How is Regen these days?
So I've been having a lot of fun lately with my long-retired Spines/Regen Scrapper. He's not slotted too well since he's been collecting dust for so long, but he does okay most of the time as long as I'm not spacing out at the keyboard. I'm tempted to give him a serious (i.e. expensive) overhaul since I know he can be better and I'm having so much fun with him, but I'm a little concerned about Regen's potential in the current endgame.
I was able to pull together a build in Mids with perma-Hasten, ~35% S/L defense, plus a few other perks, but I still feel apprehensive about it. I'm used to my decked-out BS/WP Scrapper who can stand up to just about anything without much effort and my MA/SR Stalker who is also IO'ed to the gills and avoids almost all damage. I don't like the idea of dropping a billion Influence on my Spines/Regen if he's simply not capable of reaching a similar potential. I'd sooner save my Influence for my future Nature/Water Defender... So this all boils down to one question: how does Regen hold up in practice these days? |
On a very high end, expensive build, they are beastly. It costs a lot to layer on the extra mitigation, but once you have, they are insane. If you spend less, you can still get a very effective alt.
If you like Regen, it's worth a go.
Mind you, I'm speaking of Regen in a vacuum. I don't know first hand how well Spines lends itself to really pushing Regen to the limit.
I'd suggest building for lots of def and recharge. Not sure if melee def or s/l/e/n would be the best way to go for a Spines type. I'd strongly consider the Dark or Soul APP/PPP, whichever one it is that has Shadow Meld. For your Destiny slot, give some though to the one that gives DDR. Alpha slot Agility or Spiritual stand out to me.
In a team, Regen is phenomenal -- it really helps if you can duck out of aggro or if someone is buffing your res/def. Solo, it's a bit harder.
I'd aim for perma-dull pain and 32.5 positionals (melee/ranged in particular), but perma-hasten (unless a side effect of perma-dull pain) is just icing. Most of the very best Regen builds these days use a primary with a def-booster, but the -rech in Spines offers at least some soft mitigation.
Regen is top tier at a low to mid price range. They fall off slightly in the mid-high price range. But in any range they are good to great.
They do not work without effort though. A lot of their mitigation comes from interacting with the game outside of attacking. Using the clicks is important. This is a flavor/preference issue, not a power one. I love my WP and Regens, because I like to play multiple styles.
Why Blasters? Empathy Sucks.
So, you want to be Mental?
What the hell? Let's buff defenders.
Tactics are for those who do not have a big enough hammer. Wisdom is knowing how big your hammer is.
Regen is amazing, the more effort and time and influence you put into it...the better it gets...and it starts out good...plus now we have things like rebirth radial destiny and access to shadowmeld...and other things we didn't have before that makes it even better.
I would be building for 32.5% S/L/E/N or shoot for something like 40-45% S/L...and build for tons of recharge...you can easily get your toon over 160%+ global recharge with hasten permanent.
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
Regen is amazing, the more effort and time and influence you put into it...the better it gets...and it starts out good...plus now we have things like rebirth radial destiny and access to shadowmeld...and other things we didn't have before that makes it even better.
I would be building for 32.5% S/L/E/N or shoot for something like 40-45% S/L...and build for tons of recharge...you can easily get your toon over 160%+ global recharge with hasten permanent. |
Spiritual Core Alpha
Rebirth: Radial Destiny
Get your Global Rech up there and grab the Soul PPP so you can run Shadow Meld + Moment of Glory + Shadow Meld for 45/s straight out of every 60/s (if you had to). 32.5% S/L (at least), Perma Dull Pain...
I think it would be put in better perspective if I said that my Regen can sit in Tyrant's Lightning Patch during the Magisterium. If you've run that, then I think the case is settled.
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
"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
Yes, Hot..until his Handstomp comes down for 2000 damage and you go splat.
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
Oh it got you? As in..dead? That is such a..great endorsement for the set. Not trying to be snarky..ok, a lil. But saying you can sit in Tyrant's aoe, hardly gives a great feel to people asking how the set is..when you died anyway. And when any AT with Rebirth (granted, a couple of rebirths) could hit that hp/sec.
I like regen myself. But Id regard it as a lil squishy.
I'd suggest building for lots of def and recharge. Not sure if melee def or s/l/e/n would be the best way to go for a Spines type.
|
Regen gets no debuff resistance, and most defense debuffs come from lethal attacks. If you slot for melee any enemy with a machine gun will strip your defense away pretty quick.
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. |
I don't like the DPS hit you take from the activation time of all the clickies when trying to survive top end content. Particularly the ponderous animation of Shadow Meld.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
QFT
Spiritual Core Alpha Rebirth: Radial Destiny Get your Global Rech up there and grab the Soul PPP so you can run Shadow Meld + Moment of Glory + Shadow Meld for 45/s straight out of every 60/s (if you had to). 32.5% S/L (at least), Perma Dull Pain... I think it would be put in better perspective if I said that my Regen can sit in Tyrant's Lightning Patch during the Magisterium. If you've run that, then I think the case is settled. |
Vorpal Radial will offer you an extra 10s of defense every 90s. That being said, after 20s or so you should be survivable due to the -rech.
I've actually been working on a similar project, here's what I've come up with:
Hero Plan by Mids' Hero Designer 1.957
http://www.cohplanner.com/
Click this DataLink to open the build!
Spyqe: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Hero Profile:
Level 1: Lunge
- (A) Hecatomb - Damage/Recharge
- (3) Hecatomb - Accuracy/Damage/Recharge
- (3) Hecatomb - Accuracy/Recharge
- (5) Hecatomb - Damage/Endurance
- (5) Hecatomb - Chance of Damage(Negative)
- (A) Numina's Convalescence - +Regeneration/+Recovery
- (7) Numina's Convalescence - Heal
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (17) Numina's Convalescence - Heal/Recharge
- (42) Gladiator's Armor - TP Protection +3% Def (All)
- (42) Steadfast Protection - Resistance/+Def 3%
- (A) Performance Shifter - Chance for +End
- (15) Performance Shifter - EndMod
- (A) Gaussian's Synchronized Fire-Control - Chance for Build Up
- (13) Gaussian's Synchronized Fire-Control - To Hit Buff/Recharge/Endurance
- (46) HamiO:Membrane Exposure
- (A) Apocalypse - Damage/Recharge
- (9) Apocalypse - Accuracy/Damage/Recharge
- (9) Apocalypse - Accuracy/Recharge
- (11) Apocalypse - Damage/Endurance
- (11) Apocalypse - Chance of Damage(Negative)
- (A) Doctored Wounds - Endurance/Recharge
- (25) Doctored Wounds - Heal/Recharge
- (25) Doctored Wounds - Heal/Endurance/Recharge
- (31) Doctored Wounds - Heal
- (31) Doctored Wounds - Recharge
- (A) Luck of the Gambler - Recharge Speed
- (15) Luck of the Gambler - Defense
- (23) Shield Wall - +Res (Teleportation), +3% Res (All)
- (A) Kinetic Combat - Damage/Endurance
- (37) Kinetic Combat - Knockdown Bonus
- (46) Kinetic Combat - Damage/Recharge
- (46) Kinetic Combat - Damage/Endurance/Recharge
- (A) Numina's Convalescence - Heal/Endurance/Recharge
- (17) Numina's Convalescence - Heal/Endurance
- (A) Superior Scrapper's Strike - Damage/Endurance/Recharge
- (19) Superior Scrapper's Strike - Accuracy/Damage/Endurance/Recharge
- (19) Superior Scrapper's Strike - Recharge/Critical Hit Bonus
- (21) Eradication - Accuracy/Damage/Endurance/Recharge
- (21) Eradication - Chance for Energy Damage
- (23) Eradication - Damage
- (A) Reactive Armor - Resistance/Endurance
- (31) Reactive Armor - Resistance/Recharge
- (34) Reactive Armor - Resistance
- (34) Reactive Armor - Resistance/Endurance/Recharge
- (A) Reactive Armor - Resistance/Endurance
- (39) Reactive Armor - Resistance/Endurance/Recharge
- (39) Reactive Armor - Resistance
- (40) Reactive Armor - Endurance
- (A) Luck of the Gambler - Recharge Speed
- (40) Luck of the Gambler - Defense/Endurance
- (40) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Armageddon - Damage/Recharge
- (27) Armageddon - Accuracy/Damage/Recharge
- (27) Armageddon - Accuracy/Recharge
- (29) Armageddon - Damage/Endurance
- (29) Armageddon - Chance for Fire Damage
- (A) Doctored Wounds - Endurance/Recharge
- (36) Doctored Wounds - Heal/Recharge
- (36) Doctored Wounds - Heal/Endurance/Recharge
- (36) Doctored Wounds - Heal
- (37) Doctored Wounds - Recharge
- (A) Superior Scrapper's Strike - Accuracy/Damage
- (43) Superior Scrapper's Strike - Damage/Recharge
- (43) Superior Scrapper's Strike - Accuracy/Damage/Recharge
- (A) Ragnarok - Damage/Recharge
- (33) Ragnarok - Accuracy/Damage/Recharge
- (33) Ragnarok - Accuracy/Recharge
- (33) Ragnarok - Damage/Endurance
- (34) Ragnarok - Chance for Knockdown
- (A) Numina's Convalescence - Heal/Recharge
- (37) Numina's Convalescence - Heal/Endurance/Recharge
- (A) Luck of the Gambler - Recharge Speed
- (39) Luck of the Gambler - Defense/Recharge
- (A) Sting of the Manticore - Accuracy/Interrupt/Range
- (42) Sting of the Manticore - Accuracy/Damage
- (43) Sting of the Manticore - Damage/Interrupt/Recharge
- (45) Sting of the Manticore - Damage/Endurance/Recharge
- (50) Sting of the Manticore - Chance of Damage(Toxic)
- (A) Luck of the Gambler - Recharge Speed
- (45) Luck of the Gambler - Defense/Endurance/Recharge
- (45) Luck of the Gambler - Defense/Recharge
- (A) Expedient Reinforcement - Accuracy/Recharge
- (48) Expedient Reinforcement - Accuracy/Damage/Recharge
- (48) Expedient Reinforcement - Endurance/Damage/Recharge
- (48) Expedient Reinforcement - Resist Bonus Aura for Pets
- (A) Luck of the Gambler - Recharge Speed
- (50) Luck of the Gambler - Defense/Endurance
- (50) Luck of the Gambler - Defense/Endurance/Recharge
- (A) Empty
Level 1: Prestige Power Dash
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) Empty
- (A) HamiO:Microfilament Exposure
- (A) Empty
Level 2: Swift
- (A) Run Speed IO
- (A) Miracle - +Recovery
- (7) Miracle - Heal
- (A) Jumping IO
- (A) Performance Shifter - Chance for +End
- (13) Performance Shifter - EndMod
Level 50: Reactive Radial Flawless Interface
Level 50: Melee Core Embodiment
Level 50: Incandescence Radial Epiphany
Level 50: Cimeroran Core Superior Ally
------------
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I want to like regen, I truly do, but it does feel at times I'm spending more time to stay alive than to kill my enemies.
I'm still of the opinion toggle IH and a much faster activating MoG wouldn't make the set OP in any way. The aforementioned time spent using clickies coupled with the complete lack of defense and DDR give more than enough room for improvements.
Loving the recent rez changes, though - and I'm not being snarky. Death happens, and walking back from the hospital is a chore.
So, to answer the question how does it hold up in practice these days, I just don't think it does, compared to most other secondaries. Thankfully, in this game it still means you can make it incredibly sturdy and succeed at almost every task.
Oh it got you? As in..dead? That is such a..great endorsement for the set. Not trying to be snarky..ok, a lil. But saying you can sit in Tyrant's aoe, hardly gives a great feel to people asking how the set is..when you died anyway. And when any AT with Rebirth (granted, a couple of rebirths) could hit that hp/sec.
I like regen myself. But Id regard it as a lil squishy. |
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
I don't like the DPS hit you take from the activation time of all the clickies when trying to survive top end content. Particularly the ponderous animation of Shadow Meld.
|
And when those two things fail, I have perma-DP capability and a decent chunk of recharge.
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. |
My Fire/Shield scrapper can stand around and pick her nose while two spawns of +4s try in vain to wail on her. It's times playing her that I really think Regen has a raw deal.... Then I log on my BS/Regen main, cranky and annoyed. Then I remember. I'm not at the mercy of the RNG anymore. OP defense debuff using critters...DULL PAIN. Mega damage attack incoming...MOG. Exotic damage....What's that?
Regen gets GODLY the more you stack on it. Regen can survive ANYTHING that can't one-shot it. When the RNG wants to get cheeky Regen has four 'screw you' buttons to mess up its plan.
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.
Thanks for all of the input! It's good to hear that Regen is still alive and well. I'm still leaning towards getting my Scrapper back in his prime, and at least I can now be confident that I wouldn't be completely wasting my time and resources in doing so. I like to think he can still be useful considering that he's one of my heroes that helped me learn the game. His active playstyle sure feels unique among my other heroes.
I've posted the build I had in mind below. I didn't post it originally because I was looking more for powerset advice versus build advice. A few of my build choices probably go against the grain when it comes to getting the most out of Regen. I've been considering the pros and cons:
- Pros
- Perma-Hasten
- 35% S/L Defense
- Decent damage resistance
- Better than 50% uptime on Instant Healing
- Cons
- No Shadow Meld
- High endurance cost
- Less than ideal accuracy
- Expensive
I think I can probably manage without Shadow Meld since I'm not afraid to wolf down inspirations (please don't revoke my Scrapper card!). I was also going to go with Barrier Destiny for a "second MoG" plus the sustained survivability from the lingering defense and damage resistance.
Again, I didn't start this thread just for build advice, and I do appreciate everyone's feedback regarding Regen. I feel like my Scrapper could become a Scrapper again.
Hero Plan by Mids' Hero Designer 1.954
http://www.cohplanner.com/
Click this DataLink to open the build!
Echinate Avenger: Level 50 Mutation Scrapper
Primary Power Set: Spines
Secondary Power Set: Regeneration
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Speed
Ancillary Pool: Body Mastery
Hero Profile:
Level 1: Lunge -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(3), KntkC'bat-Dmg/Rchg(3), KntkC'bat-Dmg/EndRdx/Rchg(5)
Level 1: Fast Healing -- Numna-Heal(A), Numna-Heal/EndRdx(9), RgnTis-Regen+(50)
Level 2: Spine Burst -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(5), Oblit-%Dam(7), Oblit-Acc/Rchg(36), Oblit-Dmg/Rchg(36), Oblit-Acc/Dmg/Rchg(36)
Level 4: Reconstruction -- Dct'dW-Rchg(A), Dct'dW-Heal(7), Dct'dW-EndRdx/Rchg(9), Dct'dW-Heal/Rchg(11), Dct'dW-Heal/EndRdx(19)
Level 6: Build Up -- GSFC-ToHit(A), GSFC-ToHit/Rchg(17), GSFC-ToHit/Rchg/EndRdx(17), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(43), GSFC-Build%(46)
Level 8: Impale -- Apoc-Dmg(A), Apoc-Acc/Dmg/Rchg(33), Apoc-Acc/Rchg(33), Apoc-Dmg/EndRdx(34), Apoc-Dam%(34)
Level 10: Dull Pain -- Dct'dW-Rchg(A), Dct'dW-Heal(11), Dct'dW-Heal/Rchg(13), Dct'dW-EndRdx/Rchg(13), Dct'dW-Heal/EndRdx(15)
Level 12: Quick Recovery -- EndMod-I(A)
Level 14: Combat Jumping -- LkGmblr-Rchg+(A), LkGmblr-Def(15), SW-ResDam/Re TP(21), Ksmt-ToHit+(39)
Level 16: Integration -- Numna-Heal(A), Numna-Heal/EndRdx(19), Dct'dW-Heal/EndRdx(50)
Level 18: Quills -- Oblit-Dmg(A), Oblit-Acc/Rchg(21), Oblit-Dmg/Rchg(23), Oblit-Acc/Dmg/Rchg(23), Oblit-Acc/Dmg/EndRdx/Rchg(25), Oblit-%Dam(25)
Level 20: Super Jump -- Winter-ResSlow(A)
Level 22: Resilience -- S'fstPrt-ResDam/Def+(A), Aegis-ResDam(37), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(40), GA-3defTpProc(48)
Level 24: Kick -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(42), KntkC'bat-Dmg/Rchg(43), KntkC'bat-Dmg/EndRdx/Rchg(43)
Level 26: Ripper -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(27), Sciroc-Dmg/Rchg(27), Sciroc-Acc/Rchg(31), Sciroc-Acc/Dmg/EndRdx(33), FrcFbk-Rechg%(40)
Level 28: Instant Healing -- Dct'dW-Rchg(A), Dct'dW-Heal(29), Dct'dW-EndRdx/Rchg(29), Dct'dW-Heal/Rchg(31), Dct'dW-Heal/EndRdx/Rchg(31)
Level 30: Tough -- Aegis-ResDam(A), Aegis-ResDam/EndRdx(37), Aegis-ResDam/Rchg(39)
Level 32: Throw Spines -- SScrappersS-Acc/Dmg(A), SScrappersS-Dmg/Rchg(34), SScrappersS-Dmg/EndRdx/Rchg(45), SScrappersS-Acc/Dmg/EndRdx/Rchg(45), SScrappersS-Rchg/+Crit(45), SScrappersS-Acc/Dmg/Rchg(50)
Level 35: Weave -- LkGmblr-Rchg+(A), LkGmblr-Def(42), DefBuff-I(48)
Level 38: Moment of Glory -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(39), RechRdx-I(46)
Level 41: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/EndRdx(42)
Level 44: Conserve Power -- RechRdx-I(A)
Level 47: Hasten -- RechRdx-I(A), RechRdx-I(48)
Level 49: Physical Perfection -- Panac-Heal/+End(A)
Level 0: Task Force Commander
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 0: Freedom Phalanx Reserve
Level 50: Degenerative Radial Flawless Interface
Level 50: Spiritual Core Paragon
------------
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
Level 2: Swift -- Run-I(A)
Level 2: Health -- Numna-Regen/Rcvry+(A), Mrcl-Rcvry+(46)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A)
------------
Set Bonus Totals:
- 16.5% DamageBuff(Smashing)
- 16.5% DamageBuff(Lethal)
- 16.5% DamageBuff(Fire)
- 16.5% DamageBuff(Cold)
- 16.5% DamageBuff(Energy)
- 16.5% DamageBuff(Negative)
- 16.5% DamageBuff(Toxic)
- 16.5% DamageBuff(Psionic)
- 23.5% Defense(Smashing)
- 23.5% Defense(Lethal)
- 15.06% Defense(Fire)
- 15.06% Defense(Cold)
- 7.25% Defense(Energy)
- 7.25% Defense(Negative)
- 6% Defense(Psionic)
- 22.25% Defense(Melee)
- 8.5% Defense(Ranged)
- 14.75% Defense(AoE)
- 75% Enhancement(RechargeTime)
- 27% Enhancement(Accuracy)
- 12% Enhancement(Heal)
- 5% FlySpeed
- 145.6 HP (10.87%) HitPoints
- 5% JumpHeight
- 5% JumpSpeed
- MezResist(Immobilize) 5.5%
- MezResist(Stun) 4.4%
- MezResist(Terrorized) 6.6%
- 2.5% (0.04 End/sec) Recovery
- 90% (5.02 HP/sec) Regeneration
- 20% ResEffect(FlySpeed)
- 20% ResEffect(RechargeTime)
- 20% ResEffect(RunSpeed)
- 5.52% Resistance(Smashing)
- 6.78% Resistance(Fire)
- 6.78% Resistance(Cold)
- 3% Resistance(Energy)
- 6.13% Resistance(Negative)
- 3% Resistance(Toxic)
- 3% Resistance(Psionic)
- 5.52% Resistance(Lethal)
- 15% RunSpeed
- 36% ModifyEffect PlayerCrit
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I think you could tweak it a bit to get more Def numbers out of your slotting, but maybe not much.
I'd be a bit concerned with how low Energy Def is. Not really, REALLY concerned, but a bit.
All in all, looks quite viable, and not like a total carbon copy of someone else's spine/regen. Both good things in my book.
Everytime a Regen thread comes up, I go and play with it in Mid's against my better judgement. I need another alt like I need to barbeque with money. I actually have a 50 Dark/Regen shelved I can play with.
Anyway, the thing that strikes me is how much better Regen is on a Brute. It really has to do with Health, which directly affects Regen. My scrapper is capped at 2409 with pretty much Accolades and Dull Pain. A Regen Brute, on the other hand, can hit well over 3100 hit points. That's a 25% increase in hit points and thus regen, on top of perma-Hasten and 30% S/L Defense.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
Everytime a Regen thread comes up, I go and play with it in Mid's against my better judgement. I need another alt like I need to barbeque with money. I actually have a 50 Dark/Regen shelved I can play with.
Anyway, the thing that strikes me is how much better Regen is on a Brute. It really has to do with Health, which directly affects Regen. My scrapper is capped at 2409 with pretty much Accolades and Dull Pain. A Regen Brute, on the other hand, can hit well over 3100 hit points. That's a 25% increase in hit points and thus health, on top of perma-Hasten and 30% S/L Defense. |
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.
Can't say this isn't true, but while it's a noticeable difference it's not a make or break issue.
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It's just that the nature of Regen highlights the strength of Brutes. For EA, for example, a smaller regeneration and energize heal isn't an issue because it's one part of the mitigation. Even Willpower has layered defense. On Regen it's the most noticeable of any secondary set, though, because Dull Pain exaggerates both of the Brute's health advantages and every Regen power except MoG is 25% less effective.
Moonlighter
50s include MA/SD, MA/SR, DP/Elec, Claw/Inv, Kat/Dark, Kat/Fire, Spine/Regen, Dark/SD
First Arc: Tequila Sunrise, #168563
On Regen it's the most noticeable of any secondary set, though, because Dull Pain exaggerates both of the Brute's health advantages and every Regen power except MoG is 25% less effective.
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I'm not so sure that a well-built Regen Scrapper vs. Brute is going to be that noticeable. Brutes do get an advantage in "throwing their weight around" with nearly 600 more HP potential, but Scrappers also have a higher Regen cap, so at full-throttle their gaps aren't going to be that big. Comparing a Scrapper HP capped vs. a Brute HP capped at ~1700 Regen was 180 hp/s vs. 215 hp/s respectively.
May be a 35 HP difference, but I think the biggest applicable item of interest that really defines the secondary on either AT is the fact that Brute must stay in combat with a target to keep Fury up, and are likely taunting in some fashion in the process. They're inadvertently forcing themselves to take more damage than the Scrapper would have taken. In a sense, the Brute requires that extra breathing room just to function at the same level. In the case with a Scrapper, they can willfully (and rather artfully) skip in and out of combat ("kiting") without any real loss in damage output.
So, in that analysis, I--personally--feel Scrappers get more mileage out of top-end performance versus Brutes.
Originally Posted by Arcanaville
Warning: crazy space limit reached. Please delete some crazy and try again. |
I'm not so sure that a well-built Regen Scrapper vs. Brute is going to be that noticeable. Brutes do get an advantage in "throwing their weight around" with nearly 600 more HP potential, but Scrappers also have a higher Regen cap, so at full-throttle their gaps aren't going to be that big. Comparing a Scrapper HP capped vs. a Brute HP capped at ~1700 Regen was 180 hp/s vs. 215 hp/s respectively.
May be a 35 HP difference, but I think the biggest applicable item of interest that really defines the secondary on either AT is the fact that Brute must stay in combat with a target to keep Fury up, and are likely taunting in some fashion in the process. Their inadvertently forcing themselves to take more damage than the Scrapper would have taken. In a sense, the Brute requires that extra breathing room just to function at the same level. In the case with a Scrapper, they can willfully (and rather artfully) skip in and out of combat ("kiting") without any real loss in damage output. So, in that analysis, I--personally--feel Scrappers get more mileage out of top-end performance versus Brutes. |
So I've been having a lot of fun lately with my long-retired Spines/Regen Scrapper. He's not slotted too well since he's been collecting dust for so long, but he does okay most of the time as long as I'm not spacing out at the keyboard. I'm tempted to give him a serious (i.e. expensive) overhaul since I know he can be better and I'm having so much fun with him, but I'm a little concerned about Regen's potential in the current endgame.
I was able to pull together a build in Mids with perma-Hasten, ~35% S/L defense, plus a few other perks, but I still feel apprehensive about it. I'm used to my decked-out BS/WP Scrapper who can stand up to just about anything without much effort and my MA/SR Stalker who is also IO'ed to the gills and avoids almost all damage. I don't like the idea of dropping a billion Influence on my Spines/Regen if he's simply not capable of reaching a similar potential. I'd sooner save my Influence for my future Nature/Water Defender...
So this all boils down to one question: how does Regen hold up in practice these days?