Xion80 Posted Wednesday at 10:58 AM Posted Wednesday at 10:58 AM After reading up on second wind power of Regen sentinels. I wonder if anything can be done to make the scrapper/brute version different/unique? Anything outside the choice of +absorb. As of right now, it's a non factor, replaced with revival options from the p2w store. I have two suggestion as to what could be done. The change would fall in the category of "when you use the revive power while alive" this happens. Just like Second Wind. 1) Scrapper: When the revive power is activated while alive. It gives the ability to fight beyond zero HP. It could be a set time limit that can't be enhanced. It comes off as a "last stand" sort of thing. If implemented correctly it wouldn't be OP. Very thematic and separates Regen further from WP. 2)Brute: The Brute version could target the Fury bar. Maybe along the lines of depleting the fury bar, while rapidly restoring HP. It could be like a "mini" Instant Healing that last until your Fury is gone. Fitting for the Brute to push the body beyond its norm, at the expense of his Fury to remain standing. While under these effects both the Scrapper and Brute should get Max Regen Resistance. Does this sound like to much, or should I continue to completely ignore the revive power of Regen? 1
Troo Posted Wednesday at 03:36 PM Posted Wednesday at 03:36 PM Did you forget about Stalkers or that would remain as is? Revive Should you fall in battle, you can Revive yourself from the brink of death. You will revive with most of your Hit Points and half your Endurance and be protected from XP Debt for 90 seconds (60 seconds for Stalkers). You will also have 15 seconds of immunity to most damage. Standard Effects PvP or PvE 100% chance 1.0 points of Debt Protection (self only) for 90s 50 points of Endurance (self only) after 0.125s Heal 1003.9658 points of damage (self only) every 1.0s for 0.5s (100% chance) 4.0 second Immobilized (Mag 50) +1000% Untouchable (self only) for 15s While I do not always use Revive I do have it on at least a couple Brute and Scrapper builds. Especially on tighter attack chain builds that might have an extra power selection. Example slotting: Scrapper has a single recharge enhancement while the Brutes seem to use it as a mule for +end or +regen in addition to it's intended function. It is the ultimate "ha! you thought you got me" power. 15 seconds of Untouchable can have it's uses. I will admit that once Regeneration is mastered it may not be used very often. But if pushing the envelope.. Also, I remember it being handy when learning the timing and how to ride the knifes edge. It saved a lot of hospital runs in the 30-49 levels. If there is a way to add to it without impacting the recharge, sure do it! If it is going to get the locked recharge time, please don't. 1 1 "Homecoming is not perfect but it is still better than the alternative.. at least so far" - Unknown (Wise words Unknown!) Si vis pacem, para bellum
Xion80 Posted Wednesday at 09:46 PM Author Posted Wednesday at 09:46 PM (edited) 6 hours ago, Troo said: Did you forget about Stalkers or that would remain as is? Revive Should you fall in battle, you can Revive yourself from the brink of death. You will revive with most of your Hit Points and half your Endurance and be protected from XP Debt for 90 seconds (60 seconds for Stalkers). You will also have 15 seconds of immunity to most damage. Standard Effects PvP or PvE 100% chance 1.0 points of Debt Protection (self only) for 90s 50 points of Endurance (self only) after 0.125s Heal 1003.9658 points of damage (self only) every 1.0s for 0.5s (100% chance) 4.0 second Immobilized (Mag 50) +1000% Untouchable (self only) for 15s While I do not always use Revive I do have it on at least a couple Brute and Scrapper builds. Especially on tighter attack chain builds that might have an extra power selection. Example slotting: Scrapper has a single recharge enhancement while the Brutes seem to use it as a mule for +end or +regen in addition to it's intended function. It is the ultimate "ha! you thought you got me" power. 15 seconds of Untouchable can have it's uses. I will admit that once Regeneration is mastered it may not be used very often. But if pushing the envelope.. Also, I remember it being handy when learning the timing and how to ride the knifes edge. It saved a lot of hospital runs in the 30-49 levels. If there is a way to add to it without impacting the recharge, sure do it! If it is going to get the locked recharge time, please don't. Yes, I did forget about the deadly stalker! I guess they could get a version that used absorb+. Stalkers are so perfect, it's hard to add to them without overdoing it. They got it right once crit control was added IMO. Everything I could think of made it OP, or came off as redundant. I'll play it safe with the absorb+. Edited Wednesday at 09:49 PM by Xion80
Riverdusk Posted Wednesday at 09:59 PM Posted Wednesday at 09:59 PM I think all the self revive powers should come with a bonus of some sort. I also think the bonus shouldn't have drawbacks (get rid of willpower's rez debuff, it isn't like it is so powerful that it needs a debuff period). It is so easy to rez yourself in so many other ways in order for an actual power pick to be worth it, it needs....something to set it apart. So, I'd be all for it. 2 1
Enamel_32 Posted Friday at 08:20 PM Posted Friday at 08:20 PM I've always wished for a burnout-like effect, since regen has so many long cooldowns.
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