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Psi-bolt

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Everything posted by Psi-bolt

  1. The thing is almost every power set needs IOs in order to be worth something. Any defense set (well except maybe Tanker SR) needs to improve its defense to get to the softcap. Most resistance focused sets needs help to cap out the most important resistances. Both kinds of sets need to layer on the other type to get really good. Regen is really no different. Its problem is that, yes, it is too focused on clicks which pushes you to build differently than most folks are used to. But I don’t find that it takes more investment that any other melee armor set to get good.
  2. Sigh…. Regen is fine. Any of the protection power sets by themselves are fine. Any of the protection sets, including Regen, with decent investment is amazing. I have both a Regen Brute and a Regen Scrapper with capped Smashing, Lethal resistance and 25-35% to everything else. They don’t die in +4/x8 spawns. All that said, Instant Healing could stand to be replaced with a resistance or defense toggle. Preferably defense.
  3. Interesting topic. For my part I would modify the following groups: Nemesis - This group just never really made sense to me as a high level group. It's just a paramilitary organization created to feed one man's ego. I would see them disband as Nemesis begins his journey to become Mender Silos. (is that really a spoiler at this point?) I would echo the changes folks would make to the Freaks and Warriors. But finally, there's one group that should be disbanded, imprisoned in the Zig, burned in a fire, etc. And that the architects and interior designers of Paragon City. Office maps alone justify their elimination with extreme prejudice. 😁
  4. This is true. If Tankers ever got Regen, I would build for Smashing, Lethal and Energy resists. Most of the end-game "alpha strikes" tend to come from one of those sources. I think by the midgame a Tanker Regen character with some investment would be great.
  5. With Tanker modifiers, all you would need is Tough to get to about 43% Sm, Le; 20% to everything else with SOs. With cheap IOs you could easily get that to capped Sm, Le; 35-45% for the rest. With a lot of healing and regeneration on top of that that scales with Health, I don’t think it would be as bad as you think. Regen doesn’t even need to be particularly click heavy unless you want it to be.
  6. I’m pretty sure they were aware, but was suggesting that instead of the OP’s idea for additional power picks the OP instead consider playing a Sentinel. Which in my opinion is a vastly better idea than ignoring the big selling point of Kheldians.
  7. It’s just a comedy and a funny one. After seeing it I thought any controversy was manufactured.
  8. There are characters I avoid taking through the Incarnate powers just for this reason. I have a character that's a reformed Thugs MM who became a FF Defender and a school counselor. Once she got to 50, she just went back to work. I pull her out sometimes to do a TF, but she's only involved in the Praetorian War's parts that "normal" heroes are like the Sutter TF and the lower level arcs.
  9. I think Regen is better on a Sentinel. Sentinels are rarely in the thick of fighting so having a reactive type of protection really works well. With max investment both can have very high levels of resistance to the most common damage types in high level play. But then WP will have more defense, while Regen more healing.
  10. I agree, but I would suggest alternative powers like with Sentinel Super Reflexes. Where if you take the revamped power you can't take the legacy power.
  11. Maybe not that unpopular an argument, but there are Tanker secondaries (looking at Super Strength primarily) that would be loony toons broken on a Scrapper. Which means it's probably too powerful as a Tanker/Brute set. But, I'm not sure that AT modifiers are intended to represent the precise mathematical difference between ATs. The original devs did a lot of stuff iteratively often stopping when sets "felt right". Not that what they felt was always consistent with good balance mind you.
  12. They could license the right to operate the game and expand the IP with profit sharing and a right to reclaim if someone were to do really well with it. Honestly, that's what I've found so insane about NCSoft's actions. You absolutely could craft a deal that protects their interests and allows them to earn from the IP. If it weren't for so many other video game IP owners being similarly myopic, I would be surprised.
  13. Doesn't that require everyone to be doing the exact same mission at the same time? As in they have to have the contact and haven't outleveled it?
  14. I would do all the Shadow Shard TFs if they would lower the cooldown for the Mission Transporter and Team Transporter to 5-10 minutes. Traversing the Shadow Shard is annoying. Doing it for a 20 mission TF is just silly and it's crazy that the live devs never fixed this. But the teleport tools we have could fix this easily. I guess I understand why they don't want Team Transporter to be too low because it will lose its value if you only need one person with it on a team. But even still, traveling isn't content in most cases. I'd even pay for a consumable use mission transporter with no cooldown.
  15. Curious from people who have a lot of experience in this area, but how do the undercover instructions work? I'll get the message to reach out to Marchand or Calvin and no matter what whether I call or try to walk up to them, there's no interaction. On the OP's topic, I usually pick an initial route and then decide morality based on what I would want the character to do. For example, the Stalker I recently built wouldn't side with Chief Interrogator Washington, and so went to the Resistance, but I followed the Responsibility arcs after that away as a Resistance member. At the end, I wound up doing a lot of Responsibility and Warden stuff, no Powers and no Crusader. I'm thinking about doing the same thing but going full crazy as a Crusader.
  16. Interesting, my SS/Regen Brute is what I was talking about in my post above. I've found it to be amazing, but I built it almost exclusively for resistance.
  17. I have experience with them both. My Regen Brute built for tanking is honestly the stronger of the two. She has capped Sm,Le resists and 38-44% resists to all other damage types. In addition she can up that by 25% using Sorcery's click resist power. One of the sturdiest Brutes I've ever made. She has a negligible amount of defense (like 10% to the positions) that came along as set bonuses with capping Smashing and Lethal resists. This was an experiment to see how difficult it would be to cap smashing and lethal and it worked so much better than I expected. I've had a Energy Aura Brute as well, but I haven't played it in awhile. As you might expect, it's easy to soft-cap defenses, and it has a bit of healing and resists on the side which makes it reasonably sturdy. End management is pretty good. I feel like for tanking it has the same problem that all defense sets do, in that when defense works it's great, but it has the tendency to spectacularly and quickly fail on occasion.
  18. So in the interest of science and because I'm bored, I ran this test at 0x4 with my Ice/Regen Scrapper both with an SO no pool defense build and again with my normal some set IO/some common IO build. The set IO build was designed to have around 70% Sm, Le resist to deal with alpha strikes. I started the timer when I zoned in to the Trapdoor mission and stopped it when Trapdoor de aggroed. All SO build 16 min; 16 seconds; IO build 10 min; 58 seconds. I died once on the SO build mostly because I was getting used to the set and misclicked. After that it went smoothly all things considered. It was slow going and I did have to kite a few mobs, but all in all it wasn't too bad. The IO build was never in any danger whatsoever. I will say that I don't know what value this experiment has to a balance discussion. I wouldn't imagine that most people playing an SO or common IO only build is playing this mission at +4 players. I think of an SO only build as playing on baseline or maybe +1x1 difficulty. I still believe as I have for over a decade, that the only thing Regen needs is a better answer to alpha strikes, but even then it just needs to be enough to give you time to click something. Going to try this with another Scrapper with a more offensive primary as well. I'm guessing that Ice both made this a bit safer but a lot slower.
  19. Back on live, I was one of the biggest boosters for Regen and right now.... It's fine. It's not as strong as other sets, but in the years that COH was offline, I had the opportunity to play other games and realized that games can be much more fun if you're not so overpowered all the time. If Regen were to get reworked, here are three things I would do: Replace Stalker/Brute/Scrapper Regen with Sentinel Regen Buff all the powers that are only 1/2 enhanceable so that they are fully enhanceable at the correct mods for the AT Give Fast Healing 10% Sm, Le, Toxic resist That wouldn't give it the same potential as some other sets, but it would HELP (not eliminate) the alpha strike issue, and that's all you really need to do.
  20. I don't see how you help Regen at this point absent clear and flagrant violations of the Cottage Rule. But once you do that, you just wind up with Willpower. Absent that, perhaps you could turn Instant Healing into a Smashing, Lethal, Toxic resistance toggle with a small amount of actual regen (like 100%-200%) on top. That would fix a lot, but it would still be weaker than Willpower.
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