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Kinetic/Regen


BrandX

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Here's what I got so far...

 

Hero Plan by Mids' Reborn : Hero Designer 2.6.1.25
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Flight
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Quick Strike -- Hct-Dmg/Rchg(A), Hct-Acc/Dmg/Rchg(3), Hct-Acc/Rchg(3), Hct-Dmg/EndRdx(5), Hct-Dam%(5), FrcFdb-Rechg%(7)
Level 1: Fast Healing -- Mrc-Rcvry+(A)
Level 2: Body Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/Rchg(7), SprScrStr-Acc/Dmg/Rchg(9), SprScrStr-Dmg/EndRdx/Rchg(9), SprScrStr-Acc/Dmg/EndRdx/Rchg(11), SprScrStr-Rchg/+Crit(11)
Level 4: Smashing Blow -- SprCrtStr-Acc/Dmg(A), SprCrtStr-Dmg/Rchg(13), SprCrtStr-Acc/Dmg/Rchg(13), SprCrtStr-Dmg/EndRdx/Rchg(15), SprCrtStr-Acc/Dmg/EndRdx/Rchg(15), SprCrtStr-Rchg/+50% Crit(17)
Level 6: Power Siphon -- GssSynFr--Build%(A)
Level 8: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(17), Pnc-Heal/Rchg(19), Pnc-Heal/EndRedux/Rchg(19), Pnc-Heal(21), GldArm-RechRes(50)
Level 10: Quick Recovery -- PwrTrns-+Heal(A), PrfShf-End%(46)
Level 12: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(21), Pnc-Heal/Rchg(23), Pnc-Heal/EndRedux/Rchg(23), Pnc-Heal(25)
Level 14: Boxing -- Empty(A)
Level 16: Integration -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(25), Pnc-Heal/Rchg(27), Pnc-Heal/EndRedux/Rchg(27), Pnc-Heal(29), Pnc-Heal/+End(46)
Level 18: Burst -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(29), Arm-Acc/Rchg(31), Arm-Dmg/EndRdx(31), Arm-Dam%(31)
Level 20: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(33)
Level 22: Tough -- UnbGrd-ResDam(A), UnbGrd-ResDam/EndRdx(33), UnbGrd-ResDam/EndRdx/Rchg(33), UnbGrd-Max HP%(34)
Level 24: Weave -- Rct-Def(A), Rct-Def/EndRdx(34), Rct-ResDam%(34), LucoftheG-Def/Rchg+(48)
Level 26: Focused Burst -- Apc-Dmg/Rchg(A), Apc-Acc/Dmg/Rchg(36), Apc-Acc/Rchg(36), Apc-Dmg/EndRdx(36), Apc-Dam%(37)
Level 28: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(37), Pnc-Heal/Rchg(37), Pnc-Heal/EndRedux/Rchg(39), Pnc-Heal(39)
Level 30: Maneuvers -- ShlWal-Def/EndRdx(A), ShlWal-Def(39), ShlWal-ResDam/Re TP(40), LucoftheG-Def/Rchg+(48)
Level 32: Concentrated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/EndRdx(40), SprBlsCol-Acc/Dmg/Rchg(42), SprBlsCol-Dmg/EndRdx/Acc/Rchg(42)
Level 35: Tactics -- GssSynFr--ToHit(A), GssSynFr--ToHit/Rchg/EndRdx(42), GssSynFr--Rchg/EndRdx(50), GssSynFr--ToHit/EndRdx(50)
Level 38: Moment of Glory -- RechRdx-I(A), RechRdx-I(43), LucoftheG-Def/Rchg+(43)
Level 41: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(43), BslGaz-EndRdx/Rchg/Hold(45), BslGaz-Acc/EndRdx/Rchg/Hold(45)
Level 44: Fly -- WntGif-ResSlow(A)
Level 47: Revive -- Empty(A)
Level 49: Confront -- PrfZng-Dam%(A)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit 
Level 1: Quick Form 
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-RunSpd(A), Clr-Stlth(45)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Prv-Absorb%(46)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PwrTrns-+Heal(A), PrfShf-End%(48)
Level 0: Freedom Phalanx Reserve 
Level 0: Portal Jockey 
Level 0: Task Force Commander 
Level 0: The Atlas Medallion 
------------

 

 

...thinking of ditching Confront.  I love having it, but Repulsing Torrent with KB > KD IO could be nice.  I like having a Hold for LGTF and Hammi Raids.  Only saddened that they're not able to be taken without a previous power in the epic pool.

 

I am trying to avoid Hasten, but that's only because I have limited power options!  😞

 

I'm trying to make a very survivable (and I'm pretty sure I'm failing) Regen Scrapper.  With the new +Heal Procs in two Passives, was going with the idea, maaaaaybe that's enough to survive like other sets?

 

Comments welcome.  

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  • Ditch Confront, you'll get more attention by just punching things.
  • You don't need Tactics from an accuracy stand point, Siphon Power has a +ToHit component in it, and with enough recharge in the build you'll have it up and in effect the majority of the time.
    • You could desire the ability for its added Fear resistance and +Perception, but if you're teaming a lot you're bound to run across at least one player who's probably running it anyway. Carry a couple of Yellows as backup and you'll be fine.
  • You can totally get Hasten in there.
  • Having more than one Power Transfer +Heal proc in your auto-powers isn't actually that great. The way those work in the game is that when you load, those triggers sync up, and when they hit their proc-chance the game will only accept one of the procs to go off, not both. Their proc-probability also ends up you'll see the effect average about 50% on just one, and about 66% with two, so you can get slightly more out of a second one still, but typically not enough to really warrant having the slot tied up for such a mediocre extra gain.

This following build is a very quick and dirty hot-swap of KM from my TW/Regen (so not 100%, not micro-tweaked). Gets you into Shadow Meld for the defense boost, being able to SM > MoG > SM for 45/s straight gives Regen a ton of leverage, and allows it to cover its gaps from Instant Healing down time. If you choose to use a Barrier Incarnate you'll also find this thing rather durable, although I personally prefer Rebirth Radial for the double-IH capacity and being able to get longer sustain windows. Treat Dull Pain like an always-active click for the boosted Regeneration value. Liberally use Burst and Repulsing Torrent for their KD, this will help you manage your survival by a tremendous amount. There's a lot of passive regen in this build, and the simple add of 32% S/L defense (and being able to cycle up Shadow Meld) will go a long way in being able to glide through casual content. I also traded in for Fly and Hover since you had that in your build, there are some good macros out in the wild for setting Hover and Fly to shift back and forth based on movement to make using them in combat more sustainable (and less end heavy).

 

If you've done an Apex Task Force and are familiar with the Blue Patches and how they aggressively wipe out players... this build can prop open a lawn chair and sip a cold drink in them.

 

Spoiler

Hero Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Flight
Power Pool: Fighting
Power Pool: Speed
Ancillary Pool: Soul Mastery

Hero Profile:
Level 1: Body Blow -- SprScrStr-Rchg/+Crit(A), SprScrStr-Acc/Dmg(3), SprScrStr-Acc/Dmg/Rchg(3), CrsImp-Dmg/EndRdx(5), Mk'Bit-Dam%(27), TchofDth-Dam%(36)
Level 1: Fast Healing -- NmnCnv-Heal(A), Pnc-Heal/+End(11), Mrc-Rcvry+(17), Mrc-Heal(19), NmnCnv-Heal/EndRdx(31)
Level 2: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(5), Pnc-Heal/Rchg(7), Pnc-Heal(7), Pnc-Heal/EndRedux/Rchg(9)
Level 4: Quick Recovery -- PrfShf-EndMod(A), PrfShf-End%(13)
Level 6: Power Siphon -- RechRdx-I(A), RechRdx-I(9), GssSynFr--Build%(11)
Level 8: Repulsing Torrent -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(13), SprFrzBls-Acc/Dmg/EndRdx(17), SuddAcc--KB/+KD(21), FrcFdb-Rechg%(48)
Level 10: Hover -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(15), ShlWal-ResDam/Re TP(40), Ksm-ToHit+(50)
Level 12: Fly -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A)
Level 14: Dull Pain -- Pnc-Heal(A), Pnc-Heal/EndRedux(15), Pnc-EndRdx/Rchg(23), Pnc-Heal/Rchg(25), Pnc-Heal/EndRedux/Rchg(25)
Level 16: Integration -- NmnCnv-Heal(A), NmnCnv-Heal/EndRdx(21), NmnCnv-Heal/EndRdx/Rchg(23)
Level 18: Quick Strike -- SprCrtStr-Rchg/+50% Crit(A), SprScrStr-Dmg/Rchg(19), Mk'Bit-Dam%(43), SprScrStr-Dmg/EndRdx/Rchg(45), FrcFdb-Rechg%(45), SprScrStr-Acc/Dmg/EndRdx/Rchg(48)
Level 20: Resilience -- StdPrt-ResDam/Def+(A), GldArm-3defTpProc(46)
Level 22: Boxing -- Empty(A)
Level 24: Tough -- TtnCtn-ResDam/EndRdx/Rchg(A), TtnCtn-ResDam/Rchg(27), TtnCtn-ResDam/EndRdx(29), TtnCtn-ResDam(29)
Level 26: Smashing Blow -- Hct-Dmg(A), Hct-Acc/Dmg/Rchg(31), Hct-Acc/Rchg(33), Hct-Dmg/EndRdx(34), Hct-Dam%(34), TchofDth-Dam%(46)
Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(33), Rct-Def/Rchg(36), Rct-Def/EndRdx/Rchg(42), Rct-ResDam%(48)
Level 30: Burst -- SprAvl-Acc/Dmg(A), SprAvl-Acc/Dmg/Rchg(36), SprAvl-Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx(37), SprAvl-Acc/Dmg/EndRdx/Rchg(39), FuroftheG-ResDeb%(39)
Level 32: Concentrated Strike -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(33), SprBlsCol-Acc/Dmg/EndRdx(34), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Rchg/HoldProc(40)
Level 35: Afterburner -- LucoftheG-Def/Rchg+(A)
Level 38: Instant Healing -- Pnc-Heal(A), Pnc-EndRdx/Rchg(39), Pnc-Heal/EndRedux(42), Pnc-Heal/Rchg(45), Pnc-Heal/EndRedux/Rchg(46)
Level 41: Hasten -- RechRdx-I(A), RechRdx-I(43)
Level 44: Moonbeam -- SprWntBit-Acc/Dmg(A), SprWntBit-Acc/Dmg/EndRdx(50)
Level 47: Shadow Meld -- LucoftheG-Def/Rchg+(A)
Level 49: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Run-I(A)
Level 2: Rest -- Empty(A)
Level 1: Critical Hit
Level 4: Ninja Run
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: The Atlas Medallion
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), NmnCnv-Heal(40), RgnTss-Regen+(43)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- PwrTrns-EndMod(A), PwrTrns-+Heal(42)
Level 50: Spiritual Core Paragon
Level 50: Degenerative Radial Flawless Interface
Level 50: Rebirth Radial Epiphany
Level 1: Quick Form
------------

 

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17 hours ago, Sir Myshkin said:

Having more than one Power Transfer +Heal proc in your auto-powers isn't actually that great. The way those work in the game is that when you load, those triggers sync up, and when they hit their proc-chance the game will only accept one of the procs to go off, not both. Their proc-probability also ends up you'll see the effect average about 50% on just one, and about 66% with two, so you can get slightly more out of a second one still, but typically not enough to really warrant having the slot tied up for such a mediocre extra gain.

i can confirm how much this situation sucks & breaks an otherwise potentially great proc...
slotted a final build with 3 of them to test shortly after we got em, and was really impressed/happy with the initial result (watching the +HP pop in combat log & over head). wasn't game-changing or OP by any stretch, but worked-out to be a decent +HP/min boost that would help on extreme +Def & +Res builds. then i zoned or relogged, & it was comparatively abysmal. 3 of these wasn't even proc'g as often as Pana's +HP. they should function identically to multitudes of Perf.Shifter, imo, as everything else about them indicates. unless i'm missing somethin?

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19 hours ago, BrandX said:

survive like other sets?

(my typical /Regen copy/paste advice):
from a few thousand hrs on /Regen chars, the single biggest suggestion i can make if you're looking for durability is; do not bother enhancing standing Regen through Enh or Bonuses, just the clicks (IH, DP ...maybe some Int & Recon love). instead, hit melee Def softcap & attempt 150+Rech, then add what you can in Resists. it's going to feel counter-intuitive, until you play it with a strong layered build a while.

Regen loves +Def as much as it thrives on +Rech, but the set also lacks any Debuff Res (take Ageless?). because chasing +Def & +Rech to their limits can have diminishing returns, and hitting all softcaps on any Regen char will gut the rest of the build, just take the biggest bonuses & then go looking to add easy Res (S/L yes, but don't neglect E/N ...F/C will come from Purps & WOs). a +Res based build on a Regen doesn't work out (i tried), but adding solid/well-rounded Res does help if you have good Def & Rech already. look at Meld (for Scraps) & alternating Rune & Melee Core to stay near Res caps.

Regen is near the bottom these days, but it can still shine ...it's just very very hard play-wise & to build.

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I would add a note about chasing Regen bonuses in that a lot of the places you can source them from are going to naturally accrue from standard choices across sets. The 6-12% regen bonuses exist in probably 50-60% of any set a Melee character can choose in a build, and the difference between what I’d typically get naturally versus a build chasing bonuses ended up to be only 10 HP/s difference. It just tends not to be worth chasing no matter which way it’s looked at.

 

The biggest key thing for Regen is this, in order:

  • Recharge
  • Cap HP (This should be a “gimme” consequence of Recharge.)
  • 32% S/L/Melee Defense
    —If 45% can be sanely achieved, this would obviously be the optimal choice, but it often comes with the sacrifice of Recharge.
9 hours ago, Krazie Ivan said:

they should function identically to multitudes of Perf.Shifter, imo, as everything else about them indicates. unless i'm missing som

The way the PwrXfr +Heal works is 100% as designed. It does a trigger check each time and looks to see if any others are on the stack, nulls them and only fires one. This prevents egregious abuse of the proc for the several dozen power sets out there that have multiple access points to abuse it. Willpower, Regen, all the Blaster recovery toggles, Brutes/Tankers with Body Epic, etc.

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Once you have decent defenses uber recharge becomes a little less important. It's still important, but now you are working with layered mitigation and can rely a little less on the heals which in a world without defense is your primary or only mitigation. One thing that I find kills regen and fire armor is not having enough slow resist. Run some Fireball missions in night ward against those animus arcanum with their ice storms and times juncture slow patches and see how enjoyable that experience is even with your recharge bonuses. Try it on with a build without defenses and one with and I bet you will leave both scenarios wanting.

 

Getting ~60-70% global recharge bonuses + hasten is pretty attainable while working in S/L softcap and decent slow resist (>60% I'd aim for 80%), you also have the occasional perk from the FF procs and that build philosophy will serve you far better against all content than focusing purely on recharge.

 

Were I to build KM/Regen this is what It'd look like. I kept the epic since you found value in the hold. but I did add hasten.

 

Hero Plan by Mids' Reborn : Hero Designer 2.7.2.10
https://github.com/Crytilis/mids-reborn-hero-designer

Click this DataLink to open the build!

Level 50 Magic Scrapper
Primary Power Set: Kinetic Melee
Secondary Power Set: Regeneration
Power Pool: Speed
Power Pool: Leaping
Power Pool: Fighting
Power Pool: Leadership
Ancillary Pool: Blaze Mastery

Hero Profile:
Level 1: Body Blow -- SprScrStr-Acc/Dmg(A), SprScrStr-Dmg/EndRdx/Rchg(7), SprScrStr-Rchg/+Crit(7), HO:Nucle(17)
Level 1: Fast Healing -- Mrc-Rcvry+(A)
Level 2: Smashing Blow -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Acc/Dmg/EndRdx(3), SprBlsCol-Acc/Dmg/Rchg(3), SprBlsCol-Dmg/EndRdx/Acc/Rchg(5), SprBlsCol-Rchg/HoldProc(5), SprCrtStr-Rchg/+50% Crit(17)
Level 4: Quick Recovery -- PrfShf-End%(A), PrfShf-EndMod(9)
Level 6: Super Speed -- WntGif-ResSlow(A)
Level 8: Power Siphon -- RctRtc-ToHit/Rchg(A), RctRtc-ToHit(9), HO:Membr(25)
Level 10: Reconstruction -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(11), Pnc-Heal/Rchg(11), Pnc-Heal/EndRedux/Rchg(13), Pnc-Heal(15)
Level 12: Combat Jumping -- LucoftheG-Def/Rchg+(A), Ksm-ToHit+(13)
Level 14: Hasten -- RechRdx-I(A), RechRdx-I(15)
Level 16: Integration -- NmnCnv-Regen/Rcvry+(A)
Level 18: Burst -- FrcFdb-Rechg%(A), SprAvl-Acc/Dmg/Rchg(19), SprAvl-Acc/Dmg/EndRdx/Rchg(19), SprAvl-Dmg/EndRdx(23), SprAvl-Acc/Dmg(23), SprAvl-Acc/Dmg/EndRdx(25)
Level 20: Whirlwind -- EndRdx-I(A), FrcFdb-Rechg%(21), SuddAcc--KB/+KD(21)
Level 22: Boxing -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(40), KntCmb-Dmg/Rchg(43), KntCmb-Dmg/EndRdx/Rchg(43)
Level 24: Tough -- GldArm-3defTpProc(A), UnbGrd-ResDam(39), UnbGrd-ResDam/EndRdx(39), UnbGrd-ResDam/EndRdx/Rchg(40), UnbGrd-Max HP%(40)
Level 26: Focused Burst -- SprWntBit-Acc/Dmg/EndRdx(A), SprScrStr-Dmg/Rchg(27), SprScrStr-Acc/Dmg/Rchg(27), SprScrStr-Acc/Dmg/EndRdx/Rchg(34), SprWntBit-Rchg/SlowProc(34), SprWntBit-Dmg/EndRdx/Acc/Rchg(37)
Level 28: Weave -- LucoftheG-Def/Rchg+(A), ShlWal-Def/EndRdx(29), ShlWal-Def(29), ShlWal-ResDam/Re TP(31)
Level 30: Maneuvers -- LucoftheG-Def/Rchg+(A), Rct-Def(31), Rct-Def/EndRdx(31), Rct-ResDam%(33)
Level 32: Concentrated Strike -- KntCmb-Acc/Dmg(A), KntCmb-Dmg/EndRdx(33), KntCmb-Dmg/Rchg(33), KntCmb-Dmg/EndRdx/Rchg(34), CrsImp-Acc/Dmg(37), CrsImp-Acc/Dmg/EndRdx(39)
Level 35: Instant Healing -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(36), Pnc-Heal/Rchg(36), Pnc-Heal/EndRedux/Rchg(36), Pnc-Heal(37)
Level 38: Moment of Glory -- LucoftheG-Def/Rchg+(A), RechRdx-I(46), RechRdx-I(50)
Level 41: Dull Pain -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(42), Pnc-Heal/Rchg(42), Pnc-Heal/EndRedux/Rchg(42), Pnc-Heal(43)
Level 44: Repulsing Torrent -- FrcFdb-Rechg%(A), OvrFrc-Dam/KB(45), SprFrzBls-Acc/Dmg(45), SprFrzBls-Dmg/EndRdx/Acc/Rchg(45), SprFrzBls-Acc/Dmg/EndRdx(46), Ann-ResDeb%(46)
Level 47: Char -- BslGaz-Acc/Hold(A), BslGaz-Acc/Rchg(48), BslGaz-EndRdx/Rchg/Hold(48), BslGaz-Acc/EndRdx/Rchg/Hold(48)
Level 49: Resilience -- StdPrt-ResDam/Def+(A), StdPrt-ResDam/EndRdx(50), ResDam-I(50)
Level 1: Brawl -- Empty(A)
Level 1: Critical Hit
Level 1: Quick Form
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Health -- Pnc-Heal/+End(A)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- PrfShf-End%(A)
Level 0: Freedom Phalanx Reserve
Level 0: Portal Jockey
Level 0: Task Force Commander
Level 0: The Atlas Medallion
------------

 


Upon initial glance you may question the power order, specifically regarding IH and Dull Pain. I can assure you that for an end game build, you won't miss them when exemplaring down for mid level TFs like yin, moonfire or citadel when you have softcapped S/L defense plus burst and whirlwind keeping mobs on their butts every so often. Whirlwind is not everyone's cup of tea so if you don't like it feel free to replace it with something else like Tactics or push repulsing torrent up so you have another attack/mitigation/FF proc trigger for those lower level content. But if you don't take Whirlwind you are not cool, so yeah...

 

TL;DR Something something something Slow Resist and Whirlwind...

Liberty, Torchbearer, Excelsior, Everlasting

Jezebel Delias

Level 50 Fire/Elec/Mace Blaster

 

I am the Inner Circle!

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On 9/21/2020 at 3:38 PM, Sir Myshkin said:

100% as designed. It does a trigger check each time and looks to see if any others are on the stack, nulls them and only fires one. This prevents egregious abuse of the proc

we're only lookin at 3.75HP/sec each proc, right? only a few power set combos would have the ability to slot 4 in always-on powers, with the rest in on-activation-only powers, and the game limits us to the "rule of 5" already. i just don't see under 19HP/sec max as ripe for game-changing abuse... great & worthwhile to so few builds (would need both softcap Def & very high Res, imo), but even those wouldn't see a night/day difference in gameplay. is there a scenario you can show me that'd help change my mind?

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7 hours ago, Krazie Ivan said:

only lookin at 3.75HP/sec each proc, right?

Specifically talking about the Power Transfer chance for Heal proc which is scaled off HP, and is not limited to the “rule of 5” because it isn’t a set bonus, it is just a static proc. It also doesn’t do well to try and break that down into an HP/s calculation because it becomes burst healing and if we start multiplying that even just four times we’re getting potentially over 200 HP in a heal every 10/s with just four in place, that’s like having an unslotted Healing Aura going off for free. That’s pretty broken.

 

As for sets that have access to multiple options for that... Any Brute, Tanker, Blaster... Regen and Willpower Scrapper/Stalkers, the entirety of Electrical Affinity, the Electrical Control toggle... Static Conduction or whatever it’s called, Lightning Field... any end mod inclusive AoE/Cone (that would just get ridiculous).

 

The restriction on the proc makes sense, the ability to do broken things with it is too egregious otherwise.

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5 minutes ago, Sir Myshkin said:

it is just a static proc

ah, didn't realize that. not sure what made me think it fell under LotG +Rech type-rules... but that'd help address your concerns of being slotted too much, no? esp as it's not "free" or "unslotted", consuming 5 slots if someone wanted a somewhat useful amount of +Heal (which is weak mitigation to begin with anyway), & potentially balancing out in attacks vs set bonuses (similar to what various -Res procs currently do for "free" added dmg). the below avg PPM already restricts how reliable it is in all but the longer recharge clicks, esp bad in attacks, leaving always-on powers as the best option ---& those are quite a bit less avail to chars.

as it stands, the Enh is nearly useless with just 1 slotted. which seems a shame for something that is otherwise quite different than other Enh on offer. closest to it is Pana, but nobody slots that for the tiny heal chance, lol ---remove the +End, & nobody would buy one. should really be a middle-ground, imo, which the diminishing checks on multiples restricts too far. or do you think 1 per char is worthwhile?...in what cases?

good convo, man, thx

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2 hours ago, Krazie Ivan said:

ah, didn't realize that. not sure what made me think it fell under LotG +Rech type-rules... but that'd help address your concerns of being slotted too much, no? esp as it's not "free" or "unslotted", consuming 5 slots if someone wanted a somewhat useful amount of +Heal (which is weak mitigation to begin with anyway), & potentially balancing out in attacks vs set bonuses (similar to what various -Res procs currently do for "free" added dmg). the below avg PPM already restricts how reliable it is in all but the longer recharge clicks, esp bad in attacks, leaving always-on powers as the best option ---& those are quite a bit less avail to chars.

as it stands, the Enh is nearly useless with just 1 slotted. which seems a shame for something that is otherwise quite different than other Enh on offer. closest to it is Pana, but nobody slots that for the tiny heal chance, lol ---remove the +End, & nobody would buy one. should really be a middle-ground, imo, which the diminishing checks on multiples restricts too far. or do you think 1 per char is worthwhile?...in what cases?

good convo, man, thx

 

Hmmm...which gets me wondering how it would do if slotted into every Electric Melee attack, for a chance to heal every attack.

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7 hours ago, BrandX said:

how it would do if slotted into every Electric Melee attack

not good, due to the low base recharge of attacks & amount of Rech Enh likely slotted. T.Strike would be the best spot for one, but you're still only lookin at 3 heals per minute, and a good build will focus on having T.Strike usable every 6-7sec (as the only true dmg AoE in the set, a build with low slotted Rech would be felt hard).

still, i'd support a change to 5-cap to keep things from gettin extreme, or at least to help prevent players from gimpin their builds by using a slot for this proc in a 3sec base recharge attack.

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On 9/23/2020 at 6:11 PM, Krazie Ivan said:

as it stands, the Enh is nearly useless with just 1 slotted.

 

...the below avg PPM

Actually the Power Transfer proc is 3PPM which is actually above the average for procs of this nature (comparing to things like Gaussian's, Decimation, Force Feedback, among a few others), and is the same PPM rate as the Panacea. I took a 60/s snapshot off my Tanker just now:

 

Spoiler

[23:13] Carthage heals you with their Panacea: Chance for +Hit Points/Endurance for 64.58 health points.
[23:13] Carthage heals you with their Panacea: Chance for +Hit Points/Endurance for 64.58 health points.
[23:13] Carthage hits you with their Panacea: Chance for +Hit Points/Endurance granting you 7.87 points of endurance.
[23:13] You are healed by your Power Transfer: Chance to Heal Self for 93.7 health points.
[23:13] Carthage heals you with their Panacea: Chance for +Hit Points/Endurance for 64.58 health points.
[23:13] Carthage hits you with their Panacea: Chance for +Hit Points/Endurance granting you 7.87 points of endurance.
[23:13] You are healed by your Power Transfer: Chance to Heal Self for 93.7 health points.
[23:13] Carthage heals you with their Panacea: Chance for +Hit Points/Endurance for 64.58 health points.
[23:13] Carthage hits you with their Panacea: Chance for +Hit Points/Endurance granting you 7.87 points of endurance.
[23:13] You are healed by your Power Transfer: Chance to Heal Self for 93.7 health points.

 

To contrast what the PT+Heal is doing from a build-perspective, a player would need to add at least 50% Regen into their build to accommodate what this one proc is doing, and on top of that if it were partnered with the End Mod piece in Stamina, the set bonus is an additional (actual) 6% Regen.

 

On 9/23/2020 at 6:11 PM, Krazie Ivan said:

esp bad in attacks

It would be no different than loading a damage proc into an attack as those tend to be 3 or 3.5 PPM (Excluding Purple/Catalyzed stuff). The contrast is only in the fact that typical proc-slotting is under the guise of getting at least an average of one damage proc per activation by loading up 3-4 in a power, so we'd have to look at PT+Heal more from a "how many attacks is it in I can cycle" instead, and weight out activations per chain cycle. Unfortunately only Electrical based sets really get to play around with that though.

 

Not saying I would personally go the mileage to committing the proc in all of my attacks to leverage it, but then again I ... have a love/hate relationship with Electrical Blast. I want to love it, but I end up hating it, and trying to squeeze the proc in ruins too many of my regrettably needed set bonuses.

 

Anyway, my point is that if I could squeeze it in a few extra places under Auto powers, I 100% would, but the limiter on it makes the addition less worth wild. If I didn't have that restriction, and packed four in? 1,124.4 in heals every 60/s. I have an average-accumulated HP bonus on my Tanker that puts him at 2298... that's 49% of my HP refilled for free. In Regen terms that's like 240%. That's broken, and that's why it has a limiter on it. Even still, I'd say it's worth using one in Stamina, so much so I've replaced my typical slotting of Perf.Shifter+End with PT+Heal. PT+Pana is 600 HP in free heals a minute, and that's definitely not something to sneeze at.

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5 hours ago, Sir Myshkin said:

Actually the Power Transfer proc is 3PPM which is actually above the average for procs of this nature

ah, when i said "below avg", i didn't qualify with "of this nature" ...which the avg is somethin like 3.3-3.4PPM(?) of all procs that have a set # of PPM.

interesting that you view it similar to both Gaussian's (Unique) & Decimation (can slot multiples) Build-Up procs... you later note Purp/Super procs as different too, which are also marked Unique, so the avg player knows they can't get higher perf from slotting multiples... then would you at least favor changes to the descriptions so that players know slotting multiples is a waste for procs like these?

 

5 hours ago, Sir Myshkin said:

no different than loading a damage proc into an attack

eh, there are so many dmg procs avail to use tho ...which means they all have a chance to fire, & aren't cancelling each-other out like P.Transfer does currently. so it is different, right?

lol, can't agree more about Elec blast... only (rather dumb & very short-lived) joy it ever brought me was in Siren's: /Dev & the old massive +Dmg from low HP mechanic, droppin from the ceiling, 1-shot snipe someone, disappear. honestly, would it be so bad to allow Elec sets a slight advantage with this proc, due to how less useful Elec's 2ndary effects are?

as someone who put thousands of hours into /Regen, i have to disagree with how substantial it's mitigation is in your opinion. a Tank with serious +HP & a way to slot multiples (that actually work as such) would be the edge-case where this proc would be noticeable if also combined with very high Def & Res (as i said earlier). most chars will only see <75HP from it on avg, 3x per min, which is only 3.75HP/sec ...sure that's ~50% higher regen than base, which may sound like a lot, but base regen is incredibly low (which is why i never suggest anyone Enh standing-regen, aside from Integration), and does almost nothing for most chars in a tough fight.

still, this proc takes a slot, which again is not free, esp on min/max builds where it'd actually begin to shine. and of the chars that would actually see the largest benefit from multiples, very few could slot more than 3 (unless we're including attacks, which would likely/sizably diminish +Res or +Def  or +Rech bonuses that have a far larger effect on durability). use lots; gimped build ... use one; unnoticeable.

currently: where it could be good, it isn't ...and the checks for multiple aren't expressed in the description. if we don't want it to be good, then it should likely be a Unique (for clarity-sake) & dismissed like we do with other sub-par/slot-better-used-elsewhere Uniques, like Reg.Tissue.

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Honestly, I'd make it a Stalker, rather than a Scrapper. Build Up is just better than Power Siphon, and between the Stalker ATOs and Concentrated Strike, you can Build Up like crazy. Plus, Concentrated Strike is basically a reskinned Total Focus, so alongside modern Assassin's Strike, KM on Stalkers feels like Energy Melee from before the ET change. Also, 100% crit chance from Hidden on Burst.

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