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How to make regen not suck so bad?


FullEclipse

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Hey all I remember I used a katana/regen scrapper back in the day. This time i used that combo for a stalker and man is it squishy.  I cant seem to get a rhythm down for the regen powers. I klnow stalkers are not as tuff as scrappers but dang!! The regen powers take forever to recharge and seem to be alot weaker.   I am hoping to get a solid build on this toon pre incarnate powers but seems not likely at this point.  Can any of you give me some advice on how to make regen workable?

Edited by FullEclipse
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While with Regen, you are probably going to have a MASSIVE difficulty getting to decent res and defense numbers more than any other set (bio is just a lot easier on you) there is a way to make Regen better.

 

If you want the BEST bang for your buck to making you tougher and having your softcaps/caps in general easier to reach: TAKE BARRIER CORE EPIPHANY FOR YOUR DESTINY SLOT.

 

That will make the single largest survival difference for your regen character due to the fact that it gives you 20 seconds of invulnerability and then gives you a permanent +5% defense and +5% resistance to all damage types. This is a big boost especially if you're against a hard enemy near death.

 

There is also ROP (sorcery pool) + Melee Core hybrid which both can add 30%+ defense dependent on mob size, however I can see where lots would tell you to choose another Hybrid option. Or that ROP isn't always worth the cooldown if your build is tight on defenses/recharge.

 

There is always of course: Tough + Weave + Maneuvers + Steadfast protection + Gladiator's Armor + Shield Wall + Reactive Defenses. These will all help give you more res and defense.

 

Some/most skip IH now due to the long CD being up only half the time with mass recharge, you may not skip it, but bare that in mind.

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See I get that my defense and resist will be minimal but I should have huge regen to counter that, isn't that the point of Regen?  I should be regening my health so fast that all the dmg I am taking is negated. If I wanted to try to mess with def and resistance I would take a diff set altogether.

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If you don't ever plan on diving into mobs and taking alpha strikes, you should be okay.

If you do plan on that, then try to work your Recharge so that MoG is on a low enough cooldown that you can activate it every other mob or so.  

 

Other than that you're going to have to build into defenses so much that you're sacrificing either Recharge or Damage, and you might as well roll a Brute or something.

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With my Fire/Regen Stalker I built for S/L soft cap defenses and it works great.  If I get in over my head I have 3 clickies, Reconstruction, Dull Pain and Instant Healing.  If things go really wrong or I'm likely to eat a nasty alpha I have MOG for 10 seconds of godmode.  Yes, I do have to pay attention, but the build is surprisingly durable throughout the vast majority of the game.

 

Is it the equal of, say, Shield?  No, but it's quite effective.  Without IO bonuses it would struggle but you can fairly easily patch over it's problem areas... Kinetic Combat with it's S/L defense and the knockdown proc work wonders at keeping you alive by keeping the mob on it's butt.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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I tried making a NB/Regen where regen is the highlight of the build. Aggressively slotted and still only has 69 hp/sec (With perma Dull Pain active). But staggering Melee Hybrid with a 50% up/downtime (2 mins on/off), Instant Heal with a 50% up/downtime (90 sec on/off), and Rebirth Radial with diminishing return (Over 2 minutes), makes it pretty survivable.

 

Positives:

Softcap to L/M with a single Divine Avalanche.
Single small, purple inspira will softcap E/N/R.
Perma Dull Pain.
Near perma Hasten (Off by 2 secs).
69 hp/sec passive regen.
Instant Heal with a 50% up/downtime.
Decent damage resistance.
Between MoG and Shadow Meld, 45 seconds of God-mode.
Snipe and hold for runners.

 

Negatives:

Low damage for a Stalker due to adding Divine Avalanche.
Low damage for a Stalker due to not skipping Musculature Alpha.
Endurance is a problem unless MoG is used to replenish.
 

I'll probably add Flashing Steel back into the build sometime in the future. Also to try to fix the end problem. Build created with Mids' Reborn v2.6.0.7.

 

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On ‎10‎/‎25‎/‎2019 at 2:35 AM, Haijinx said:

Just play WP 

This is honestly my sincere advice as well.

 

Regen needs a rework/balance pass. It's just not in a good place right now. Willpower is much better. It's much more functional. It's more or less what Regeneration should be adapted to this game. The entire idea of a Wolverine-type character who regenerates through everything doesn't translate well, basically Wolverine doesn't have levels, hit points, or have to worry about being defeated except when the plot calls for it. They could only have it working by having it be super overpowered and thus we got nerfed instant healing. Even then, a purely regenerating character can never stand up to an attack that exceeds their hit points, while someone with damage resistance can. 

 

Ultimately regeneration needs to be changed to have more appreciable layered mitigation: some defense that represents attacks that were brushed off by the amazing recuperative powers; some resistance that represents damage that was insta-healed as it was delivered; and then of course, actual healing. Now it has SOME of that already, like Resilience with its 9% damage resistance to all. But that's just not enough.  It needs like …. 30% toxic resist instead of the 15% in Dull Pain, and it needs Resilience at a lower level and at like, double or triple the base value. Which, basically the way the game works is if you have a passive damage resistance power it's usually like 5-10% but if you have a toggle it's a lot higher. Resilience needs toggle damage resistance shield numbers but then it also feels wrong to change that into a toggle. Really, it's all a mess. It's like, throw the set out and start over would be better … and that brings us back to Willpower.

See me on Excelsior as Eridanus - Whisperkill - Kid Physics - Ranger Wilde - The Hometown Scrapper - Firewatch - and more!

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I kind of agree that Regen needs some help now; while I was able to make it very durable and functional it did require a lot of investment in IO bonuses to soft cap S/L.  Maybe roll half of IH's regen into Integration and turn IH into either a resistance or defense toggle?  I kind of like the clickie nature of Reconstruction/Dull Pain but pure heal/regeneration isn't enough in the current game.

Guardian Survivor, occasional tanker and player of most AT's.

Guides: Invulnerability Tankers, The first 20 levels.  Invulnerability Tankers Soft Cap defense

Spoiler

 

 

 

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I know this will sound odd, but if you have not tried the regen version which is on sentinels, you should. It is a reworked version of the set, and it is actually quite good. It's not the nerfed into paste version which every other AT has. It actually manages to capture some of the feel of old regen, but still maintains a cap at what you will crumple from when you exceed that cap. 

Edited by drbuzzard
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On 11/1/2019 at 10:21 AM, drbuzzard said:

I know this will sound odd, but if you have not tried the regen version which is on sentinels, you should. It is a reworked version of the set, and it is actually quite good. It's not the nerfed into paste version which every other AT has. It actually manages to capture some of the feel of old regen, but still maintains a cap at what you will crumple from when you exceed that cap. 

This. I'd LOVE for Sentinel Regen to be backported to the melee AT's.

  • Like 1

Death is the best debuff.

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I made a Kat/Regen build that looked quite solid, alternating IH, MoG and Shadow Meld to be either at softcapped defenses or regenerating about 130 HPS and using Parry to softcap Melee while in the IH period. Basically, the plan is to run a "defense power chain" similar to an attack chain. But it really only gets working in the 40s when you have more +Recharge bonuses to make it work and Shadow Meld to fill in defense gaps.

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If instant healing was fully enhanceable that would help. Regen has 3 powers that are not fully enhanceable.  Instant healing, integration, dull pain.  Making all 3 of those fully enhanceable would probably go a long way.  IH has 800% regen?   Enhanceable to around 900%?   1600% regen plus a larger heal and more +hp from dull pain would be great.  The set maintains its flavor and becomes stronger.  

Guardian survivor

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I personally enjoy my regen characters as is and would advise those seeking a conceptual "Wolverine" or "Deadpool" type regeneration character to pick up Willpower.  To emulate fast regeneration in a game, you have to decrease incoming damage to a degree that the regen can overcome or match it in consistent degrees but also not regen so fast that lower amounts don't completely ignore it.  WP does this with Rise to the Challenge on top of its layered mitigation.

 

Current Regen is a different concept.  It's not really damage regeneration but rather damage negation.  You get impaled by a truck and then you click a button to make the damage not there anymore. 

 

That being said, I don't think you're really ever going to make a set that functions great with only one form of mitigation.  You can't just have pure defense or pure health regen.  You, as a player who is min/maxing is going to want to stack resistance and defense and health recover to get the optimal performance for your min/max needs.  But for changes I'd like to see is giving Instant Healing some instant healing ontop of its regen so it too can be another click to reset your health without the need of Dull Pain (although you'd still likely stack them, just staggered slightly) and for all powers in the set to have some % of debuff resistance (-END, -regen, -def, -speed, -rech) so that with some stacking, can provide varying degrees of resistance ranging from "soften the sting" to "what debuffs?".

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