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Posted

 


Regeneration

Regeneration FastHealing.png Fast Healing

  • Now grants 20% fixed regen resistance at all levels, for all ATs.
  • (Stalker only) Now grants 15% recovery buff and 20% recovery debuff resistance.

 

image.png.f06d6558e448d3200da34a44f59e4288.png Resilience

  • Power icon updated to represent its effects.

 

Regeneration QuickRecovery.png Quick Recovery

  • Now grants 20% recovery debuff resistance.

 

Regeneration DullPain.png Dull Pain > Second Wind

  • Converted to Second Wind.
  • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
  • Provides a 40% heal.
  • This heal ignores resistances.
  • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
  • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
  • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

 

Regeneration InstantHealing.png Reactive Regeneration [New power for scrappers/brutes/stalkers]

  • Mutually exclusive power from Instant Healing.
  • This power is a toggle, pulses every 2 seconds.
  • Grants a 200% enhanceable regeneration buff.
  • Grants an additional 25% non-enhanceable regeneration for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
  • Grants a 5.5% regen debuff resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
  • Grants a 3% recovery and end drain resistance for 20 seconds if damaged in the last 2 seconds. This can stack up to 10 times.
  • Sentinel's Reactive Regeneration power will follow this implementation of the power.

 

Regeneration Integration.png Revive > Ailment Resistance 

  • Converted this power to Ailment Resistance.
  • This power is now an auto power.
  • Grants a 24% MaxHP buff, half enhanceable.
  • Grants -15% resistance to heals (making all heals on you 15% stronger).
  • Grants 20% resistance to -Defense, -Endurance, -Speed, -Regeneration, -Recovery, -Recharge, -Range and -ToHit.
  • Power no longer accepts endurance or recharge enhancements.

 

Regeneration MomentOfGlory.png Moment of Glory

  • Cast time reduced from 2.57s to 1.5s.
  • Now grants a small damage buff that decays over time.
  • Now grants a small amount of Psionic and Toxic defense.

 

Power order changed to:

Stalker:

  • Hide
  • Reconstruction
  • Fast Healing
  • Ailment Resistance
  • Integration
  • Resilience
  • Instant Healing/Reactive Regeneration
  • Second Wind
  • Moment of Glory

Scrapper/Brute:

  • Fast Healing
  • Reconstruction
  • Quick Recovery
  • Ailment Resistance
  • Integration
  • Resilience
  • Instant Healing/Reactive Regeneration
  • Second Wind
  • Moment of Glory

Sentinel/Tanker:

  • Fast Healing
  • Reconstruction
  • Quick Recovery
  • Ailment Resistance
  • Integration
  • Resilience
  • Reactive Regeneration
  • Second Wind
  • Moment of Glory

 

 

Quote

Design Notes:

Existing builds will now have access to an option that let them opt into more reliable and constant performance at the expense of occasional spike survivability with the new toggle alternative to Instant Healing: Reactive Regeneration. The set is also gaining new debuff resistances.

 

The new MaxHP passive should allow low recharge builds access to more constant/reliable source of mitigation as well as constant debuff resistances. This should also give even more breathing room to, if desired, hold back the use of the HP buff click (now Second Wind) for moments of more danger. Most ATs should also be able to reach their current MaxHP caps only with Second Wind, if only temporarily, via very high recharge builds or combination of Second Wind and Burnout in addition to accolade powers and set bonuses.

 

Some players should likely find Ailment Resistance optional to their builds if all they want is to retain live functionality, unless they highly desire the additional passive benefits. The power is still intended to be highly desirable.

 

Regeneration proliferated to Tankers

  • Regeneration FastHealing.png Fast Healing
  • Regeneration Reconstruction.png Reconstruction
  • Regeneration QuickRecovery.png Quick Recovery
  • Regeneration Integration.png Ailment Resistance
  • Regeneration Integration.png Integration
  • image.png Resilience
  • Regeneration InstantHealing.png Reactive Regeneration
  • Regeneration DullPain.png Second Wind
  • Regeneration MomentOfGlory.png Moment of Glory

 


 

  • Like 1
Posted

Just read over the notes, really excited to test this out on my scrapper. It is more high-recharge based, but I feel adding the -regen resistance and the -recov resistance is huge. Also a huge fan of the +MaxHP bonus just built into the set now.

 

Really need to load into the beta and port my character there to test it out and get my reps in for the new powers.

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted

This could likely be two topics.

  1. Focused Feedback: Powerset - Regeneration Revamp
  2. Focused Feedback: Powerset - Regeneration / Proliferation to Tankers

I for one will be having very different feedback for each.

 

 

At a minimum 'Revamp', 'Rework', 'Changes', or similar could be added. "Focused Feedback: Powerset - Regeneration Rework / Proliferation to Tankers"

 

It's a bit disingenuous to bury a revamp under proliferation. (I realize there were a lot of posts @The Curator)

"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

Posted

What does the new Second Wind power mean exactly by "a chance to get back up and keep fighting"? Is it a percentage chance based proc and unreliable? If you can't rez on command like with current Revive, then that's not great as the set should have a reliable self-rez. Recharge increases from all kinds of slow attacks are generally the bane of Regen, I'd still suggest giving the whole set a cumulative hardcapped recharge debuff resistance throughout its passives to make it feel better, particularly with how much more common -recharge effects are compared to -heal ones, akin to how Super Reflexes has a hardcapped defense debuff resistance. Adding even a tiny 2-5% defense buff into Resilience and/or Ailment Resistance would also go a long way into helping out IO builds as the set is notoriously difficult to build up for defense and resistance.

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Posted

The power is basically original Dull Pain + Revive functionality in one. Additionally, if the "Dull Pain" buff effect is still on you when you are defeated, you get a popup offering you the chance to rez, even when the power is on cooldown. 

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Posted

I have read the changes and directly went onto the beta server with my main charakter. Don't know how about I feel the changes to "Regeneration". Second Wind instantly revives me or not (if I choose) and can't choose anymore at what point I want to get back up. Have to give it a bit more of testing even with the toggle regenation. But having your set so weirdly (atm) changed after 20 years, doesnt feel right

 

@night = Second Wind is like Dull Pain but when you die and it is active you have the option to revieve directly

  • Thanks 2
e64f70-1558633601.jpg
Posted

I mean, -regen is the bane for Regen, then -rech. From what I have seen in this it is giving -regen, -recov, and -rech debuff resistance. If reading the Ailment Resistance, it gives a bit of debuff resistance in general which is pretty nice. Once again I will need to bring my character over, and take a look at the numbers, but capping out HP looks easily obtainable, and with the debuff resistance will be nice to give more layered work for resistance and more recharge.

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

  • Developer
Posted
12 minutes ago, Night said:

What does the new Second Wind power mean exactly by "a chance to get back up and keep fighting"? Is it a percentage chance based proc and unreliable? If you can't rez on command like with current Revive, then that's not great as the set should have a reliable self-rez. Recharge increases from all kinds of slow attacks are generally the bane of Regen, I'd still suggest giving the whole set a cumulative hardcapped recharge debuff resistance throughout its passives to make it feel better, particularly with how much more common -recharge effects are compared to -heal ones, akin to how Super Reflexes has a hardcapped defense debuff resistance. Adding even a tiny 2-5% defense buff into Resilience and/or Ailment Resistance would also go a long way into helping out IO builds as the set is notoriously difficult to build up for defense and resistance.

 

The chance refers to the one-time prompt to revive once defeated. If you pass up on that prompt, then you lose your chance at a revive.

  • Like 1
Posted (edited)
12 hours ago, Snokle said:

From what I have seen in this it is giving -regen, -recov, and -rech debuff resistance.

 

But at what cost?

 

one example:

image.png.dde1f5d459bd05b23c1f2b1525bb5dd8.png <-- That 50.84% is now an un-enhancable 25%. 20%. Enhanced here to 39.18% (195.9 x 20)

 

Will removal of Dull Pain at level 10 have a real impact on lower level content? What about leveling up?

 

Was Tanker Regeneration so powerful it required reshuffling of powers? 

 

Does no changes to Willpower say more than a little bit about the preferences of those making decisions or having the most input?

 

There is a lot going on here.

Edited by Troo
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"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

Posted
33 minutes ago, Player-1 said:

 

The chance refers to the one-time prompt to revive once defeated. If you pass up on that prompt, then you lose your chance at a revive.

Perhaps the word "opportunity" would be a better choice than "chance".

  • Like 1
Posted

Stalker (current/proposed)

image.png.924967da15dbfd35df29337aaa20442c.png image.png.205530de2bf311ac329c6a91d2dd7de2.png

 

Brute (current/proposed)

image.png.f37b88f02dfa99416f52686a5c6bdb31.png image.png.18d3f25096a87bf2f440082699065b62.png

 

  • Thanks 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

Posted
4 minutes ago, Troo said:

 

But at what cost?

 

one example:

image.png.dde1f5d459bd05b23c1f2b1525bb5dd8.png <-- That 50.84% is now an un-enhancable 25%.

 

Will removal of Dull Pain at level 10 have a real impact on lower level content? What about leveling up?

 

Was Tanker Regeneration so powerful it required reshuffling of powers? 

 

Does no changes to Willpower say more than a little bit about the preferences of those making decisions or having the most input?

 

There is a lot going on here.

 

At what cost? Every adjustment is a cost. I am just going by what I say on the post here. I have not had a chance to log into to Open Beta to take a look at it. I have seen enough people ask for -rech debuff resistance, -regen resistance, and -recovery debuff resistance. Gaining those, there would be some losses. It is all about what is acceptable or not.

 

But with the multiple power stacking the regen it will be interesting how it is done at the end. If you get more once you have access to all your powers instead of just one.

 

Instead of Dull Power you get Ailment Resistance so Auto Power, with give MaxHP and is an Auto power, a removal of a click power which people do not like in Regen. It makes healing more powerful and all our resistance debuffs. I mean it could be better for leveling. I would have to make a new character and see how 10+ goes for it. While Dull Pain is nice, one of the big problems with Regen was the leveling train.

 

I cannot comment about Tanker Proliferation, I have little experience about tankers, and do not want to say much about it.

 

No changes about Willpower means nothing. I think it is because people have been pushing of works being done for Regen for how long I have been on the forms, and people flag it as the worst Armor set for Melee toons, it was going to get attention and adjustments sooner than later.

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted
9 minutes ago, Troo said:

 

But at what cost?

 

one example:

image.png.dde1f5d459bd05b23c1f2b1525bb5dd8.png <-- That 50.84% is now an un-enhancable 25%.

 

Will removal of Dull Pain at level 10 have a real impact on lower level content? What about leveling up?

 

Was Tanker Regeneration so powerful it required reshuffling of powers? 

 

Does no changes to Willpower say more than a little bit about the preferences of those making decisions or having the most input?

 

There is a lot going on here.

 

The unenhancableness of some parts of some powers seems a bit worrying, but would require proper testing, as with the changes to Tanker cones it might result in slightly better numbers, or it might not. As much as I hated the repeated nerfing Regen got on live from its early days, and how Willpower replaced it when it came out, I wouldn't call for nerfs to Willpower. I'd rather see Regen be buffed even more to be this unstoppably regenerating powerhouse that the set can be.

 

 

 

1 minute ago, Geoffron said:

Perhaps the word "opportunity" would be a better choice than "chance".

 

Yeah, that's a miscommunication then, which happens. "Popup option to revive" would be another clearer distinction. Would it also be possible to have the window pop up but not be time-limited to simulate the way Revive works, as in getting up when you decide to?

 

 

 

Even with Ailment Resistance giving a 20% recharge debuff resistance, I still think that number should be way higher at a glance. You get hit with recharge debuffs as early as Outcasts in Hollows, Circle ice mages in Kings Row, or Council web grenades in Steel Canyon, and it gets more commonn through the levels. Meanwhile -regen debuffs don't seem that common, Circle mages with Twilight Grasp, then Carnies at 40+, I think Praetorian Clockwork might also have some of it in their energy blast AoEs?

 

I still think that Resilience/Ailment Resistance could do with being slottable with defense enhancements to make IOing out the set easier.

Posted
1 minute ago, KaizenSoze said:

I tested out a Ice Melee/Regeneration Brute. It was impressive, very durable against Kallisti Warf and PI 4x8 mobs.

 

Since I cannot get on right now, what slotting is allowed on Ailment Resistance?

 

Is it just Healing, or does it give Resistance as well?

Psicy Chill - Ice/Psi/Psi | Sive Ni Brielan - Plant/Earth/Fire | Elemental Elder Lord - Earth/Fire/Fire | Selinia Baneheart - Dark/Therm/Fire | Mylia Stenetch - Necro/Dark/Soul | Radiated Shot - Rad/Arch/Mace | Nameless Witch - Storm/Water/Mu | Phantom Racer - Fire/Cold/Scorp | Neera Darkspar - Beam/Temp/Soul | Neera Etra - Dark/SR | Shieldbreaker - Elec/Shield/Mu | Frozen Tombstress Ice/Rad/Ice | Subliminal Darkness - Psi/Dark/Psi | Mirana Darkblade - Katana/Regen/Soul | Máistir Fiach - SoA Huntmaster | Night Reaver - SoA Widow | Sweet Senpai - SoA Bane

Posted
On 5/26/2025 at 8:01 AM, The Curator said:

 Dull Pain > Second Wind

  • Converted to Second Wind.
  • Grants a 20% Max HP buff, this buff is retained even if the caster is defeated.
  • Provides a 40% heal.
  • This heal ignores resistances.
  • Recharge increased from 300s to 360s, matching Dull Pain's recharge.
  • Cast time lowered from 1.5s to 0.73s (same as live Dull Pain).
  • While during the effects of Second Wind, should the player be defeated, they will be given a chance to get back up and keep fighting.

So it's max hp and heal were LOWERED, but it's recharge was INCREASED!???  No no no. Reduce the recharge if it's going to be weaker.

 

While at it, please change reconstruction to absorb, not heal. And add end reduction to quick recovery as well. That 30% recovery sounds nice, but really doesn't ever go as far as it sounds like it would. My regen and wp toons still hardly ever feel it.

  • Like 1
Posted
On 5/26/2025 at 8:01 AM, The Curator said:

Regeneration MomentOfGlory.png Moment of Glory

  • Cast time reduced from 2.57s to 1.5s.
  • Now grants a small damage buff that decays over time.
  • Now grants a small amount of Psionic and Toxic defense.

This still should be at least 120s recharge. It's too situational versus where it should more be usable to absorb the alpha before each fight. Honestly 60 or 90s makes much more sense and lower the duration to 10s instead of 15.

  • Thumbs Down 1
Posted
1 minute ago, WindDemon21 said:

So it's max hp and heal were LOWERED, but it's recharge was INCREASED!???  No no no. Reduce the recharge if it's going to be weaker.

 

While at it, please change reconstruction to absorb, not heal. And add end reduction to quick recovery as well. That 30% recovery sounds nice, but really doesn't ever go as far as it sounds like it would. My regen and wp toons still hardly ever feel it.

You should test it. It's really durable right now as it is on OB.

 

As for recovery, that is also not an issue in my build with minimal Quick Recovery slotting.

Posted
9 minutes ago, KaizenSoze said:

You should test it. It's really durable right now as it is on OB.

 

As for recovery, that is also not an issue in my build with minimal Quick Recovery slotting.

Oh i wasn't explaining on the set overall, just this power kinda doesn't make sense as is. Syuper long recharge for just a tiny heal and nerfed max hp. It should really be changed to something else or have something else added to it. But as is, the recharge really should be lowered for the massive nerf that it took. 90-120s would make sense for it's current state.

Posted (edited)

I didn't think I'd like this at first, but I enjoy it after playing with it.

 

Two major things I'd like to see changed here:

 

1: +Recharge should be in here somewhere. Regen could leverage it far better than other sets that get it, like energy or SR, the most clicky armor set should have something to help with that.

 

2: Reactive regeneration is a bother to maintain max stacks on. Either double stack duration, or half the stack total with double the power and it's perfect.

Edited by ScarySai
  • Like 5
Posted (edited)
10 minutes ago, WindDemon21 said:

Oh i wasn't explaining on the set overall, just this power kinda doesn't make sense as is. Syuper long recharge for just a tiny heal and nerfed max hp. It should really be changed to something else or have something else added to it. But as is, the recharge really should be lowered for the massive nerf that it took. 90-120s would make sense for it's current state.

 

The patch notes aren't explaining it very well. The recharge increase is Revive's 5-minute recharge being changed to Dull Pain's 6-minute recharge (i.e., no change), the heal is also the same, and the +Max HP is split between Second Wind and Ailment Resistance, instead of all being in one power.

Edited by Vanden
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Posted
4 minutes ago, Vanden said:

 

The patch notes aren't explaining it very well. The recharge increase is Revive's 5-minute recharge being changed to Dull Pain's 6-minute recharge (i.e., no change), the heal is also the same, and the +Max HP is split between Second Wind and Ailment Resistance, instead of all being in one power.

Right. So the power itself is nerfed in max hp, and now you HAVE to take another power to equal the max hp that you could get before with just one power. Terrible. And again, at least make reconstruction absorb, not heal, so it plays better with the heal and regen in the rest of the set.

  • Like 2

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