soak even one, my defense goes straight to ye olde dark place.


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