Regen! A discussion.
- Xyzor, Lightning.Rod, Kagyx - Rubber Mulch / Wholesale Candy - Freedom Server
Part of the reason I listed all of the changes at the beginning was to illustrate that with the way things work today (ED GDN) that regen performing like that most likely wouldn't happen. I freely admit to being terrible at math though.
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?
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?
Honestly, I feel this thread is becoming less and less helpful: it's degenerated into "Regen sucks b/c my Regen keeps dying" vs. "Regen is fine b/c my Regen never dies" posts (note: I'm guilty of this as well ).
I say, we hit the restart button, and try to be more constructive than "I [don't] die!" posts:
If you feel regen needs some help, why do you think it's lacking and how can it be made better?
Maybe putting up some builds (SOs as well as decked out IO) for comparison so those of us that think Regen is invincible can help those that think it's squishy?
Thank you for this. The original intent is to be a DISCUSSION, not a contest to see who has the biggest E Peen.
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?
Actually, WP has HPT as well, so it gets a passive hp buff, meaning it regens more hp per second.
|
And of course, once you add IOs into the picture, Regen can get perma-DP and then it's WAY ahead.
I really don't think that's possible.
Edit: 2004 was the year the game came out. I12 was in 2008. Back in 2004 and until Aug 2005, IH was a toggle. I couldn't imagine that was what you were talking about, because that was pretty much the pivotal change that made Regen what it is now, and I didn't figure you'd be mixing up recharge-based perma with toggle behavior. |
I could swear somewhere around end of 2004-early 2005 there was a time where they moved IH to a click and then later nerfed the recharge...(after some digging issue 5 was the coffin nail in IH as a toggle which happened in 2005) As far as the recharge being the same, I cannot say, my memory may be wrong, but it seems like there was a point where you could get IH to be permanent with enough recharge, and it seems like it was brief maybe 1 issue or 2?
Either way...This was my original toon from the outset...he is the origin of my global handle on CoX and I have been playing him for ages...
I will leave you with this...since incarnate content came out, I am having boatloads of fun playing my original main...however, there are just some minor things that I think if addressed would make it extremely sturdy...not OP by any means, but I think we would be much closer to where we were in the beginning with the new playstyle.
I for one am all for recovery debuff resists...not asking for anything else...don't change it...just that...
Edit:
Here's my build...this is not cheap by the way...but it does what I want...
33% S/L Def running defensive toggles
Moderate resists (35% S/L)
Shadowmeld is down 13-14 sec. and takes S/L to incarnate softcap
Hasten and DP are Permanent
Rebirth will cap regen rate at peak and I regenerate about 350 +/- HP/sec for about 30 seconds or so...
IH is down for 103 seconds
MoG is down less than 60 seconds
Passive regen w/ Integration is +/- 650% or +/- 60 HP/sec
Global recharge is 140-150% with hasten
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
Maxxxx: Level 50 Mutation Scrapper
Primary Power Set: Claws
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Strike -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(13), KntkC'bat-Dmg/EndRdx/Rchg(45)
Level 1: Fast Healing -- Numna-Regen/Rcvry+(A), Numna-Heal(3), Heal-I(3), Mrcl-Rcvry+(5)
Level 2: Reconstruction -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx/Rchg(11), Dct'dW-Rchg(48)
Level 4: Quick Recovery -- P'Shift-EndMod(A), P'Shift-End%(13), EndMod-I(50)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(7)
Level 8: Super Speed -- Run-I(A)
Level 10: Dull Pain -- Dct'dW-Heal(A), Dct'dW-Heal/Rchg(15), Dct'dW-Rchg(17), Dct'dW-Heal/EndRdx/Rchg(17), Dct'dW-Heal/EndRdx(19)
Level 12: Slash -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(19), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(21)
Level 14: Spin -- Oblit-Dmg(A), Oblit-Acc/Rchg(15), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(23), Oblit-Acc/Dmg/Rchg(25), Oblit-%Dam(46)
Level 16: Follow Up -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/Rchg(27), KntkC'bat-Dmg/EndRdx/Rchg(27), KntkC'bat-Dmg/EndRdx(29), T'Death-Dam%(31)
Level 18: Integration -- Dct'dW-Heal(A), Dct'dW-Heal/EndRdx(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 20: Boxing -- C'ngImp-Acc/Dmg/Rchg(A)
Level 22: Resilience -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(33), Aegis-ResDam/Rchg(33), GA-3defTpProc(34), S'fstPrt-ResDam/Def+(34)
Level 24: Focus -- Apoc-Dmg/Rchg(A), Apoc-Dam%(25), Apoc-Dmg(34), Apoc-Acc/Dmg/Rchg(36), Apoc-Acc/Rchg(36)
Level 26: Tough -- RctvArm-ResDam(A), RctvArm-ResDam/EndRdx(36), RctvArm-ResDam/Rchg(37), RctvArm-ResDam/EndRdx/Rchg(50)
Level 28: Instant Healing -- Dct'dW-Heal/EndRdx(A), Dct'dW-Heal(37), Dct'dW-Heal/Rchg(37), Dct'dW-Heal/EndRdx/Rchg(39), Dct'dW-Rchg(39)
Level 30: Eviscerate -- Oblit-Dmg(A), Oblit-%Dam(33), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(40), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 32: Shockwave -- Posi-Acc/Dmg(A), Posi-Dmg/Rchg(42), Posi-Acc/Dmg/EndRdx(42), Posi-Dam%(43), Posi-Dmg/EndRdx(46)
Level 35: Maneuvers -- LkGmblr-Def(A), SW-ResDam/Re TP(43), LkGmblr-Rchg+(43)
Level 38: Moment of Glory -- LkGmblr-Def(A), LkGmblr-Rchg+(42), RechRdx-I(45), RechRdx-I(45)
Level 41: Weave -- LkGmblr-Def(A), LkGmblr-Rchg+(46), LkGmblr-Def/EndRdx(50)
Level 44: Moonbeam -- Dev'n-Acc/Dmg/EndRdx/Rchg(A)
Level 47: Shadow Meld -- LkGmblr-Def/Rchg(A), LkGmblr-Rchg+(48), RechRdx-I(48)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 50: Spiritual Core Paragon
Level 0: Freedom Phalanx Reserve
Level 50: Cimeroran Core Superior Ally
Level 50: Rebirth Radial Epiphany
Level 0: The Atlas Medallion
Level 50: Void Core Final Judgement
Level 50: Spectral Radial Flawless Interface
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- Heal-I(A), Heal-I(5)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(7)
Level 1: Brawl -- Dmg-I(A)
Level 1: Critical Hit
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
------------
Set Bonus Totals:
- 10% DamageBuff(Smashing)
- 10% DamageBuff(Lethal)
- 10% DamageBuff(Fire)
- 10% DamageBuff(Cold)
- 10% DamageBuff(Energy)
- 10% DamageBuff(Negative)
- 10% DamageBuff(Toxic)
- 10% DamageBuff(Psionic)
- 22.25% Defense(Smashing)
- 22.25% Defense(Lethal)
- 9.13% Defense(Fire)
- 9.13% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 6% Defense(Psionic)
- 19.75% Defense(Melee)
- 6.63% Defense(Ranged)
- 7.56% Defense(AoE)
- 78.75% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 16% Enhancement(Heal)
- 10% FlySpeed
- 115.5 HP (8.62%) HitPoints
- 10% JumpHeight
- 10% JumpSpeed
- MezResist(Immobilize) 9.35%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 8.8%
- 2.5% (0.04 End/sec) Recovery
- 68% (3.79 HP/sec) Regeneration
- 3% Resistance(Smashing)
- 9.62% Resistance(Fire)
- 9.62% Resistance(Cold)
- 3% Resistance(Energy)
- 3% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 3% Resistance(Lethal)
- 15% RunSpeed
Set Bonuses:
Kinetic Combat
(Strike)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Fast Healing)
- 12% (0.67 HP/sec) Regeneration
(Reconstruction)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Quick Recovery)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
(Dull Pain)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Slash)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Spin)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Follow Up)
- MezResist(Immobilize) 2.75%
- 20.08 HP (1.5%) HitPoints
- 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
(Integration)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
(Resilience)
- 5% RunSpeed
- 3.13% Defense(Fire,Cold), 1.56% Defense(AoE)
(Resilience)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Resilience)
- 3% Defense(Melee), 3% Defense(AoE), 3% Defense(Ranged), 3% Defense(Smashing), 3% Defense(Lethal), 3% Defense(Fire), 3% Defense(Cold), 3% Defense(Energy), 3% Defense(Negative), 3% Defense(Psionic)
(Focus)
- 16% (0.89 HP/sec) Regeneration
- 40.16 HP (3%) HitPoints
- 4% DamageBuff(All)
- 10% Enhancement(RechargeTime)
(Tough)
- MezResist(Immobilize) 1.1%
- 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
- 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
(Instant Healing)
- MezResist(Terrorized) 2.2%
- 1.26% Resistance(Fire,Cold)
- 4% Enhancement(Heal)
- 5% Enhancement(RechargeTime)
(Eviscerate)
- MezResist(Stun) 2.2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3.75% Defense(Melee), 1.88% Defense(Lethal), 1.88% Defense(Smashing)
(Shockwave)
- 2.5% (0.04 End/sec) Recovery
- 1.58% Resistance(Fire,Cold)
- 9% Enhancement(Accuracy)
- 6.25% Enhancement(RechargeTime)
(Maneuvers)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Maneuvers)
- 3% Resistance(Lethal), 3% Resistance(Smashing), 3% Resistance(Fire), 3% Resistance(Cold), 3% Resistance(Energy), 3% Resistance(Negative), 3% Resistance(Psionic), 3% Resistance(Toxic)
(Moment of Glory)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Weave)
- 10% (0.56 HP/sec) Regeneration
- 15.06 HP (1.12%) HitPoints
- 7.5% Enhancement(RechargeTime)
(Shadow Meld)
- 10% (0.56 HP/sec) Regeneration
- 7.5% Enhancement(RechargeTime)
(Combat Jumping)
- 7.5% Enhancement(RechargeTime)
(Stamina)
- 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
| Copy & Paste this data into Mids' Hero Designer to view the build | |-------------------------------------------------------------------| |MxDz;1543;699;1398;HEX;| |78DA6554CB72124114ED81490884044820E4C53304121E1346B377611E9A304A426| |9952B6A246D82A1600A481997FE821B3FC19D9B68E927B9F1B1B4CAC77833F7F0A8| |62AAA64ECFE9736FDF7BBA7B8CEB3DFF87C337F784327FBF65F67AF55AA36B5A96E| |CCE18577DB3DFECB4053DD386794D8F8786E181A06EC896941A45BDEAC586E49E7C| |21DB3DA99DCA73D9965DCEE0AB763A2DAD66497936E70C0F9AE717FD66FB3CE07C5| |5A47926BBBD8BA6E51F7C5B34B9B26F351B5AAD6FB62E2971AD73D5AA1B66AF2FBB| |AF97A98E22BDCDDB829CC7768B2A415A1533278CFE53C6628D71EF56AB40FB9406B| |A2A5C4F8019E1A07A44DF3955EC7B2015B6AA3C66CDCC31A3CF003E62DCA9321E50| |8C9BF3BBDC6F5D0EE77FC7A827397F9A3453AC51A60ACC4D0337688EDBB185A7C4D| |C21115ED6AB5ED4318FF5835837883A1650DF4B8A998527B3F064019E84E149189E| |5C92768EB55373BFB9D6F93F8C4B7F8136E3F23FC692703BD8A2D880E392AD06B0C| |E2AF2AF22FF3AD68DD70963AA78403121EC4108FDACA3EE38FA8AA31F85B48BF063| |B1C17E3C242E023F22BBAC4B96813A63EA0ED7978A2ACE9A6D8A89622FA325F4A23| |3A68A8C1B1A7087D14D312BA87325CD676223CE984930EA29C623D2AE21FF1A7AC9| |A0B70C7ACAA2A72CF6AC433131F81E83EF49F89A85FF39F89F83EF39EC8345B109A| |C97B8615FB63F013F33E6BF30963E328628268DB3990E730DF9635E2F1FE1EF0A69| |36716E36A1D9C65C116774802A69B7906F0BDA12B47A90F12BA52F60FF0AEF39EE9| |75F088D399716C2FD41DC0E722F51EE32E71665CC7DF3D17D04A7E06EFC18718A32| |B8BFC0EFE3FA2DE67E8EEB713FA7713FD7D5E17F843786B8843AFC5FD8F9F1799B1| |E519E60F409E6EE04B33BC154C619745655877F1FA1C0156F50DC9E0FA79A13BA16| |3AC6559F13E98CBD91117F33A6793EA6298447FCB3E868FC1F5702DD72| |-------------------------------------------------------------------|
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
Hey, if somebody gives Regen recovery debuff resists, I'm not going to gripe. I'm pretty happy with most buffs to anything, even if I don't think they are particularly what they need most. I just go from the perspective that I'm never likely to get everything asked for, and so I'd be more interested in either recharge debuff resistance (probably not likely, but hey, Fiery Aura got it) or an up-front heal in IH (in addition to strong +regen).
I wouldn't mind if they got rid of the unenhanceable +regen in Integration, but I could live with it if they didn't. Folks who build for higher passive regen and less for massive +recharge might disagree.
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
I do like the passive regen in integration, and I would like it more if it were actually enhanceable...
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
Culex's resistance guide
Honestly, I feel this thread is becoming less and less helpful: it's degenerated into "Regen sucks b/c my Regen keeps dying" vs. "Regen is fine b/c my Regen never dies" posts (note: I'm guilty of this as well ).
I say, we hit the restart button, and try to be more constructive than "I [don't] die!" posts: If you feel regen needs some help, why do you think it's lacking and how can it be made better? Maybe putting up some builds (SOs as well as decked out IO) for comparison so those of us that think Regen is invincible can help those that think it's squishy? Thank you for this. The original intent is to be a DISCUSSION, not a contest to see who has the biggest E Peen. |
I don't like regen, waaaay too clicky for my tastes.
That said, I put together a build for a buddy of mine recently, as a framework to work off: Power selections are all jacked up, I was just hanging this together, but as long as you take things in a reasonable order this would level up fine.
Highlights:
Perma Dull Pain, over 3k hitpoints with accolades.
4 performance shifter procs.
Softcapped S/M with one Defensive Sweep, and can stack as many as ya want.
90 hp/sec regen base.
MOG/IH available if ya ever need.
Yes, if you REALLY need it, you can take Rebirth on top of all this.
Hero Plan by Mids' Hero Designer 1.953
http://www.cohplanner.com/
Click this DataLink to open the build!
: Level 50 Magic Brute
Primary Power Set: Titan Weapons
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Fighting
Power Pool: Leaping
Ancillary Pool: Energy Mastery
Hero Profile:
Level 1: Defensive Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(3), Oblit-Dmg/Rchg(3), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(31), Oblit-%Dam(39)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(9), Numna-Heal/Rchg(9)
Level 2: Reconstruction -- Panac-Heal/EndRedux/Rchg(A), Panac-Heal/Rchg(5), Panac-Heal(5), Panac-EndRdx/Rchg(33), Panac-Heal/EndRedux(34)
Level 4: Titan Sweep -- Oblit-Dmg(A), Oblit-Acc/Rchg(7), Oblit-Dmg/Rchg(7), Oblit-Acc/Dmg/Rchg(34), Oblit-Acc/Dmg/EndRdx/Rchg(34), Oblit-%Dam(40)
Level 6: Hasten -- RechRdx-I(A), RechRdx-I(13)
Level 8: Quick Recovery -- P'Shift-End%(A), P'Shift-EndMod(13)
Level 10: Follow Through -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(11), KntkC'bat-Dmg/Rchg(11), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(36), GS-Acc/End/Rech(40)
Level 12: Dull Pain -- Panac-Heal(A), Panac-Heal/EndRedux(15), Panac-EndRdx/Rchg(17), Panac-Heal/Rchg(50), Panac-Heal/EndRedux/Rchg(50)
Level 14: Build Momentum -- GSFC-ToHit/Rchg(A), GSFC-ToHit(15), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(48)
Level 16: Integration -- Mrcl-Heal/EndRdx(A), Mrcl-Heal(19), Mrcl-Heal/EndRdx/Rchg(19)
Level 18: Rend Armor -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(21), KntkC'bat-Dmg/Rchg(21), KntkC'bat-Dmg/EndRdx/Rchg(36), GS-Acc/Dmg/End/Rech(37), GS-Acc/End/Rech(42)
Level 20: Kick -- Empty(A)
Level 22: Resilience -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResDam/EndRdx(23), S'fstPrt-ResKB(43)
Level 24: Tough -- GA-ResDam(A), GA-End/Res(25), GA-3defTpProc(25)
Level 26: Whirling Smash -- Oblit-Dmg(A), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(27), Oblit-Acc/Dmg/Rchg(29), Oblit-Acc/Dmg/EndRdx/Rchg(37), Oblit-%Dam(42)
Level 28: Weave -- LkGmblr-Def/EndRdx(A), LkGmblr-Def(29), LkGmblr-Rchg+(31)
Level 30: Instant Healing -- Numna-Heal(A), Numna-Heal/Rchg(31), Numna-Heal/EndRdx(46)
Level 32: Arc of Destruction -- Oblit-Dmg(A), Oblit-Acc/Rchg(33), Oblit-Dmg/Rchg(33), Oblit-Acc/Dmg/Rchg(37), Oblit-Acc/Dmg/EndRdx/Rchg(39), Oblit-%Dam(39)
Level 35: Superior Conditioning -- P'Shift-End%(A)
Level 38: Moment of Glory -- LkGmblr-Def/EndRdx/Rchg(A), LkGmblr-Def/Rchg(48), LkGmblr-Rchg+(48)
Level 41: Physical Perfection -- P'Shift-End%(A)
Level 44: Taunt -- Mocking-Taunt(A), Mocking-Taunt/Rchg(45), Mocking-Taunt/Rchg/Rng(45), Mocking-Acc/Rchg(45), Mocking-Taunt/Rng(46), Mocking-Rchg(46)
Level 47: Super Jump -- Winter-ResSlow(A)
Level 49: Combat Jumping -- LkGmblr-Rchg+(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
Level 50: Spiritual Core Paragon
Level 50: Preemptive Radial Flawless Interface
------------
Level 2: Swift -- Run-I(A)
Level 2: Health -- RgnTis-Regen+(A), Numna-Regen/Rcvry+(42), Mrcl-Rcvry+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- P'Shift-EndMod(A), P'Shift-End%(50)
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- RechRdx-I(A)
Level 4: Ninja Run
Level 1: Momentum
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I suspect this HP yo-yo creates a perception issue, where people cannot play a Regen character they same way they would play one with strong resists or defense, and they decide that this makes it inferior.
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As someone (you?) mentioned earlier in the thread too, by nature, regen is a set you get a huge mileage from by playing regularly or having played for an extended duration. You have to know ahead of time if you can get in a mob without IH (or MoG), if you can stay in the mob until Recon is back up or if you have to kite etc...
That's what, to me, makes the set so interesting and different.
It doesn't mean I don't enjoy playing other "defensive" sets, however.
There's no question that using Regen must take time away in power activations at minimum. I think deciding whether that objectively measurable cost is acceptable is highly subjective. I find it leaves me able to do things like solo pylons on IO'd builds, so I easily find it acceptable.
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Below is my no defense (by choice) DM/Regen/Soul. It's also a high end build with full t4 incarnates that lets me enjoy the game both solo and teamed, regardless of level. This is my first CoH toon (created in i6) so obviously it has seen some changes over time.
Viper Kinji: Level 50 Mutation Scrapper
Primary Power Set: Dark Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Concealment
Power Pool: Leaping
Ancillary Pool: Soul Mastery
Level 50: Spiritual Radial Paragon
Level 50: Rebirth Radial Epiphany
Level 50: Diamagnetic Radial Flawless Interface
Level 50: Void Radial Final Judgement
Level 50: Seers Radial Superior Ally
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@Viper Kinji
Currently working on:
Turtle Snapper - SD/MA/Ice Tanker
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
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?
Deamus the Fallen - 50 DM/EA Brute - Lib
Dragos Bahtiam - 50 Fire/Ice Blaster - Lib
/facepalm - Apply Directly to the Forehead!
Formally Dragos_Bahtiam - Abbreviate to DSL - Warning, may contain sarcasm
Based on the analysis I did above for L/S, I'm pretty sure SO'd Regen would handily beat SO'd pre-buffs EA, not counting their "oh crap" powers. That's possibly even for energy damage, which is saying something.
It'd have to do a much more complex analysis to figure out what they could both do with IOs. I'd have to give the Regen build IOs too, and to do that equitably I'd have to pick some shared primary. I'd also need to start including the effects of recharge, since IO'd regen starts to get access to much more.
In short, that's not something I'm going before I go to bed tonight.
Edit: It's also hard to account for the energy drain in EA, and always has been. I don't know enough about how it affects DPS to model it even in the very rough, averages-only way I did the accounting up above. It always did something for EA, but there was very little agreement on how much.
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
Okay, so I've done some homework (not my *real* homework that's due Friday, though ) and came up w/ two SO-only builds to use by comparison.
The first is a Stone/Regen Brute, fully slotted. It has 30 slots in its secondary (including the initial slots), and every /Regen power was taken.
The second is a Stone/WP Brute, only secondary slotted. It has 27 slots in its secondary (including initial slots), and every /WP power was taken.
Differences that I found? They have the same recovery, but WP drains more endurance due to more toggles. WP obviously has more resist and more defense for the same amount of investment.
As for HP regeneration:
WP, w/ RttC and 6 enemies surrounding gains ~58 HP/s
WP, w/ RttC fully saturated gains ~71 HP/s.
Regen, w/ no Instant Healing, no Dull Pain, gains ~33 HP/s.
After activating Dull Pain, which has only a minute downtime w/o Hasten, Regen bumps up to ~52.5 HP/s
Woe unto Regen! , unless you count Reconstruction: w/o Hasten, Reconstruction heals for 730 HP every 30 seconds. You may not want to count this in the calculation (I would), but if you do, it comes out to +~24 HP/s
All said and done, 2/3rds of the time (DP being 2 mins up, 1 min down), Regen is a *little* better than WP on passive regeneration, even on fully saturated RttC, even w/o touching Instant Healing, and 1/3rd of the time being pretty handily worse than WP.
By the by, Instant Healing is up for 1.5 minutes, down for 4 minutes, which is comparable to Strength of Will being up 2 minutes, down for 3 minutes.
My verdict: Regen is about as good Willpower, but takes more effort. Also, Willpower is a smooth ride that never gets any better or worse, whereas Regen has it's great spells and it's not-so-great spells.., which is exactly what everyone's known all along!
Here's the build:
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
SO Regen 30: Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Arctic Mastery
Villain Profile:
Level 1: Stone Mallet -- EndRdx(A), Acc(40), Dmg(40), Dmg(40), RechRdx(43)
Level 1: Fast Healing -- Heal(A), Heal(3), Heal(3)
Level 2: Reconstruction -- RechRdx(A), RechRdx(5), RechRdx(5), Heal(7), Heal(7), Heal(9)
Level 4: Quick Recovery -- EndMod(A), EndMod(9)
Level 6: Heavy Mallet -- EndRdx(A), RechRdx(34), Acc(36), Dmg(36), Dmg(36)
Level 8: Fault -- EndRdx(A), Acc(37), Dsrnt(37), RechRdx(37), Dsrnt(39)
Level 10: Dull Pain -- Heal(A), Heal(13), Heal(13), RechRdx(15), RechRdx(15), RechRdx(17)
Level 12: Build Up -- RechRdx(A), RechRdx(21)
Level 14: Boxing -- Acc(A)
Level 16: Integration -- EndRdx(A), Heal(17), Heal(19), EndRdx(19)
Level 18: Seismic Smash -- RechRdx(A), EndRdx(33), Dmg(33), Dmg(34), Acc(34)
Level 20: Resilience -- ResDam(A), ResDam(21)
Level 22: Maneuvers -- EndRdx(A), EndRdx(23), DefBuff(23), DefBuff(25)
Level 24: Tough -- EndRdx(A), EndRdx(25), ResDam(27), ResDam(27)
Level 26: Weave -- EndRdx(A), EndRdx(31), DefBuff(31), DefBuff(33)
Level 28: Instant Healing -- RechRdx(A), RechRdx(29), RechRdx(29)
Level 30: Hasten -- RechRdx(A), RechRdx(31)
Level 32: Tremor -- EndRdx(A), EndRdx(43), Acc(46), RechRdx(46), RechRdx(46)
Level 35: Revive -- RechRdx(A)
Level 38: Moment of Glory -- RechRdx(A), RechRdx(39), RechRdx(39)
Level 41: Block of Ice -- Hold(A), Hold(42), RechRdx(42), Acc(42), RechRdx(43)
Level 44: Shiver -- Acc(A), RechRdx(45), RechRdx(45), EndRdx(45)
Level 47: Ice Storm -- Dmg(A), Dmg(48), Dmg(48), RechRdx(48), RechRdx(50), RechRdx(50)
Level 49: Tactics -- EndRdx(A), EndRdx(50)
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Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(11)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(11)
..Aaand, the second:
Villain Plan by Mids' Villain Designer 1.951
http://www.cohplanner.com/
Click this DataLink to open the build!
SO WillP 27: Level 50 Magic Brute
Primary Power Set: Stone Melee
Secondary Power Set: Willpower
Power Pool: Fighting
Power Pool: Leadership
Villain Profile:
Level 1: [Empty]
Level 1: High Pain Tolerance -- ResDam(A), ResDam(7), Heal(7), Heal(9)
Level 2: Mind Over Body -- ResDam(A), ResDam(9), EndRdx(11), EndRdx(11)
Level 4: Fast Healing -- Heal(A), Heal(5), Heal(5)
Level 6: Boxing -- Empty(A)
Level 8: [Empty]
Level 10: Indomitable Will -- EndRdx(A)
Level 12: [Empty]
Level 14: Tough -- ResDam(A), ResDam(15), EndRdx(15), EndRdx(17)
Level 16: Rise to the Challenge -- EndRdx(A), EndRdx(17), Heal(19), Heal(19), ToHitDeb(21), ToHitDeb(23)
Level 18: Weave -- EndRdx(A), EndRdx(23), DefBuff(25), DefBuff(25)
Level 20: Quick Recovery -- EndMod(A), EndMod(21)
Level 22: [Empty]
Level 24: [Empty]
Level 26: Maneuvers -- EndRdx(A), EndRdx(27), DefBuff(27), DefBuff(31)
Level 28: Heightened Senses -- EndRdx(A), EndRdx(29), DefBuff(29), DefBuff(31)
Level 30: [Empty]
Level 32: [Empty]
Level 35: Resurgence -- RechRdx(A)
Level 38: Strength of Will -- ResDam(A), ResDam(39)
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: Tactics -- EndRdx(A), EndRdx(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Fury
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Run(A)
Level 2: Health -- Heal(A), Heal(3)
Level 2: Hurdle -- Jump(A)
Level 2: Stamina -- EndMod(A), EndMod(3)
Just finished running 5 trials tonight on my regen scrapper...had a blast...got lots of good salvage and for the most part we won.
I would just like to say...when you're on your "A game" with a regen...it is a thing of beauty...the only time I died all night was in a Keyes when we failed because there were too many people getting disintegrated...(lots of new players in that run and the league was only minimum number of players)...and that was at the end when Anti-Matter annihilated everyone and the entire team wiped because we failed.
I still say recovery debuff resists would be great though...
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
Something I've always wished regen had is a reactive regeneration power, something like the reverse of the caregiver day job power (http://wiki.cohtitan.com/wiki/Caregiver_Badge). Imagine having a power that grants a modest regeneration bonus, but when you are attacked, it grants a much larger bonus for a few seconds. It goes against the whole "no downtime" idea of the set, but in return could allow it to be less hands-on, a complaint I've been noticing a lot as of late. You would end up with distinct in and out-of-combat performance levels, as well, which I assume is desirable from a balancing standpoint.
Okay, so I've done some homework (not my *real* homework that's due Friday, though ) and came up w/ two SO-only builds to use by comparison.
The first is a Stone/Regen Brute, fully slotted. It has 30 slots in its secondary (including the initial slots), and every /Regen power was taken. The second is a Stone/WP Brute, only secondary slotted. It has 27 slots in its secondary (including initial slots), and every /WP power was taken. Differences that I found? They have the same recovery, but WP drains more endurance due to more toggles. WP obviously has more resist and more defense for the same amount of investment. As for HP regeneration: WP, w/ RttC and 6 enemies surrounding gains ~58 HP/s WP, w/ RttC fully saturated gains ~71 HP/s. Regen, w/ no Instant Healing, no Dull Pain, gains ~33 HP/s. After activating Dull Pain, which has only a minute downtime w/o Hasten, Regen bumps up to ~52.5 HP/s Woe unto Regen! , unless you count Reconstruction: w/o Hasten, Reconstruction heals for 730 HP every 30 seconds. You may not want to count this in the calculation (I would), but if you do, it comes out to +~24 HP/s All said and done, 2/3rds of the time (DP being 2 mins up, 1 min down), Regen is a *little* better than WP on passive regeneration, even on fully saturated RttC, even w/o touching Instant Healing, and 1/3rd of the time being pretty handily worse than WP. By the by, Instant Healing is up for 1.5 minutes, down for 4 minutes, which is comparable to Strength of Will being up 2 minutes, down for 3 minutes. My verdict: Regen is about as good Willpower, but takes more effort. Also, Willpower is a smooth ride that never gets any better or worse, whereas Regen has it's great spells and it's not-so-great spells.., which is exactly what everyone's known all along! |
I am not a numbers guys, and this is simplified and not calculating resists or specific damage types. But it shows they are not as even as you might suggest, since WP at full saturation would only be taking about 9 dps.
This is not saying regen is bad it is a good set, and hard to balance since with the way it works, a little tweak can easily make it overpowered since it treats all damage as the same. I myself would like more debuff resists, especially for -regen, and that integration should be fully enhanceable.
Dirges
You mentioned willpowers other abilities in passing, but have you added their effect into how the reduction in damage makes willpower more efficient. If both sets are taking 100 dps, but willpower is able to shirk off about 20% of that through defense/debuffs then they are only taking in about 80 dps. That makes will will power take 22 dps using your midline numbers for RttC, and regen taking 23.5 dps while dull pain is active.
I am not a numbers guys, and this is simplified and not calculating resists or specific damage types. But it shows they are not as even as you might suggest, since WP at full saturation would only be taking about 9 dps. This is not saying regen is bad it is a good set, and hard to balance since with the way it works, a little tweak can easily make it overpowered since it treats all damage as the same. I myself would like more debuff resists, especially for -regen, and that integration should be fully enhanceable. |
For comparison, given the builds in my previous post:
Regen:
S/L def: 8.4%
S/L res: 28.9%
E/N/F/C def: 8.4%
E/N/F/C res: 13.1%
WillPower:
S/L def: 11.9%
S/L res: 47.3%
E/N/F/C def: 22.1%
E/N/F/C res: 7.9%
The reason why I never brought it up was because the massive def and res that you were once capable of getting was one of the reasons that regen was looked at so hard by the Devs.
It wasn't regen that was the real issue, it was regen combined with tough+weave+cj.
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?
The reason why I never brought it up was because the massive def and res that you were once capable of getting was one of the reasons that regen was looked at so hard by the Devs.
It wasn't regen that was the real issue, it was regen combined with tough+weave+cj. |
People didn't value defense in particular the way they do now, because, among other things, it wasn't very helpful back then. +2 bosses laughed at the defense of Weave.
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
Well, IIRC, back in those days the highest difficulty setting was equivalent to something like +2/x1 in todays standards...but it was far more difficult then versus now on an equivalent setting. And used to be when you SK'ed you wanted to be about 6-8 levels lower than the person who SK'ed you for XP purposes...now you end up just one level lower...no matter what...and if you got too far away on map even you lost your SK until you got back close enough to the hero you were sidekicked to.
I had Tough, but back then weave didn't matter really...I didn't bother with fitness...with IH toggled and DP and hasten permanent while running tough...lmao...you could solo max diff all day long on regen...I watched tanks go down around me more than one occasion and they were asking me what powers I took...lol...REGEN..."oh...that one...yeah I heard it was good but wow."
Currently Playing:
Rage King - SS/Regen Brute (50+3)
Soulfire Darkness - Dark/Fire Tank (50+2)
Deaths Final Embrace - Kat/Dark Brute (50+3)
ULTIMATE REGEN GUIDE I22
It's important to understand that old Regen with pre-ED toggle IH was performing at levels that defense/resist sets with IOs do today back when all anyone had was SOs.
Because of how the math works out, there's no perfect balance point for a set that's so reliant on HP recovery that will let it not be too strong in an SO world and "strong enough" in an IO world. The simplest brute-force change that would do this would be to make it look more like WP by giving it +Defense that people could stack pool powers and IO bonuses on. Without that it will simply never be able to stand and take it on the chin the way other sets can. That's just the nature of HP recovery being an additive survival tool where defense and resist are multiplicative ones.
Edit: And I should note that I'm not advocating such a change. I'm just pointing out that, in terms of mitigation mechanics, that would be what was required. And were such a change to happen, I'm sure it would come with offsetting changes elsewhere.
Personally, if I'm playing a brute or tanker and I can't taunt a veritable horde on to me and survive the onslaught long enough to crush every last one of em and end the pitched battle ready to jump into the next mob and do it again, I'm either going to keep build tweaking to get to that point, or abandon ship and move on to a different toon. Some scrappers I'm a little more tolerant of occasionally getting overwhelmed, so long as they are hell on wheels in the dishing out of damage department.
Having to flee combat to survive, while sometimes necessary, is a sad thing for me and not something I would want to find a toon having to do too much of.
But; play styles obviously vary, and from your post of regen characters it's clear you have a lot of experience playing the set. I'm sure your regen toons mob shred plenty also.