kelika2 Posted December 16, 2019 Share Posted December 16, 2019 Fast Healing: x2 the current base regeneration. For Stalkers: Added Endurance Recovery Reconstruction: Add a heal over time effect to it like Time and Nature healing, while keeping current effects. Dull Pain: Add an un-enhanceable 5-10% resist to all minus psi, while keeping current effects. Integration: x2 the current base regeneration, while keeping current effects Instant Healing: Bump the recharge time down to 8 minutes. I did not do the hard theoretical math on this but this should not be perma even with an expensive perma-hasten build, but also stop it from having a gigantic cooldown Revive: Add 200% enhanceable regen to this for aprox. 60-90 seconds after use and shave off 1-2 minutes off the cooldown Moment of Glory: Add 600% un-enhanceable regeneration, while keeping current effects. Please remember this only lasts 15 seconds for players Unrealistic MoG total revamp: Heal over time, +regen, absorb ticking (think Spirit Ward from the Arcane power pool) all at the same time. for X time. While others may disagree, I like Regen how it is now, all reactive clicks instead of toggle fire and forget. But it is weak without proper IOing or a complimenting Primary that has +def in it 3 Link to comment Share on other sites More sharing options...
Wavicle Posted December 16, 2019 Share Posted December 16, 2019 I am unconvinced that any of this is necessary. People just need to learn how to play their regen characters. 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
SeraphimKensai Posted December 16, 2019 Share Posted December 16, 2019 For a brute, I wish we had one more toggle as we have a taunt aura on our mez protection. This if you want to try and stealth you need to shut off your mez protection. IH would be perfect as a toggle for this, plus would make a lot of older Regen players happier to have it back as a toggle. Just saying. Link to comment Share on other sites More sharing options...
Dragon Crush Posted December 16, 2019 Share Posted December 16, 2019 quoting myself from another thread on regen On 12/12/2019 at 10:46 AM, Dragon Crush said: I wouldn't worry too much about ripping off willpower a bit myself, regen was around first and will ripped off regen first. So, another idea for helping regeneration I had, looking at Mids, regen Dull Pain, invulnerable Dull Pain, and ice Hoarfrost are all identical (Earth's Embrace has a longer cast time). So let's change the regen version to differentiate it a bit, they're all listed at 40% heal/+max hp (or 39.99%-40.03% depending on AT) 360 recharge, 120 duration. My suggestions for regen version of the power - 1) 35%heal/+max HP 2) 330 recharge and 150 duration for better uptime 3) The big one - when you pick the regen version of Dull Pain, you are granted an unslottable auto power called Dulled Pain that grants 15% +max HP, and an absorb shield that ticks every 5 seconds and lasts 15 so it can triple stack for +8% absorb per tick. This will give a 24% absorb shield to soften alphas and provide a bit of a cushion through extended fights. Some other suggestions I have include- Upping the regen on Integration, maybe to 75% un-enhanceable, 150% enhanceable, as well as adding a hefty chunk of -regen resist (70%+) to the power. Add some -recharge resist to Resilience, something like 20-30%. Not sure if it'd be a problem with how powers work, but maybe have it only help against -recharge and not -slow movement, would help us keep clicking those heals but not necessarily escape the caltrops patch to escape the beating (for example). Port over the sentinel version of the rez. It can be used while alive, healing and granting +max HP, with the effect being greater the lower your HP, or it can be used as a rez just in case you click it a little too late. Oh, and it recharges faster as well (250 vs 300). 3 Link to comment Share on other sites More sharing options...
Haijinx Posted December 16, 2019 Share Posted December 16, 2019 8 hours ago, sacredlunatic said: I am unconvinced that any of this is necessary. People just need to learn how to play their regen characters. Yeah the critical moment is selecting Willpower instead. 1 Link to comment Share on other sites More sharing options...
Haijinx Posted December 16, 2019 Share Posted December 16, 2019 7 hours ago, SeraphimKensai said: For a brute, I wish we had one more toggle as we have a taunt aura on our mez protection. This if you want to try and stealth you need to shut off your mez protection. IH would be perfect as a toggle for this, plus would make a lot of older Regen players happier to have it back as a toggle. Just saying. Would come too late. Link to comment Share on other sites More sharing options...
0th Power Posted December 16, 2019 Share Posted December 16, 2019 11 hours ago, kelika2 said: Fast Healing: x2 the current base regeneration. For Stalkers: Added Endurance Recovery Reconstruction: Add a heal over time effect to it like Time and Nature healing, while keeping current effects. Dull Pain: Add an un-enhanceable 5-10% resist to all minus psi, while keeping current effects. Integration: x2 the current base regeneration, while keeping current effects Instant Healing: Bump the recharge time down to 8 minutes. I did not do the hard theoretical math on this but this should not be perma even with an expensive perma-hasten build, but also stop it from having a gigantic cooldown Revive: Add 200% enhanceable regen to this for aprox. 60-90 seconds after use and shave off 1-2 minutes off the cooldown Moment of Glory: Add 600% un-enhanceable regeneration, while keeping current effects. Please remember this only lasts 15 seconds for players Unrealistic MoG total revamp: Heal over time, +regen, absorb ticking (think Spirit Ward from the Arcane power pool) all at the same time. for X time. While others may disagree, I like Regen how it is now, all reactive clicks instead of toggle fire and forget. But it is weak without proper IOing or a complimenting Primary that has +def in it Even one ore two of these changes would go a long way 1 I am Pro-Human I invented Combat Teleport I invented K'ong (More proof here too) Battle Rifle Link to comment Share on other sites More sharing options...
BrandX Posted December 16, 2019 Share Posted December 16, 2019 Resilience add 10% Defense All and Psi Resist (to go with it's 10% Resist All Except Psi). MoG give defense to all and add Psi Resist. Allow Integration to be enhanced or double it's regen. Reduce the cool down on IH a bit. My thoughts on it. Link to comment Share on other sites More sharing options...
Wavicle Posted December 16, 2019 Share Posted December 16, 2019 43 minutes ago, BrandX said: Resilience add 10% Defense All and Psi Resist (to go with it's 10% Resist All Except Psi). MoG give defense to all and add Psi Resist. Allow Integration to be enhanced or double it's regen. Reduce the cool down on IH a bit. My thoughts on it. Resilience Already gives resistance to psionic. Integration is already partially Enhancable. It sounds like you haven’t actually played regen in a long time. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon Link to comment Share on other sites More sharing options...
kelika2 Posted December 16, 2019 Author Share Posted December 16, 2019 9 hours ago, Haijinx said: Yeah the critical moment is selecting Willpower instead. While I see what you mean, every single one of my Willpower characters sucked ass until level 50, and fully IOed. Unless said Willpower character had a +def from melee set. katana, broadsword, defensive sweep, etc. As many regen scrappers/stalkers as I have currently on HC I know its weak set that can use some buffs. I dont even want to imagine tanks or brutes who get forced taunt auras/punch vokes 1 Link to comment Share on other sites More sharing options...
Haijinx Posted December 16, 2019 Share Posted December 16, 2019 1 hour ago, kelika2 said: While I see what you mean, every single one of my Willpower characters sucked ass until level 50, and fully IOed. Unless said Willpower character had a +def from melee set. katana, broadsword, defensive sweep, etc. As many regen scrappers/stalkers as I have currently on HC I know its weak set that can use some buffs. I dont even want to imagine tanks or brutes who get forced taunt auras/punch vokes I build sets as I'm leveling, why wait? A couple kinetic combats, the two 3% def uniques and the two resistance uniques make WP strong from a low level. Also WP needs Tough and Weave, early But any weakness WP has, Regen has also. If anything, its more weakererer. 1 Link to comment Share on other sites More sharing options...
BrandX Posted December 16, 2019 Share Posted December 16, 2019 6 hours ago, sacredlunatic said: Resilience Already gives resistance to psionic. Integration is already partially Enhancable. It sounds like you haven’t actually played regen in a long time. I main an EM/Regen Brute (it's be a Scrapper, but they don't have Energy Melee). However, you're right, I was wrong. I was going by just that 50% that wasn't and I thought Resilience didn't. So, let that other 50% be enhanced. That still doesn't stop the rest of my suggestions from being okay and Resilience having Psi Resist makes me really wonder why MoG doesn't. Link to comment Share on other sites More sharing options...
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