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Can we have Regen, please?


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Fantastic work, @Galaxy Brain!

 

One thing I want to point out, regardless of how high Scrapper Regen's peak sustain is, what is just as important as avg incoming DPS is how it comes in. Handling smooth incoming dps (lots of small, spaced out hits) is no problem for Regen, while an equivalent average incoming dps coming in large discrete chunks that can be lethal. (Consider facing a lot of minions with frequent smaller hits vs handling a few bosses with very large hits.)

 

The lower a Regen's health gets, the more dangerous the situation because a smaller attack could insta-gib them before their regen/healing can compensate.

Also, the closer incoming dps is to a Regen's sustain, the longer it takes for Regen to get back out of the danger zone.

 

The way I see it, sustainable dps isn't the only metric we should be looking at, but how susceptible they are to dying to a burst damage event at various health levels.

Edited by Sarrate
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1 hour ago, Galaxy Brain said:

The "big hits" are hard to quantify. Usually they are not as frequent anyways, which averages out to a similar dps value. 

Oh for sure. I didn't say it would be easy to quantify, but that I think it's an important fact to consider. One way to do that would be to simulate how Regen fares against different attack compositions and look for (early) deaths in places where they should be sustainable. Hmm... 🤔

 

1 hour ago, Galaxy Brain said:

But for that, the sentinel version has an edge with its stacking absorb (per pineapple server)

Gotcha, that matches my expectation.

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Ok, Tankinel numbers:

 

Passive HP boost = 2546.39 HP 

Resilience = 19.76% res to all damage

Passive Regen Rate = 61.32 hp/s

 

Absorb Shield = 149.2 per Tick (49.74 hp/s).  Max Absorb = 746.02

 

The latter is huge. With Resilience 3 slotted, you can straight up eat an attack worth 893 damage without your HP being touched every so often. With a combined passive HP/S of 111.06, you'd also need to deal over 133 DPS to actually begin to hurt a Regen "Tankinel". 

 

For comparison, a Regen Scrapper with Instant Healing active can only stand up to 101 DPS, and 161.38 with both IH and DP active, only a bit better than what this tank could do *Passively*. 

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On 1/31/2020 at 5:07 PM, Yellowjacket said:

Brutes were meant to main tank on villain side and they got Regen so the alpha argument falls flat. In-set you have MoG and to a lesser extent IH to help with alpha (and technically the revive is for this purpose also). Plus there's plenty of pool powers and outside buffs to help a Regen with alpha these days. 

Very common mistake. MM were the original red side counterpart to the tank. brutes to scrappers. Its blaster/stalkers that are the odd match up but both are top DPS specialists in their own way. But an MMs first job is to soak up aggro and take the hits via their pets, and their 2ndary role was to support teams. Its just much like offenders, offensive MMs grew popular to solo with.

 

As to the OP. So many treat regen as inferior to WP, but its really not. Bio on the other hand, now that one is tough to compete with due to its flexible nature.

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13 hours ago, Galaxy Brain said:

The latter is huge. With Resilience 3 slotted, you can straight up eat an attack worth 893 damage without your HP being touched every so often. With a combined passive HP/S of 111.06, you'd also need to deal over 133 DPS to actually begin to hurt a Regen "Tankinel". 

 

For comparison, a Regen Scrapper with Instant Healing active can only stand up to 101 DPS, and 161.38 with both IH and DP active, only a bit better than what this tank could do *Passively*. 

The next obvious question is "how does that compare to other Tanker sets like Invuln and WP"? I mean, Tankers were always going to be tankier than a Scrapper regardless (unless there was something seriously broken going on).

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So far my Staff/Regen brute that I intend to build for toughness has not really been a resounding success.  So far the character is at level 43.   In other words, at the point where a basic build starts maturing but before incarnates. 

 

At the current stage she has all of the primary except the tier 1 attack and Taunt.  She has all of the secondary except Revive.  Unlike the Fire/Regen scrapper the character has Tough and Weave.  All of the click trouble buttons have been slotted up with at least two recharges and at least two heals.  I also have Hasten three slotted for recharge as well.  I don't have any more recharge bonuses.  The generic IOs, of which there are still quite a few in the build, are at least level 30 now and most are 40-45s.    I am also just starting to slot the Brute ATO sets.  I have one set of Kinetic Combat, a Steadfast, and a Gladiator's +Defense buttons.  I also have a Panacea and a Regenerative Tissue +regen button. 

 

I chose Staff deliberately, one, because I wanted one, and two, because its baroque animations would test the reliability of Regen.  What I didn't really appreciate is that it would put a crimp on my usual survival strategy which is to slot up Kinetic Combats in single target attacks.  But that makes the character more valuable as a test case.   On the plus side, Staff has a lot of AoE and gets them early.   I can also get to the melee and lethal softcap briefly by stacking Guarded Spin.  The character currently has smashing/lethal resistance of just under 30% and defense baseline of just under 15%. 

 

This is not enough.  With resistance the magic number is 50%, which is of course the tipping point after which every additional point of resistance adds exponentially to your survivability.  I don't see how it is going to be feasible for the character to get to that number on powers and set bonuses alone, at least without perverse slotting that will hamper DPS and general functionality. 

 

The main problem is that the character just gets instantly killed and goes from 90 to 0 too fast for me or the game to respond.  This is especially noticeable when I turn and try to stand in the path of an ambush - say, the Kheldian ambush of the ITF.  The Roman ambushes are less of an issue, perhaps because I don't have much stock in defense.  Moment of Glory and Instant Healing are not up often enough to be available when needed.  Any of my other non-Regen melee characters including the stalkers fare better against difficult alpha strikes.  This is not adequate performance IMO. 

 

My first suggestion at this point would be to turn Instant Healing back into a toggle.  It needs to be part of the baseline, not a click with a long, long recharge.  It isn't available enough to make a big difference. 

 

My second suggestion is a game wide change that would do a lot to boost Regen's ability to function.  Inspirations, click heals, and other trouble buttons need to take effect immediately.  They must not wait on animations to play.  I don't know if this is possible given the state of the code, but when the game has three and four second animations by the time the heal fires it is too often too little too late. 

Edited by Heraclea
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On 2/7/2020 at 8:57 AM, 0th Power said:

I know this started as a "open regen for tanks" thread, which I agree would be fun, but I'd like to give my opinions on improving regen as a whole.  Disclaimer: I'm not a numbers guy or an expert, I'm going by the "feels."

 

1. I would add in more -regen resistance.  Fast healing has some, but its doesn't seem high enough.

 

2. To me, burnout is an essential power on regen due to the long recharge of MoG and IH (I'm ok with this as a click but i wouldnt be upset if it was a toggle).  If the duration of MoG was increased (slightly) or the recharge time of one or both (IH/MoG) were reduced (slightly) it would go a long way for playablity and make burnout less of a essential power.

 

3. Stalker only - I would add some endurance recovery to fast healing due to the loss of quick recovery

 

4. Self rez - function like sentinel version

 

 

Thought of this playing my Rad/Regen Brute last night

 

5.  If possible, remove the delay between the activation of the reconstruction/dull pain and the adding to the HP bar.  I bit the dust a couple times between clicking and the animation.

Edited by 0th Power
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I've always been irrationally annoyed with the Brute version of Regen getting a simple taunt aura.  It and Super Reflexes both got very tacked on taunt effects on existing toggles while literally every other taunt toggle has an additional aesthetic effect (enemy damage or debuffs, stat scaling based on nearby enemies - something in the fiction addressing the external component.)

 

Ok so that's all to say: I think it would be neat if Brute Regen received an absorb shield with strength based on nearby enemies.  See if that improves the anecdotes like what @Heraclea laid out. It would naturally scale with the alpha, without much effect on AV fights.

 

If that tests well, I think it'd make for a cool tanker version.

 

And I'll eyeball that stupid SR taunt aura another day.

Edited by Replacement
An unclosed parenthetic creates an uneasiness that stays with you for the rest of the day.
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Having gotten my Staff/Regen brutw to 50 and slotting the basic alpha (Spiritual), I have to say that the set remains not ready for prime time.  The little bit of defense I have built on her with Weave and set bonuses just vanishes when attempting to take on Roman spawns.  All of my other characters including the blasters do fine working the Roman wall.  Regen/Staff cannot hack it.

 

I took Taunt in the hopes that she would be able to take point on teams.  She cannot, and probably will respec out of the power.

 

Instant death remains a problem.  Incoming damage frequently overwhelms her slight defenses and ability to react.  Animation traps are a serious problem as well. 

 

My first suggestion would be to increase the base regeneration of Regen to the point that being ganked in seconds is no longer an issue.  Making Instant Healing a toggle and part of the baseline would help.

 

My second suggestion would be to make Regen resist recharge slows the way Electric Armor resists endurance drain.  If you're going to make an armor set dependent on click heals this needs to be a major part of the package.

 

Finally - no more animation traps.  Part of the frustration of Regen is clicking the heal powers and having nothing happen. Some way needs to be found to make them instantly effective without waiting for an animation to play.  This was what killed my Fire/EM tanker back on Victory.

 

Edit: Underperforming build is spoilered below.  Direct readout from current build.  Should I continue to play the character this will want much more, but I have already spent quite a bit trying to add adequate survivability to this character,   I've done quite a bit for a fresh level 50 already. 
 

Spoiler


Omphale: Level 50 Natural Class_Brute

Character Profile:
------------------
Level 1: Inherent Inherent Brawl
    Generic_Resistance_Tactics (1)
Level 1: Inherent Inherent prestige_DVD_Glidep
    EMPTY
Level 1: Inherent Inherent Sprint
    Crafted_Jump (45)
Level 2: Inherent Inherent Rest
    Natural_Heal (48)
Level 2: Inherent Fitness Swift
    Crafted_Run (15)
Level 2: Inherent Fitness Hurdle
    Crafted_Jump (45)
Level 2: Inherent Fitness Health
    Crafted_Panacea_F (10)
    Crafted_Miracle_F (31)
Level 2: Inherent Fitness Stamina
    Crafted_Recovery (50)
Level 1: Brute_Melee Staff_Fighting Precise_Strike
    Crafted_Smashing_Haymaker_C (28)
    Crafted_Accuracy (50)
    Crafted_Gladiators_Strike_A (22)
    Crafted_Smashing_Haymaker_D (24)
    Crafted_Rope_A_Dope_E (48)
Level 2: Brute_Melee Staff_Fighting Guarded_Spin
    Crafted_Damage (50)
    Crafted_Accuracy (45)
    Crafted_Red_Fortune_B (47)
    Crafted_Accuracy (45)
    Crafted_Damage (50)
    Crafted_Accuracy (45)
Level 6: Brute_Melee Staff_Fighting Eye_of_the_Storm
    Superior_Attuned_Superior_Unrelenting_Fury_D (1)
    Superior_Attuned_Superior_Unrelenting_Fury_C (1)
    Superior_Attuned_Superior_Unrelenting_Fury_B (1)
    Superior_Attuned_Superior_Unrelenting_Fury_E (1)
    Superior_Attuned_Superior_Unrelenting_Fury_A (1)
    Superior_Attuned_Superior_Unrelenting_Fury_F (1)
Level 8: Brute_Melee Staff_Fighting Staff_Mastery
Level 0: Brute_Melee Staff_Fighting Form_of_the_Body
Level 0: Brute_Melee Staff_Fighting Form_of_the_Mind
Level 0: Brute_Melee Staff_Fighting Form_of_the_Soul
Level 18: Brute_Melee Staff_Fighting Serpents_Reach
    Superior_Attuned_Superior_Brutes_Fury_A (1)
    Crafted_Devastation_A (43)
    Crafted_Tempest_A (20)
    Superior_Attuned_Superior_Brutes_Fury_F (1)
    Crafted_Entropic_Chaos_D (22)
    Superior_Attuned_Superior_Brutes_Fury_B (1)
Level 26: Brute_Melee Staff_Fighting Innocuous_Strikes
    Crafted_Accuracy (45)
    Crafted_Accuracy (30)
    Crafted_Multi_Strike_C (44)
    Crafted_Fury_of_the_Gladiator_E (50)
    Crafted_Damage (45)
    Crafted_Fury_of_the_Gladiator_F (50)
Level 32: Brute_Melee Staff_Fighting Sky_Splitter
    Attuned_Kinetic_Combat_A (1)
    Attuned_Kinetic_Combat_E (1)
    Attuned_Kinetic_Combat_D (1)
    Crafted_Pounding_Slugfest_D (30)
    Crafted_Accuracy (40)
    Attuned_Kinetic_Combat_C (1)
Level 44: Brute_Melee Staff_Fighting Taunt
    Crafted_Mocking_Beratement_D (44)
Level 1: Brute_Defense Regeneration Fast_Healing
    Crafted_Heal (50)
    Crafted_Heal (50)
    Crafted_Regenerative_Tissue_E (30)
    Crafted_Numinas_Convalesence_F (46)
Level 4: Brute_Defense Regeneration Quick_Recovery
    Crafted_Recovery (45)
    Crafted_Recovery (50)
    Crafted_Recovery (50)
Level 12: Brute_Defense Regeneration Reconstruction
    Crafted_Recharge (50)
    Crafted_Impervious_Skin_B (30)
    Crafted_Heal (50)
    Crafted_Numinas_Convalesence_D (50)
    Crafted_Heal (50)
Level 16: Brute_Defense Regeneration Integration
    Crafted_Endurance_Discount (50)
    Crafted_Endurance_Discount (50)
    Crafted_Taunt (45)
    Crafted_Heal (50)
    Crafted_Heal (50)
Level 20: Brute_Defense Regeneration Resist_Disorientation
    Attuned_Steadfast_Protection_B (1)
    Crafted_Gladiators_Armor_F (29)
    Crafted_Res_Damage (50)
    Crafted_Gladiators_Armor_B (50)
Level 22: Brute_Defense Regeneration Dull_Pain
    Crafted_Recharge (50)
    Crafted_Doctored_Wounds_D (50)
    Crafted_Recharge (50)
    Crafted_Doctored_Wounds_C (50)
Level 28: Brute_Defense Regeneration Instant_Healing
    Crafted_Recharge (50)
    Crafted_Heal (50)
    Crafted_Recharge (50)
    Crafted_Preventive_Medicine_E (50)
    Crafted_Preventive_Medicine_D (49)
Level 38: Brute_Defense Regeneration Moment_of_Glory
    Crafted_Recharge (50)
    Crafted_Recharge (50)
    Crafted_Recharge (40)
    Crafted_Res_Damage (50)
    Crafted_Res_Damage (50)
Level 49: Brute_Defense Regeneration Revive
    Natural_Recharge (53)
Level 10: Pool Leaping Long_Jump
    Crafted_Jump (45)
Level 14: Pool Leaping Combat_Jumping
    Crafted_Reactive_Defenses_F (30)
    Crafted_Winters_Gift_C (48)
Level 24: Pool Fighting Kick
    Crafted_Accuracy (30)
    Crafted_Makos_Bite_A (50)
    Crafted_Makos_Bite_B (48)
    Crafted_Bruising_Blow_C (26)
Level 30: Pool Fighting Tough
    Crafted_Endurance_Discount (50)
    Crafted_Unbreakable_Guard_D (50)
    Crafted_Unbreakable_Guard_E (50)
Level 35: Pool Fighting Weave
    Crafted_Red_Fortune_C (50)
    Crafted_Red_Fortune_E (50)
    Crafted_Defense_Buff (50)
Level 41: Pool Speed Hasten
    Crafted_Recharge (50)
    Crafted_Recharge (45)
    Crafted_Recharge (45)
Level 47: Pool Speed Super_Speed
    Crafted_Celerity_C (50)
Level 50: Redirects Inherents Fury_Proc
------------------

 

 

Edited by Heraclea
adding build
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@Heraclea

You’re fighting the most damage spiking group, which is the Achilles heal of regen.   Also if you’re not soft capped, or planning to soft cap, I am sure you know how those romans feel about that.  Especially with zero DDR.  You probably faired about as well as an ice armor toon with no set bonuses.  Guarded strike won’t help you at all against those guys.   

 

If you’re wanting to be viable against Cims I would suggest res over def.  My brute is far from softcapped.  The only defense he has is just incidental from powers and set bonuses.  I focus recharge and resists.  I think my brute sits around 58% s/l res.  

 

Honestly, if I’m going to play regen, I want to play it the way it plays.  If I want to play it the way willpower plays, then I’ll just play willpower.  That’s why I don’t softcap.  I focus on recharge to bring those clicks up as quickly as possible.  

 

I saw this post yesterday and ran over to the wall with my sj/reg brute to see what it was like.  I stood in a +1 boss spawn with adds from a lower lvl group for probably 10 minutes just cycling through my clicks.  There were times my health was within a sliver but it always came back up.  I was also not helping out IH when it was active to watch my 220 hp/s regen work.  To see if it was capable of bringing me back from the brink to full health on its own.  It generally all depended on how many crits the boss would land.  They ran themselves out of endurance and the only time I dodged anything was when MoG was active.  Once I decided to clear the mob and move on it quickly became a no contest.  

 

If you’re fighting Cims on a regen with defense lvls that require guarded strike and that’s basically it, then you might as well compare your survival to a no set bonus brute build.  How well do you think an elec armor brute on SOs would stand in there?   Less spike prone, but probably still dead, or clinging onto the recharge of energize for dear life.  

 

I feel you’re judging your toon unfairly against an enemy group you are not built to handle.  It’s like taking your s/l res capped invul up against a group of seers.  

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11 minutes ago, Mr.Sinister said:

@Heraclea

You’re fighting the most damage spiking group, which is the Achilles heal of regen.   Also if you’re not soft capped, or planning to soft cap, I am sure you know how those romans feel about that.  Especially with zero DDR.  You probably faired about as well as an ice armor toon with no set bonuses.  Guarded strike won’t help you at all against those guys.   

 

If you’re wanting to be viable against Cims I would suggest res over def.  My brute is far from softcapped.  The only defense he has is just incidental from powers and set bonuses.  I focus recharge and resists.  I think my brute sits around 58% s/l res.  

 

Honestly, if I’m going to play regen, I want to play it the way it plays.  If I want to play it the way willpower plays, then I’ll just play willpower.  That’s why I don’t softcap.  I focus on recharge to bring those clicks up as quickly as possible. 

Oddly, my radiation/electric brute has a few more set bonuses, but is nowhere near the softcap, and fares quite adequately against Cimerorans and works the wall quite effectively.   That character focused more on resistance than defense and has around 85% smashing/lethal resistance.  This too is out of reach for regen.

 

Now, I don't farm, and as such don't have the luxury of sending my characters against enemies that have been cherry picked to play to their strengths.  I don't know what a farm tailored to Regen would even look like.  Rather, I want the power set to be viable in the game as it is.

 

I will admit that I do not agree with the design decision to make all the late game and Incarnate mobs spam debuffs wildly the way they do.  It will never be fun to face massed Tsoo minions with Kinetics, or Family with Gravity.  Giving those power sets to mobs makes those mobs solo-only content, which defeats the purposes of an MMO.  And regen needs way more debuff resistance than it has.  I also strongly oppose the importing of generic MMO crap that makes the endgames of other games tedious, like the BAF rings or Apex blue patches.  That kind of garbage weighs heaviest on the melee classes I enjoy most. 

 

But if Regen out of the box is severely underperforming in the game's most enduringly popular TF, obviously there's something seriously wrong with it.  Bumping up the numbers a little bit will not feed the weasel or make it work as a tanker primary.  I don't see any path to softcapping the character, at least not without merits I don't have and build compromises I don't want to make.  And if you wanted to make a character with softcapped defenses, just about any other armor set would give you a head start over Regen.  Regen should be able to succeed on regeneration.  It cannot. 

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@Heraclea

Regen should be more or less immune to debuffs like slow, end drain, and -regen.  It’s themetic and would help the set a ton.  

 

I am confused a bit by your response.  I am not advocating for soft capping defense.  Actually the opposite.  If I remember correctly, without set bonuses, electric armor can hit 60 something s/l res with tough.   If you took your regen build and applied its bonuses to electric armor, it would fold just as quickly.  Your brute with 85% res is more durable against Cims than one with 60% s/l res and 30% defense.  

 

I don’t farm and I don’t like to marketeer.  I will craft, convert, and sell the drops I get.  My build has purples planned but none slotted because I can’t afford them.  I have the brute ATOs and a panacea set.  Those are my most expensive IOs.  

 

85% s/l res may be out of reach for regen but you have other tools to help with that.  Regen is an active mitigation set.  Most melee sets out of the box get wiped out by  Cims.  They deal that much raw damage.  Galaxy brain has shown regen to be right up there with willpower, outside of strength of will.  

 

You’re regen with 30% defense, against Cims, is more or less using SOs.  Here is the list of armors on a brute using only SOs that I think would have trouble with Cims.  Rad, elec, bio, fire, ice, regen, energy, ninj, dark, will, basically anything with low s/l res and low DDR.  ITF is popular because it’s great xp available at lvl 35 and up to 50, Cims like to clump for blowing up, and s/l defense is easy to build for.  It can actually be a brutal TF outside of IOs and incarnates.  

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46 minutes ago, Mr.Sinister said:

Here is the list of armors on a brute using only SOs that I think would have trouble with Cims.  Rad, elec, bio, fire, ice, regen, energy, ninj, dark, will, basically anything with low s/l res and low DDR.

I'd personally take energy and bio out of that list; bio doesn't rely on defense for S/L protection, Ablative Carapace and DNA Siphon keep you upright between Parasitic Aura recharges and Evolving Armor boosts your resistance; energy has more defense debuff resistance than invuln with slightly higher defense and slightly lower resistance than shield - both of which are sets you left out of the list.

 

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@Heraclea Isn't Dark Melee > Shadow Maul just a DoT that ticks while the animation is playing?  This makes me think the tech's there to at least front-load heals at the start of a Regen animation (though it still wouldn't work mid-Staff-dance).

 

@Haijinx It would be a detriment to existing Brutes, but I think a small chance of Confuse on an SR taunt toggle (Tauggle?) would be a lot of fun.  Think: crawling out of a cartoon dogpile.

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2 hours ago, Mr.Sinister said:

@Heraclea

Regen should be more or less immune to debuffs like slow, end drain, and -regen.  It’s themetic and would help the set a ton.  

 

I am confused a bit by your response.  I am not advocating for soft capping defense.  Actually the opposite.  If I remember correctly, without set bonuses, electric armor can hit 60 something s/l res with tough.   If you took your regen build and applied its bonuses to electric armor, it would fold just as quickly.  Your brute with 85% res is more durable against Cims than one with 60% s/l res and 30% defense.  

 . . .

85% s/l res may be out of reach for regen but you have other tools to help with that.  Regen is an active mitigation set.  Most melee sets out of the box get wiped out by  Cims.  They deal that much raw damage.  Galaxy brain has shown regen to be right up there with willpower, outside of strength of will.  

 

You’re regen with 30% defense, against Cims, is more or less using SOs.  Here is the list of armors on a brute using only SOs that I think would have trouble with Cims.  Rad, elec, bio, fire, ice, regen, energy, ninj, dark, will, basically anything with low s/l res and low DDR.  ITF is popular because it’s great xp available at lvl 35 and up to 50, Cims like to clump for blowing up, and s/l defense is easy to build for.  It can actually be a brutal TF outside of IOs and incarnates.  

As to the debuff resistance, I agree wholeheartedly.  At minimum give regen 60% recharge slow resistance out of the box.  If you are trying to make an armor set that relies on click powers, with so little means to avoid getting hit, that needs to be a part of the package. 

 

But "active mitigation" does not work, because of the animation traps.  IIRC when Energy Melee was ruined by Paragon Studios, they specifically built the nerf into animation times because there was no way to build around that other than stripping and rerolling the character.  That's what happened to my Fire/EM tanker, rolled in i3 mostly because those powers looked good together in the days before customization.  As I have been saying consistently, the most frustrating thing is pressing your trouble buttons and having them do nothing because you have to wait for some attack animation to finish playing and the heal's animation to play after it to get any benefit from them.  By that time it's usually too late.  They need to be effective immediately and not wait on attack animations to take effect.  Either that, or the baseline regeneration needs to be substantially higher to give them time they don't now have.

 

I finished out my Brute sets which got the character's S/L resistance above 50, which should help a little.  But it probably isn't going much higher than that, and I've already spent an unconscionable sum on a broken character as a test case. 

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