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Galaxy Brain

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Everything posted by Galaxy Brain

  1. Havent tried it, but I like how it rhymes
  2. This sounds solid too! Though I do think debuff resistance could be added in... maybe to quick recovery to make it stand out a bit?
  3. Not sure how adding debuff resists would ruin regen. I agree that as is it is still a strong set, but it actively lowers dps by having to stop and use your defensive powers, which in turn are very susceptible to recharge debuffs...
  4. This was a thing for years on live
  5. I think regen needs it more than bio. Bio can adapt to the situation, giving them a ton of strength already
  6. Its more that WP is weirdly directly comparable while doing the "Regen" theme better overall
  7. eldriyth, you don't deserve to have everyone pile on you, but you are the only one who didn't see it. ::) I admit I didn't read the entire thing from top to bottom. I usually skim over stuff. He's changing it to read pet class better for skimmers like myself. Hell, if I read that it was a pet class I would of paid more attention to it. I'll admit that was my fault though. I'm man enough to admit that lol. Dont skim
  8. Given Sentinels are spoiled for great DPA choices, the T1 blast is actually superior to the T2 blast for most Sentinel primaries (in the sense it does the same DPA, but takes less time, leaving more room for the heavy hitters). Was gonna say this too, generally the t1 is superior for attack chains?
  9. A refreshing absorb also directly softens bigger hits by a portion, which is nice. Given hug hits dont happen rapid succession, being able to ignore smaller hits to your hp allows regen time to heal up for the next big hit
  10. The actual debuffs placed that is. For something that can only be placed so often and needs to be built up, the -20% value (and the inherit res and def debuffs) feel a little inadequate. Sentinels are already a sort of hybrid AT, making their debuffs stronger couldn't hurt that much could it?
  11. Adding bruising to gauntlet would be cool, they would add *team damage* specifically on top of aggro.
  12. The summon pupil thing I missed. If it is a pet class, it sounds kind of neat. The way you mentioned partner up above sounded like another player. It's just the way you worded it my guy. I like pet classes and another one would be pretty cool. A big chunk of the post keeps talking about the single pet you have :) Anyways, this is a really cool idea, but the main seller to me is the AoE armors. That's just a really cool concept to have a bunch of Grant Cover type abilities you can share.
  13. So technically any max hp boost also helps absorb. Also, I feel Regen should have some sort of HP scaling power. Sort of enforcing that if you didn't 1-2 shot them, they aren't staying down.
  14. I think that is how it works. Essentially, say we give the set 10% absorb per sec, which means enemies have to out dps 10% of your hp a sec to start dealing damage. Regen would then take effect to mirror say, a regenerator not even caring about superficial slices and nicks that would cause others to bleed out
  15. It gives you one even lvl pet, as well as AoE defenses for you and the team... how is this awful?
  16. Sentinel Regen has an absorb toggle which constantly refreshes a modest amount of Absorb over your hp. I think this fits in perfectly as, iirc, it behaves as a layer of anti-dps where each second you have a layer of X that damage must pass. On my sentinel I often monitor my HP value directly and vs small stuff it rarely budges due to this layer.
  17. I guess to be clear, spectral wounds applies a heal based on a specific power's damage. Having it be a reactive heal would be awesome but require some finesse
  18. At this point, just remove the defense drop since even though it was a bug on live, it still essentially didn't exist for many years.
  19. Putting it on lightning field would be nice where maybe you get more effect per target. /Elec is super melee focused already so it makes sense.
  20. This would be really cool! My only concern though would be if spectral wounds is hard coded to the power vs placing an effect on the enemy that could be replicated onto Regen... I agree with Vanden that the passive regen and recovery power could probably be rolled into one. Like with Rad armor where it has scaling recovery or regen based on percent, maybe it could just be flat boosts to both. Sentinel regen also has an auto power for +MaxHp. Maybe that could be done here and also put in the debuff resistances? If a new power is added though, I wonder what it could be...
  21. Sentinel Elec Blast is the best version of the set by far
  22. The burst damage is def a weakness, but the bigger thing is that Regen has little debuff resists which really cripple it when you're in a bind.
  23. I agree with the sentiment, the Meta is incredibly focused on making it so you rarely if ever take hits which in turn means you avoid debuffs, controls, etc. Changing this would fundamentally change the meta at all levels quite drastically, but I am curious on what you come up with! (Maybe add in what we call Glancing blows... a chance to take 1/2 damage and effect instead of all or nothing, and layers before Resists)
  24. Linking the original topic here: Regen has always been a staple comic book powerset, but it has had ups and downs in CoH. It used to be absolutely amazing way back in the day, and was justifiably nerfed. But since then it has had had some struggles from global changes to the game and the introduction of IO's. To make things worse, several sets have come out which do it's shtick better when it comes to actual regeneration! While these sets may not have the immediate self heals, they have tons of regen + other defenses to layer on to make them feel similar while outperforming the set at a basic level. While Regen can still have great performance when you use it actively, the concept of Regen as "I passively heal real fast" is strictly done better in Willpower. As a direct comparison, the two sets share: [*]Fast Healing [*]Quick Recovery [*]A self rez that you can argue is better on WP [*]Auto Powers that grant res vs all damage types, with WP's being a T1 and also boosting HP [*]Toggles that grant increased regen with RTTC outperforming Regen as a set in terms of raw hp/sec [*]----- Similarly, both sets are sort of defined by health recovery as the major mitigation Where they differ is that instead of activated heals, WP opts for more toggles for layered defenses. This lets WP not only be more consistent, but also provides incredibly valuable resistances to effects that Regen does not. Regen iirc lacks any sort of actual resistance vs debuffs of any sort, and that is the first thing I would like to see added to the set. Namely, Regen/Heal debuff resistance which while rare in PvE would still be nice to have for *the* healing set just as how defense sets have DDR. Thematically, you would think a regenerator would heal very quickly from all sorts of debuff and control effects. Recovery Debuffs, Defense Debuffs, a flash bang that damages your vision would heal faster (Perception, ToHit), something that saps your strength would return quickly (Damage), and so on. If Regen had a plethora of debuff resistance instead of..... none, it would be a thematic boon to the set and also fit the theme of no downtime. Other suggestions that have been accumulated (no particular order nor do all of these need to be added!): [*]As noted, lots of debuff resistance to show that you heal off side effects as well. Especially to -Recharge which cripples the set. [*]Sentinel Regen is actually really cool in that it has a powerful, refreshing absorb toggle that lets you soak X damage per second for free. Something in normal regen to mirror this would be nice. [*]Similarly, Sentinel Regen's self-rez can be used while alive to actually heal yourself. This is a neat twist and a real tactical choice as it goes on cooldown still, meaning you may not get to use it as an actual rez in an "oh crap" moment if you try to preemptively use it. [*]Several sets have scaling defenses based on your HP. It seems kind of criminal that Regen of all sets doesn't have at the least Fast healing scale up as you lose health. Or even resilience being the opposite where you get much better effect for staying at or near full hp! /SR and /Rad can be templates here [*]If possible, any over-heals get turned into Absorb. [*]Change Reconstruction to be partially a flat heal and partially Heal over Time Thoughts?
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