WeatherLord Posted June 5 Posted June 5 I was thinking more about the pros/cons between Instant Healing and Reactive Regeneration and think IH could use some love, especially if the goal is to make it viable compared to RR. To be clear I love RR, but I'd like IH to be competitive too. First off, no -regen resistance in IH really hurts, when RR can easily cap it Additionally, because IH is a long cooldown click, death is incredibly punishing since you're also losing the Hasten recharge buff, which let’s be real IH desperately needs all the recharge it can get. RR being a toggle means death is not that big a deal IH also suffers tremendously from slows, while RR doesn't care Those differences alone make RR way more desirable, but even if we just compare the regen values to uptime between the two, IH just falls behind even more. At minimum, RR gives you 400% (enhanced) regen with 100% uptime, and in practice this goes up to around 550-600% average when in combat. Note this performance costs the player almost nothing, just turn on the toggle and go IH gives about 1000% (enhanced) regen, and with max local Recharge slotting goes from 650 second CD to ~325 seconds, which is only about 28% uptime Best case, a high recharge investment build can bring that to around 175, so about 50% uptime However, in addition to the high recharge needed to make IH usable, you also need to build for some amount of slow resistance, otherwise a minion's cold sneeze halts your momentum In summary, IH requires significantly more investment and IMO still falls short of what RR can do. In my Beta mission playtesting, RR was superior every time, even with a build that tried to leverage towards IH's strengths. IH could really use some additional debuff resistance while active at minimum, and ideally have it's recharge reduced a bit or given something to make it more viable. 1 1
Wavicle Posted June 5 Posted June 5 34 minutes ago, WeatherLord said: especially if the goal is to make it viable compared to RR I don’t think that’s the goal. The goal is to leave IH there for those who prefer it, while encouraging most people to take RR. 2 1 Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
WeatherLord Posted June 5 Posted June 5 11 minutes ago, Wavicle said: I don’t think that’s the goal. The goal is to leave IH there for those who prefer it, while encouraging most people to take RR. That's fair and a good point. It's a reasonable approach and is certainly preferable to just removing IH outright. Still, I love what was done with Dark Armor's Dark Regeneration and Obscure Sustenance, which was also made to be mutually exclusive. They both fill a Healing role but accomplish the task in very different ways. Obscure got some nice buffs to make it more competitive, and I really like how this gives the player more options based on their playstyle and build goals. Both powers are great, it's a brilliant addition. I'd just like to see that with IH and RR as well. I don't want to offend anyone who likes IH currently, but honestly it feels more like a trap power now, where picking it instead of RR is just the wrong choice. Giving it some buffs would be nice.
Apotheosis Posted June 5 Posted June 5 (edited) On 5/26/2025 at 7:01 AM, The Curator said: 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. I'd love the consideration for the defense/to hit debuff/ resistance portions of this ability to also be enhanceable, at least partially. And possible consider increasing the -Recharge Resist number as well. At least for Scrappers. Edited June 5 by Apotheosis
zenijos10 Posted June 6 Posted June 6 On 6/2/2025 at 6:08 AM, Troo said: General comments: Again, thank you for the Moment of Glory cast time change. Do we really need the +Damage though? I find the changes overall interesting. I can see where this helps some players and where it's a forced play style change for others. I really wish some of these changes were put into Integration & Resilience rather than requiring Brutes/Scrapper/Stalkers to use a Revive power location replacement. For many existing characters/builds adding the Revive replacement results in an additional power pick. Integration & Resilience probably are not often/never skipped. I use all nine powers over the 50+ levels, respecing out of Revive when I have a more flushed out build allowing other power picks. I use Dull Pain differently at lower levels than I do in later levels. It evolves with the character. (primarily another big heal -vs- perma +Max HP plus a big heal) Losing that big heal early on has an impact. Maybe that isn't as big of a deal for ranged characters (Sentinels). Stalkers with the lower base HP having an extra heal at level 10.. it gets used. Maybe Brutes and Scrappers don't need the heal. In a nut shell, this feels like Sentinel tuning which is being proliferated to Tankers and then pushed as a revamp onto Stalkers/Scrappers/Brutes. I don't have any insight into the balancing reasons for adding +Damage to MOG. Thematically, though, adding +damage to Moment of Glory makes sense. How much +damage does it actually add, is it buffable?
FupDup Posted June 7 Posted June 7 The reason for adding damage to MOG was basically just throwing a bone out to people saying (correctly) that Regen's clickiness cut into your damage output, so the damage buff is basically trying to level it out to having a neutral damage impact. Certainly, MOG is the only place where damage would make any sense in this set (thematically speaking). 1 .
Wavicle Posted June 7 Posted June 7 6 hours ago, zenijos10 said: How much +damage does it actually add, is it buffable? It's 25 or 30% for a few seconds, then drops to like 15 for a few seconds, then drops to like 5 or 10 for a few seconds. +Damage can't be buffed. Wavicle's Guide To What Really Matters: What Needs To Be Done On Every Toon
Troo Posted June 7 Posted June 7 (edited) 7 hours ago, zenijos10 said: I don't have any insight into the balancing reasons for adding +Damage to MOG. Thematically, though, adding +damage to Moment of Glory makes sense. How much +damage does it actually add, is it buffable? It's effectively 13.5 seconds. (15s - 1.5s MoG cast time) 3.5s of +25% (5%+10%+10%) 5s of +15% (5%+10%) 5s of +5% Maybe using Moment of Glory every ~3 minutes makes up for "Regen's clickiness cut into your damage output". (I guess 'clickiness' is Reconstruction usage interrupting an attack chain maybe every 20-30 seconds and Dull Pain/Second Wind once every ~2 minutes) The +Damage is likely not offsetting a proc'd out damage aura. Here's how it is shown in game for a level 50 Brute: +10.00%% strength to all damage for 5.00s on target Ignores buffs and enhancements unresistable +10.00%% strength to all damage for 10.00s on target Ignores buffs and enhancements unresistable +5.00%% strength to all damage for 15.00s on target Ignores buffs and enhancements unresistable 6 hours ago, FupDup said: Certainly, MOG is the only place where damage would make any sense in this set (thematically speaking). Thematically? Like character just had to heal 40% of their health and now the character is 'pissed off' or 'focused' at/on attackers for a short time? So could go in a heal. Could go in Resilience as the ability to _________ despite being attacked resulting in slightly increased damage. Could go in Revive/Second Wind as part of an ability related to coming back from the brink of defeat. It's all made up stuff. Edited June 7 by Troo "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
Snarky Posted June 7 Posted June 7 my quick take. Regen is very powerful on a Tank. If Tanks were bent over during this patch Regen is their reach around. Every change looks solid, although i have not playtested them. But on a Tank? Fuggedaboutit. This answers some of the questions posed by the tougher enemies of the game who shred defense/resistance. Take Team buffs and ignore it all. 3
Xion80 Posted June 7 Posted June 7 (edited) Instant Healing: Maybe it should live up to its name while simultaneously giving RR some competition when it comes to making a choice between the two. I suggest some kind of heal buff to all other healing powers while its active, or a heal pulse similar to Unleashed Potential. Adding a recharge bonus would be viable. It could be a flat 30-40% recharge bonus across the board, or a 100% recharge bonus that depletes over the course of IH being active. Make it fast enough so that Reconstruction can match Fire Armor's recharge time on the heal. If I had gripes about the new version of Regen. It's that It feels we're forced to pick everything now. Dull Pain should have stayed Dull Pain IMO. Revive is thematic. I get it, but I skip it, as it's not really mandatory. Thank you for no +absorb add on. RR is definitely what Regen was needing. If only it didn't have to compete with IH. Hmm, how about putting Fast Heal and QR as one power? Add the 25% bonus every 2 sec to IH. Replace QR power option with "T bodies" power. It could be some kind of auto scaling recharge ability. Anyhow, "Aliment" power was definitely a push in the right direction! I got what I wanted and then some in that power! It feels balanced, while not stepping on any other secondary shtick. Edited June 7 by Xion80
zenijos10 Posted Saturday at 10:41 PM Posted Saturday at 10:41 PM (edited) 16 hours ago, Troo said: It's effectively 13.5 seconds. (15s - 1.5s MoG cast time) 3.5s of +25% (5%+10%+10%) 5s of +15% (5%+10%) 5s of +5% Maybe using Moment of Glory every ~3 minutes makes up for "Regen's clickiness cut into your damage output". (I guess 'clickiness' is Reconstruction usage interrupting an attack chain maybe every 20-30 seconds and Dull Pain/Second Wind once every ~2 minutes) The +Damage is likely not offsetting a proc'd out damage aura. Here's how it is shown in game for a level 50 Brute: +10.00%% strength to all damage for 5.00s on target Ignores buffs and enhancements unresistable +10.00%% strength to all damage for 10.00s on target Ignores buffs and enhancements unresistable +5.00%% strength to all damage for 15.00s on target Ignores buffs and enhancements unresistable Thematically? Like character just had to heal 40% of their health and now the character is 'pissed off' or 'focused' at/on attackers for a short time? So could go in a heal. Could go in Resilience as the ability to _________ despite being attacked resulting in slightly increased damage. Could go in Revive/Second Wind as part of an ability related to coming back from the brink of defeat. It's all made up stuff. Thanks for the numbers and Indeed the +dam could go anywhere ( or nowhere!). Honestly, when I first played this game so long ago and read the name of the power, I expected it would be an offensive power, you know, "He went down swinging, but not before a brief moment of glory. " Since the change bringing us the latest version of MOG so long ago I've considered this my favorite power in the game. So while I'm not sure really if it needed the damage bonus, it as least makes some sense to me and doesn't seem to throw anything out of whack. Edited Saturday at 10:43 PM by zenijos10 1
Psyonico Posted Saturday at 11:16 PM Posted Saturday at 11:16 PM Hey devs… I want to tell y’all a story. My first scrapper ever on live was /Regen because, you know Wolverine and Deadpool are badasses, I was super psyched to get to play such a badass set! However, I started playing near the end of issue 6, so Regen was in a bad state. I’ve ho-hummed over the years because I’ve always wanted to have a Regen character that I liked, but just couldn’t. I rolled a Regen/Savage tank on beta last night. Insta-50’d it and slotted it with SOs… THANK YOU!!!!! the set feels like it has the potential now to be the badass set I always hoped it would be (with the right IO investment). I did a mission against +1x4 Arachnos. I used Second Wind semi-reactively, since it is nowhere near perma with only SOs and no hasten I used it when my health hit about 75-80% and the set felt good. even when my recharge got tanked and I had to wait 10-15 seconds at a time before I could do anything, I felt comfortable that I was going to remain standing. So, from somebody who never got to experience toggle-IH, I thank you. What this team needs is more Defenders
Psyonico Posted Saturday at 11:20 PM Posted Saturday at 11:20 PM If I were to make 1 suggestion for what I think would improve regen for tanks, it would be to move Ailment Resistance, Integration, and Resilience down one tier and put Quick Recovery at Resilience’s current tier. I suspect this would make the lower levels a bit better for the young regen tank. 3 What this team needs is more Defenders
Troo Posted Monday at 08:43 AM Posted Monday at 08:43 AM If an existing character does not respec into Reactive Regeneration they miss out on the additional Regeneration & Recovery Debuff Resistance (see the examples below) up to 55% & 30%. Brute example: Different character with Instant Healing instead of Reactive Regeneration: "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
archgemini24 Posted Monday at 01:08 PM Posted Monday at 01:08 PM On 6/7/2025 at 6:14 AM, Snarky said: my quick take. Regen is very powerful on a Tank. If Tanks were bent over during this patch Regen is their reach around. Every change looks solid, although i have not playtested them. But on a Tank? Fuggedaboutit. This answers some of the questions posed by the tougher enemies of the game who shred defense/resistance. Take Team buffs and ignore it all. I overkilled it a bit and tried Regen with Super Strength, thinking that the consistent Knockdown in Foot Stomp would at least give Regen its best chance to breathe (similar to how I leverage Solar Flare on my Peacebringer); time to regen, time for powers to recharge, and extra recharge. I know I will have to eventually try it with a less complementary secondary, but the set was fantastic, even at the back end of fights where the fodder was defeated so I did not hit as many procs. The Defense Debuff Resistance is still not quite high enough enough to warrant my usual efforts to build for Defense, so I tried using Resistance as my second layer, instead, and rarely have I ever felt so bulky. I know I am not the best builder so I was also running Defense Amplifier just to see how high I could go, but I was pushing numbers I thought I would need a Resist-based Primary to get, even before throwing in Rune of Protection and Barrier. I will echo the sentiments that Fast Healing, Quick Recovery, Resilience, and Ailment Resistance are kinda meh, but I know even I have made posts suggesting a player might need to take all the Passives to get the full suite of Debuff Resistances, so any one Passive might be lackluster, but all 4 should be solid. This is close but I thought there would be some more Recharge Debuff Resistance native... which could also kind of act as offensive support. Sure it not passive Recharge like Quickness (which would be amazing), but at least the offense you have would stay more intact. 1 Mostly on Torchbearer, but if you ever see me on, feel free to say hello! Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute; Glitter - Warshade; And others to be added as I get them up to snuff, lol!
BrandX Posted Monday at 01:35 PM Posted Monday at 01:35 PM 24 minutes ago, archgemini24 said: I overkilled it a bit and tried Regen with Super Strength, thinking that the consistent Knockdown in Foot Stomp would at least give Regen its best chance to breathe (similar to how I leverage Solar Flare on my Peacebringer); time to regen, time for powers to recharge, and extra recharge. I know I will have to eventually try it with a less complementary secondary, but the set was fantastic, even at the back end of fights where the fodder was defeated so I did not hit as many procs. The Defense Debuff Resistance is still not quite high enough enough to warrant my usual efforts to build for Defense, so I tried using Resistance as my second layer, instead, and rarely have I ever felt so bulky. I know I am not the best builder so I was also running Defense Amplifier just to see how high I could go, but I was pushing numbers I thought I would need a Resist-based Primary to get, even before throwing in Rune of Protection and Barrier. I will echo the sentiments that Fast Healing, Quick Recovery, Resilience, and Ailment Resistance are kinda meh, but I know even I have made posts suggesting a player might need to take all the Passives to get the full suite of Debuff Resistances, so any one Passive might be lackluster, but all 4 should be solid. This is close but I thought there would be some more Recharge Debuff Resistance native... which could also kind of act as offensive support. Sure it not passive Recharge like Quickness (which would be amazing), but at least the offense you have would stay more intact. Haven't tested these changes (as I plan to move my main from Regen Scrapper to Psi Armor Scrapper) but honestly, on live build, I would say build for resists over defenses and even with these nice changes, I would still think that. One just isn't going to be soft capping that defense easily and Tanker sets give good +Resist bonuses. Better to just build for slowing down incoming damage rather than avoiding it all together (which one can do with MoG). 1 2
Snarky Posted Monday at 02:55 PM Posted Monday at 02:55 PM 1 hour ago, archgemini24 said: I overkilled it a bit and tried Regen with Super Strength, thinking that the consistent Knockdown in Foot Stomp would at least give Regen its best chance to breathe (similar to how I leverage Solar Flare on my Peacebringer); time to regen, time for powers to recharge, and extra recharge. I know I will have to eventually try it with a less complementary secondary, but the set was fantastic, even at the back end of fights where the fodder was defeated so I did not hit as many procs. The Defense Debuff Resistance is still not quite high enough enough to warrant my usual efforts to build for Defense, so I tried using Resistance as my second layer, instead, and rarely have I ever felt so bulky. I know I am not the best builder so I was also running Defense Amplifier just to see how high I could go, but I was pushing numbers I thought I would need a Resist-based Primary to get, even before throwing in Rune of Protection and Barrier. I will echo the sentiments that Fast Healing, Quick Recovery, Resilience, and Ailment Resistance are kinda meh, but I know even I have made posts suggesting a player might need to take all the Passives to get the full suite of Debuff Resistances, so any one Passive might be lackluster, but all 4 should be solid. This is close but I thought there would be some more Recharge Debuff Resistance native... which could also kind of act as offensive support. Sure it not passive Recharge like Quickness (which would be amazing), but at least the offense you have would stay more intact. The rumor (complaint?) is that we are entering the era of Regen/SS Tanks…. 1
archgemini24 Posted Monday at 03:11 PM Posted Monday at 03:11 PM 13 minutes ago, BrandX said: Haven't tested these changes (as I plan to move my main from Regen Scrapper to Psi Armor Scrapper) but honestly, on live build, I would say build for resists over defenses and even with these nice changes, I would still think that. One just isn't going to be soft capping that defense easily and Tanker sets give good +Resist bonuses. Better to just build for slowing down incoming damage rather than avoiding it all together (which one can do with MoG). I totally get that, especially with the Defense changes. It is a playstyle thing: I like being missed, avoiding debuffs when I can, having places for the LotG uniques (assisted by most sets I play having some native Defense to build with, while Regen has none, lol!), and leveraging small Lucks than small Sturdies. I also acknowledge a bit of a carryover of mentality from my Peacebringer, who has Resistance covered but needs as few Slows to hit as possible. Your suggestion is even more apt for Tankers and Brutes, who also have higher Resistance and HP caps, base values to play with, better +Resist bonuses to use, or all of the above. It was noticeable when I ran my Brute on Test, but it was jarring on the Tank I built since my only experience Tanking is on my Shield/Dark, who has decent Resists, but wants to get 45/59% Defense, first. Mostly on Torchbearer, but if you ever see me on, feel free to say hello! Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute; Glitter - Warshade; And others to be added as I get them up to snuff, lol!
Psi-bolt Posted Monday at 03:21 PM Posted Monday at 03:21 PM 2 hours ago, archgemini24 said: I will echo the sentiments that Fast Healing, Quick Recovery, Resilience, and Ailment Resistance are kinda meh, but I know even I have made posts suggesting a player might need to take all the Passives to get the full suite of Debuff Resistances, so any one Passive might be lackluster, but all 4 should be solid. This is close but I thought there would be some more Recharge Debuff Resistance native... which could also kind of act as offensive support. Sure it not passive Recharge like Quickness (which would be amazing), but at least the offense you have would stay more intact. Resilience is the best resist passive in the game. Especially on a tank, having a base 20% resist to all is just outstanding. I created two Resist Tankers and trivially capped Sm, Le and got to 40-60% in every other resists. Just amazing. The debuff resistances solidified that building for resists is the way to go here. Tanks can probably get a decent amount of defense as well, on both of my builds I was in the 20% range for the positional defenses without trying. I would agree that all four passives are needed, but I don't think any are lackluster. The benefits they give for a power slot are worthwhile IMO. 1
Enamel_32 Posted Monday at 04:05 PM Posted Monday at 04:05 PM Agreed that resistance is still the way to go. I made a high-defense build to test, and found that many little defense debuffs will chip away at your total, while simultaneously getting Reactive Regeneration up to speed and it smoothly takes over some of that mitigation work. But then there's also some stronger debuffs out there where this won't happen, and that's noticeably more ouchy. 1
Troo Posted Monday at 05:58 PM Posted Monday at 05:58 PM Good news / Bad news | Before the Release Candidate Once folks have some time and dial in Brutes / Tankers with the Resistance + Massive Regeneration, some further adjustments are likely (after release). Scrappers with the 75% will function well and scrappy. They just won't be unkillable. Sentinels, it's nice to have friends in high places, these changes/tunings are a gift from the powers gods. Staying at range and racking up the stacking effects as needed. Stalkers with the smaller HP pool + being in melee range are unable to take advantage of the 10x stacking mechanic the way other ATs can and as such the loss of a second heal is very noticeable. (possibly gimped) New Regeneration also got little in the Recharge / Recharge Debuff area (highly requested, Regen and Rech Debuff Resistence) Regen being survive-ability. Rech being able to prop up survive-ability and make up the offensive hit taken as an active armor set with no damage aura. Folks asked for protection from debilitating levels of debuffs. Suggestions at this point before the Release Candidate: Let players use Second Wind earlier. (explain any 'trap' if needed in the description) Let folks who choose Instant Healing over RR still get some of the changes and benefits rather than punishing them. Add some additional Recharge Debuff protection. (for all ATs and common build choices) Coming up with a reactive solution to avoid adding absorb to smooth out the Regeneration experience deserves big kudos.⭐⭐⭐⭐ Clubbing existing characters, frowny face. (forced respecs and "screw your active playstyle" aka ours is the right-way-to-play) Having blinders on for some ATs over others,.. disappointing. Tankers are exciting with this setup. Hopefully Willpower will be getting a revamp to differentiate itself from Regeneration 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
archgemini24 Posted Monday at 06:22 PM Posted Monday at 06:22 PM 1 hour ago, Enamel_32 said: Agreed that resistance is still the way to go. I made a high-defense build to test, and found that many little defense debuffs will chip away at your total, while simultaneously getting Reactive Regeneration up to speed and it smoothly takes over some of that mitigation work. But then there's also some stronger debuffs out there where this won't happen, and that's noticeably more ouchy. I noticed the Defense messing with getting Reactive Regeneration going on my imported Brute build, as well. I was still quite a bit more survivable than I was on Live, but my Resistance Respec was far less susceptible to getting Spiked by a couple of Knives bosses after the rest of the spawn leaned on my Defense enough to remove it. My playtesting reminded me that Resistance inherently Resisting Resistance Debuffs will always be a perk that every other mitigation wish they had. Mostly on Torchbearer, but if you ever see me on, feel free to say hello! Astral.Kai - Peacebringer; Dark.Enforcer - Dark/Shield Scrapper; Spark.Enforcer - Electrical/Shield Scrapper; Shadow.Reign - Dark/Regen Brute; Glitter - Warshade; And others to be added as I get them up to snuff, lol!
Crysis Posted Monday at 11:30 PM Posted Monday at 11:30 PM On 6/7/2025 at 7:16 PM, Psyonico said: Hey devs… I want to tell y’all a story. My first scrapper ever on live was /Regen because, you know Wolverine and Deadpool are badasses, I was super psyched to get to play such a badass set! However, I started playing near the end of issue 6, so Regen was in a bad state. I’ve ho-hummed over the years because I’ve always wanted to have a Regen character that I liked, but just couldn’t. I rolled a Regen/Savage tank on beta last night. Insta-50’d it and slotted it with SOs… THANK YOU!!!!! the set feels like it has the potential now to be the badass set I always hoped it would be (with the right IO investment). I did a mission against +1x4 Arachnos. I used Second Wind semi-reactively, since it is nowhere near perma with only SOs and no hasten I used it when my health hit about 75-80% and the set felt good. even when my recharge got tanked and I had to wait 10-15 seconds at a time before I could do anything, I felt comfortable that I was going to remain standing. So, from somebody who never got to experience toggle-IH, I thank you. Fave tanker since Homecoming launched is a Shield/Savage tanker. He's hard to kill, he hits hard and just feels very "rage-y" while smashing stuff. Post this global tanker nerf, I think you are onto something. Regen/Savage may take me there again.
Erratic1 Posted Monday at 11:55 PM Posted Monday at 11:55 PM 19 minutes ago, Crysis said: Post this global tanker nerf, I think you are onto something. Regen/Savage may take me there again. They say Regen is nice and could be mine, There's even talk about it tanking fine. I must admit that's what I wanna here, But that's just talk until you take me there. If its true, don't leave me all alone out here, Wondering if you're ever gonna take me there. Tell me Regen's good because I need to know, Devs you gotta let me know which way to go. 2
Psyonico Posted Tuesday at 12:59 AM Posted Tuesday at 12:59 AM 1 hour ago, Crysis said: Post this global tanker nerf, I think you are onto something. Regen/Savage may take me there again. I prefer the feel of Savage to Claws but was thinking of going claws on the live version of this toon for the ranged and ranged cone attacks. Regen is still going to want 4 sets of 2 or 3 winters slotted to cap out -recharge resistance. It’s not *quite* as necessary as with Instant Healing, but I think it will still bee important for Reconstruction and Second Wind. What this team needs is more Defenders
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