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Regen Brute


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On 4/3/2024 at 9:19 AM, majorshultz said:

Howdy

Dark Melee Regen Brute has great synergy.

Acc debuff from almost all Dark Melee

Dark melee has Self Heals and attack that heals

Recharge needed- hasten from speed and adrenal boost from experimentation must haves and when added to Ageless incarnate with this will give almost perma MOG, and both perma instant heal and perma dull pain.

Focus on any power and enhancement that increases defense and the acc debuffs from Dark Melee have great synergy.

Focus on any power and enhancement that increases your Brute  Health/Hit Points and regen. Your regen and hit points numbers will get crazy.

Any power that takes end mod sets should have the self heal proc in it. Energy Epic does this and increases HP and Regen.

I run Hami raids on the yellow team with out EOE's. Even on a double bloom.

Thanks

 

How would this do with Dual Blades or Savage Melee?

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38 minutes ago, venetiasilver said:

Now overall how would we define the leveling process of Regeneration compared to others?

Not terrible if you don't mind Inspirations being your primary form of armor for a large portion of it. Getting your burst mitigation tools early helps a lot, too. Much like Blaster soloing, I would probably be hitting a Nurse/Medic for a refill before most missions.

 

A lot of my Regen toons are capable of soloing +2x8 by level 35 with minimal insps.

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10 minutes ago, Spaghetti Betty said:

Not terrible if you don't mind Inspirations being your primary form of armor for a large portion of it. Getting your burst mitigation tools early helps a lot, too. Much like Blaster soloing, I would probably be hitting a Nurse/Medic for a refill before most missions.

 

A lot of my Regen toons are capable of soloing +2x8 by level 35 with minimal insps.

Would you ever consider writing up a "Regenerator's Field Guide"
Aka "Yes it hurts everytime"

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6 minutes ago, venetiasilver said:

Would you ever consider writing up a "Regenerator's Field Guide"
Aka "Yes it hurts everytime"

Maybe if my attention span stays on the idea long enough! Also, I would want to level up a fresh Regenner from 1-50 again just so I know I'm not talking out of my nethers!

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9 hours ago, venetiasilver said:

Now overall how would we define the leveling process of Regeneration compared to others?

 

I know the question was meant for Betty but I'll weigh in with some common knowledge: depends on your primary. A lot.

 

In order of Best to Worst regen brutes I've leveled:

  1. Battle Axe (got mid-way through leveling and then BA buffs came down the pipe and was much better after they went live).
  2. War Mace
  3. Energy Melee
  4. Martial Arts (quit and deleted)
  5. Dual Blades (quit and deleted)

My observation is that the amount you can mitigate incoming damage and effects matters a lot for Regen. Having powers that also let you slot for Force Feedback proc also dramatically improve your level path once you unlock MoG.

 

 

Also I second what Betty said about insps. I don't think it's a bad thing, either. For me, it's nice to be have a reason to care about orange insps, etc. 

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1 hour ago, twozerofoxtrot said:

 

I know the question was meant for Betty but I'll weigh in with some common knowledge: depends on your primary. A lot.

 

In order of Best to Worst regen brutes I've leveled:

  1. Battle Axe (got mid-way through leveling and then BA buffs came down the pipe and was much better after they went live).
  2. War Mace
  3. Energy Melee
  4. Martial Arts (quit and deleted)
  5. Dual Blades (quit and deleted)

My observation is that the amount you can mitigate incoming damage and effects matters a lot for Regen. Having powers that also let you slot for Force Feedback proc also dramatically improve your level path once you unlock MoG.

 

 

Also I second what Betty said about insps. I don't think it's a bad thing, either. For me, it's nice to be have a reason to care about orange insps, etc. 

To me that just says "The less you get hit the less you're actually needing to heal" defeating the purpose of the set.

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11 hours ago, venetiasilver said:

To me that just says "The less you get hit the less you're actually needing to heal" defeating the purpose of the set.

See, I think this is where Regeneration is very misunderstood. Yes, the set is about healing, but mitigation has never, ever been about healing alone. Healing is just a very important part of "active mitigation", just like crowd control! In a team scenario, Regeneration is designed to provide the active mitigation, while outside support sets in a team scenario provided the passive mitigation, such as DEF or RES buffs.

 

You can even see this back in the early days of perma-MoG and toggle Instant Healing. Both of these tools served the function of substituting the passive mitigation that teams were supposed to provide. This game is designed around team play, after all - MoG and toggle IH were byproducts of the horribly imbalanced legacy Enhancement system. Reconstruction and Dull Pain were designed to pad that. It's just that after the legendary nerf, these tools that essentially replaced the need for team buffs went away, making Regeneration a set that only provided padding for outside buffs and not much else!

 

The idea isn't to heal the damage away completely, it's to have heals on the back burner for when your team's support fails!

 

Thankfully, the game has evolved in a way that allows Regeneration to resume it's original function even when solo. It just requires a lot of outside investment, like inspirations or pool powers.

 

Is it a good design? Well, that's subjective. I like the playstyle of Regeneration a lot. It puts a lot of load on the player to really understand every combat scenario the game can throw at you. Could it use a few buffs? Absolutely! But I will still double down on the fact that Regeneration has the largest growth potential in a team scenario out of any other armor set in the game, and I believe that design philosophy is on purpose! That is why balance passes on it are very touchy!

Edited by Spaghetti Betty
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What I know is possible is (with capped HP) 110 HP/Sec, 249 HP/Sec with IH with a better build it may be even more.

 

(Not sure how far away the regeneration rate cap is?)

 

A non-compromised build (not filled with damage procs) using set boni can round up resists mid-way to resistance caps and ok defense. The build I use at the moment does not use Sorcery for Rune of Protection, nor any pick from the Fighting pool. I dislike taking technical debt from Pool picks (those two Pools mentioned you have to take picks I do not want to get the picks I do want). Regeneration on Brutes is pretty good and fun to play no changes are needed here.

 

I was very grumpy when IH was changed from a toggle to a click - it was before ED and sets health bar went from zero to full in a click of the fingers.

 

 

Edited by Digirium
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2 hours ago, Spaghetti Betty said:

The early days of perma-MoG and toggle Instant Healing.


IIRC MoG originally buffed Defence and Damage Resistance by about 71% base; but locked your Health to 25% and completely disabled your regeneration.

Most of us us thought that was a bad trade, and EvilGeko produced a whole thesis on it here. Using MoG on a Regen Scrapper meant that your effective survivability actually went DOWN when fighting certain mobs; because its Defense buff didn't apply vs stuff like Psychic or Toxic damage; and certain enemies had sufficient +ToHIt buffs (Nemesis and Rularuu etc.) to still reliably hit you.

 

1 hour ago, Digirium said:

What I know is possible is (with capped HP) 110 HP/Sec, 249 HP/Sec with IH with a better build it may be even more.

(Not sure how far away the regeneration rate cap is?)


Brute HP Cap is 3212 at Lv50; and Regeneration rate is based on your Current HP.
The regeneration hardcap for Brutes is 2500% - and if you're at 3212HP that's 334.66 HP/Second.

Personally, the only character I have that can reliably reach the 2500% cap solo (without "cheating" via the Rebirth Radial Destiny incarnate) is my Bio Armor Tanker.
Saturated DNA Siphon and Parasitic Aura will get them to 1822%. Toggling on Melee Core Embodiment Hybrid pushes that to 2241%. Efficient Stance bumps them to the cap. However they typically run in Offensive Stance with an Assault Core Hybrid; and so realistically they tend to sit constantly a little bit North of 200 HP/Sec (and roughly 9.6 Endurance/Sec) in actual gameplay. Plus their Defense, Resists, Absorb and -Res/-Dmg/-Regen debuffs. All of which has utterly put me off playing Regen or Willpower.
 
 

1 hour ago, Digirium said:

I was very grumpy when IH was changed from a toggle to a click - it was before ED and sets health bar went from zero to full in a click of the fingers.


Back when IH was a toggle, you could 6-slot it with Healing SOs and triple its base enhanceable regeneration. That would have resulted in either +1200% or +2400% Regeneration (I can't remember offhand if the first 600% was always unenhanceable or not!). Fast Healing with the same treatment would have granted another +225% and Health (from the Fitness Pool!) a further +120%. So the absolute maximum you'd have been able to each would have been either 1645% or 2845%. Scrapper regeneration hardcap is 3000%. With Perma Dull Pain and the +HP accolades a Scrapper could sit at a smidge short of their 2409 HP cap (~2340 ish; since IIRC Pre-ED you needed 4 Recharge SOs plus Hasten to achieve perma Dull Pain, which left two slots free for Healing SOs).

So I suspect you'd have been able to reach a maximum of either ~160 or ~275 HP/Second. However your average pre-i6 Scrapper wouldn't have picked up Health at all, as the Fitness Pool was considered irrelevant if you had Quick recovery 6-slotted. And IIRC a lot of them didn't bother with Fast Healing and/or Perma Dull Pain either.
 

Edited by Maelwys
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Yes, the implication was a Scrapper - Brutes did not exist at the time.

 

I do not know about the numbers but health bar instantly filled up I think the rates were far higher than you are trying to calculate. If critters got my Scrapper to 1% health the bar would fill up right away. Not in a few seconds, 1-2 seconds. Would I swear to that in court? Nope.

 

That 25% Health for MoG sounds about right, I did not pick it for that reason.

 

 

Edited by Digirium
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4 hours ago, Spaghetti Betty said:

See, I think this is where Regeneration is very misunderstood. Yes, the set is about healing, but mitigation has never, ever been about healing alone. Healing is just a very important part of "active motivation", just like crowd control! In a team scenario, Regeneration is designed to provide the active mitigation, while outside support sets in a team scenario provided the passive mitigation, such as DEF or RES buffs.

 

You can even see this back in the early days of perma-MoG and toggle Instant Healing. Both of these tools served the function of substituting the passive mitigation that teams were supposed to provide. This game is designed around team play, after all - MoG and toggle IH were byproducts of the horribly imbalanced legacy Enhancement system. Reconstruction and Dull Pain were designed to pad that. It's just that after the legendary nerf, these tools that essentially replaced the need for team buffs went away, making Regeneration a set that only provided padding for outside buffs and not much else!

 

The idea isn't to heal the damage away completely, it's to have heals on the back burner for when your team's support fails!

 

Thankfully, the game has evolved in a way that allows Regeneration to resume it's original function even when solo. It just requires a lot of outside investment, like inspirations or pool powers.

 

Is it a good design? Well, that's subjective. I like the playstyle of Regeneration a lot. It puts a lot of load on the player to really understand every combat scenario the game can throw at you. Could it use a few buffs? Absolutely! But I will still double down on the fact that Regeneration has the largest growth potential in a team scenario out of any other armor set in the game, and I believe that design philosophy is on purpose! That is why balance passes on it are very touchy!

 image.png?ex=672627c3&is=6724d643&hm=8f032f9780308b45209d8b9f7892d30453731b8e1f8da90c9cdd860e57c51469&
What do you think of this for a Little 31 Brute?

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8 hours ago, Spaghetti Betty said:

See, I think this is where Regeneration is very misunderstood.

 

Regeneration is about SPINNING.

 

PSA: If you don't have a staff/regen brute with whirlwind you are nowhere as cool as you think you are.

 

By that metric I am the coolest person in the room...

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4 hours ago, venetiasilver said:

 image.png?ex=672627c3&is=6724d643&hm=8f032f9780308b45209d8b9f7892d30453731b8e1f8da90c9cdd860e57c51469&
What do you think of this for a Little 31 Brute?

So, you're losing out on a ton of potential global recharge by only slotting 4 pieces of Crushing Impact in your attacks. I also think you have a few too many attacks as it is. You can drop Stone Fist and Hurl Boulder. I would also pick up Fault. You're doing yourself a huge disservice by not having it. It basically turns you into a melee Controller, which is huge when pairing with Regen. You really need to reduce the amount of opportunities mobs have to deal damage to you. It also takes a Force Feedback: Chance for +Recharge proc, as do most Stone Melee attacks. If you pepper these into your build, the mere act of fighting will accelerate the recharge of your clicks!

 

Also, I would train 5-slotting Dull Pain, Integration (and later Instant Healing) with Panacea! Preventive Medicine also needs to make its way in there somewhere (specifically the Absorb proc needs to go in asap)!

 

You should also slot Winter's Gift: Slow RES into Super Jump. It's a free 20% and you absolutely need Slow RES!

 

As a further aside, you should consider focusing on a pool that offers some sort of pseudo-T9, such as Sorcery, Presence, or Force of Will. My favorite is Rune of Protection!

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31 minutes ago, Spaghetti Betty said:

So, you're losing out on a ton of potential global recharge by only slotting 4 pieces of Crushing Impact in your attacks. I also think you have a few too many attacks as it is. You can drop Stone Fist and Hurl Boulder. I would also pick up Fault. You're doing yourself a huge disservice by not having it. It basically turns you into a melee Controller, which is huge when pairing with Regen. You really need to reduce the amount of opportunities mobs have to deal damage to you. It also takes a Force Feedback: Chance for +Recharge proc, as do most Stone Melee attacks. If you pepper these into your build, the mere act of fighting will accelerate the recharge of your clicks!

 

Also, I would train 5-slotting Dull Pain, Integration (and later Instant Healing) with Panacea! Preventive Medicine also needs to make its way in there somewhere (specifically the Absorb proc needs to go in asap)!

 

You should also slot Winter's Gift: Slow RES into Super Jump. It's a free 20% and you absolutely need Slow RES!

 

As a further aside, you should consider focusing on a pool that offers some sort of pseudo-T9, such as Sorcery, Presence, or Force of Will. My favorite is Rune of Protection!

This toon was made before the small rework to stone melee, I was mostly working with what I had.
I did get the next slots for the Crushing 5 pieces.
Fault was considered a skip before, but I'll probably fit it in with a respec.
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For leveling a regen brute, I've found that teaming can make a big difference, especially with access to res/def buffs as they effectively multiply regen's mitigation. If you're solo the opposite can hold true, depending on what debuffs are being thrown your way.

 

Pretty early on I decided I wanted to make a challenge/gimmick build out of my fire/regen brute so I went all-in on resistance bonuses:

image.png.250850f13489557222de4f61c3931e58.png

 

I probably went a bit too far with the experiment, and I may end up swapping in more recharge... but it's definitely stable!

Edit: this is without rune of protection active.

Edited by Enamel_32
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