Spaghetti Betty Posted Thursday at 12:44 AM Posted Thursday at 12:44 AM (edited) Howdy pardner! I hope everyone has been enjoying the new update! I haven't been able to do much other than theorycraft a bunch of stuff in Mids, but that's like half the game! The one thing I did pay a lot of attention to during Beta was the fact that Regen was getting some love and also getting ported to Tanks. Now, anyone that has listened to me rabble knows that I've stressed the fact that Regen would be among the top mitigation set if Tankers ever got it, and I feel like I've only been proven right! I'm also happy with the fact that it was mostly unchanged from what I got to play around with before release. Anyways, here's the build! New Main! - Tanker (Regeneration - Super Strength).mbd So, in building this, I noticed a few things. Tankers are going to go through a bit of a headscratcher placing their ATOs depending on their chosen Melee, mostly because there is no damage aura to dump some of those in. Also, pretty much everything will be picked. This is namely because you'll be arsed to pick between having both Fast Healing and Reconstruction or taking your T1 melee at level 2. There is an argument for skipping Quick Recovery based on how end-hungry your chosen Melee is, but I absolutely could not do it here. Other than that, the slotting itself is still pretty straightforward from every other Regen I've demonstrated here on forums. The major difference here is Tanker scalars are giving me some really, really wacky stats! The RES numbers above are with 1 stack of MoT, but check this out! Sweet bajeebus! That's a lotta armor! See, I'm still going to recommend the usual Rune of Protection and Melee Core juggling for this. It really does allow you absurd levels of protection for next to no investment! This means trading off set bonuses to rocket your damage comes with no consequence at all! Well, maybe the consequence of juggling two clicks. Anyways, I already have confidence that I'm going to be playing this toon a ton once I get settled in, and I also hope this helps give some pointers on how you could potentially spec your own Regen tank! QUICK NOTE: So, I realized the power progression on Mids is a bit bugged at the moment (6/18/2025), so this build might change a bit once that gets ironed out! *** EDIT 6/21/2025 *** Tanker power progression has been fixed in Mids, so I've made a new version of the build! You can find it below. New Main! v2- Tanker (Regeneration - Super Strength).mbd I've traded out Fast Healing for Melt Armor, but someone wanting more control over force multiplication can easily trade it for a 2-slot Hand Clap instead! The Miracle: +Recovery has been moved to Ailment Resistance, as I found Max HP can still easily be capped with just set bonuses, accolades, and Second Wind active. There is also a slight gain in F/C RES, as the Hamis in Foot Stomp have been traded out for +5'd Armageddon Dam, Dam/End. The previous version will still run fantastically, but this one is just a tiny bit more tweaked in my usual direction! Edited 19 hours ago by Spaghetti Betty 4 1 1 1 Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Warshades Posted Thursday at 01:59 AM Posted Thursday at 01:59 AM Excellent looking regen build as always. I think the only power I'm thinking of skipping for regen on tanks is Second Wind. Tanker version of regen very nearly caps max HP without it and the revive would be incredibly rare and situational in usefulness. Could open up a power slot if you wanted to pick up anything else like Melt Armor. 1
Spaghetti Betty Posted Thursday at 02:20 AM Author Posted Thursday at 02:20 AM 17 minutes ago, Warshades said: Excellent looking regen build as always. I think the only power I'm thinking of skipping for regen on tanks is Second Wind. Tanker version of regen very nearly caps max HP without it and the revive would be incredibly rare and situational in usefulness. Could open up a power slot if you wanted to pick up anything else like Melt Armor. In my testing during Beta, treating Second Wind just like Dull Pain still gave me a nice cushion of healing that helped a lot during encounters against things like Arachnos or IDF, so I'm opting to keep it! It does hurt a bit not being able to take other goodies like Melt Armor or Fireball, but it is what it is! It's not like SS is completely suffering on the AoE front, due to how good proc'd Foot Stomp is! Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Warshades Posted Thursday at 02:30 AM Posted Thursday at 02:30 AM 1 minute ago, Spaghetti Betty said: In my testing during Beta, treating Second Wind just like Dull Pain still gave me a nice cushion of healing that helped a lot during encounters against things like Arachnos or IDF, so I'm opting to keep it! That's completely fair. I'm currently looking into running something like this for my regen/ss based off of your build, will see how it goes whenever I manage to finish building it. I never really fell in love with Cross Punch so opted for Fire Ball instead and Melt Armor for additional -res. Did change some of the slotting to try and get more max HP to hit close to cap with accolades. My only current concern is endurance and how that will go. Tanker (Regeneration - Super Strength).mbd
redshirt Posted Friday at 07:16 PM Posted Friday at 07:16 PM (edited) Minor thing, what about Combat Jumping as the def mule power instead of Manoeuvres? Less end use, similar effect. Unless the purpose is the small def bump to the team, which is fair. Also, for Foot Stomp, you have so much accuracy from Vigor and Double Rage, what about replacing the HOs there with 2 more Armageddon for +6% F/C, over ED Dam enhance and the Dam/End for End relief. Or you could go more Procs. Edited Friday at 07:28 PM by redshirt
Thraxen Posted Friday at 07:43 PM Posted Friday at 07:43 PM I doubt you need rune of protection at all. I’ve never taken on a non squishy, much less a tank. I bet the incarnate will be plenty of o shit button and barrier. Frees up 3 powers too.
Spaghetti Betty Posted Friday at 08:28 PM Author Posted Friday at 08:28 PM 1 hour ago, redshirt said: Minor thing, what about Combat Jumping as the def mule power instead of Manoeuvres? Less end use, similar effect. Unless the purpose is the small def bump to the team, which is fair. Mhm, that's exactly why! 1 hour ago, redshirt said: Also, for Foot Stomp, you have so much accuracy from Vigor and Double Rage, what about replacing the HOs there with 2 more Armageddon for +6% F/C, over ED Dam enhance and the Dam/End for End relief. Or you could go more Procs. I guess it's mostly just a force of habit if anything! I'll probably go back and change it once the Mids database is fully integrated. Right now, I have a few tweaks lined up that I just can't make until the bugs are fixed. Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Spaghetti Betty Posted Friday at 08:35 PM Author Posted Friday at 08:35 PM 51 minutes ago, Thraxen said: I doubt you need rune of protection at all. I’ve never taken on a non squishy, much less a tank You really strive to make this point every single time I bring up Rune, and I still don't care! Please save your fingers the extra typing! Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Thraxen Posted Friday at 08:44 PM Posted Friday at 08:44 PM Maybe just letting others know they can save themselves three powers.
redshirt Posted Friday at 08:50 PM Posted Friday at 08:50 PM (edited) FWIW, @Thraxenthe Rune/Melee rotation is pretty tried and true at this point. Especially when it comes to Regeneration. Regen benefits greatly from Effective Hit Points (EHP), which is generally increased by raising resists and defense. In this case with Rage debuffing your defense every 60 seconds when double-stacked, I agree with stacking both damage and debuff resistances instead. You can definitely drop the Sorcery pool and save the powers if you intend on teaming, not doing hard content often, or using the Barrier Destiny Incarnate. Or one could consider dropping the Fighting pool to save those powers. In my personal opinion though, both pools are extra effective (I take Arcane Bolt and use it when Arcane Power procs on SS toons) because pool attacks were not balanced with Rage in mind. So the damage buff is hugely effective for pool attacks like Cross Punch. Plus Tough helps EHP. Edited Friday at 08:54 PM by redshirt 1
Spaghetti Betty Posted 19 hours ago Author Posted 19 hours ago Tanker power progression has been fixed in Mids, so I added a new version of the build. You can find it in the OP! 1 Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
Glacier Peak Posted 19 hours ago Posted 19 hours ago On 6/18/2025 at 8:44 PM, Spaghetti Betty said: Howdy pardner! I hope everyone has been enjoying the new update! I haven't been able to do much other than theorycraft a bunch of stuff in Mids, but that's like half the game! The one thing I did pay a lot of attention to during Beta was the fact that Regen was getting some love and also getting ported to Tanks. Now, anyone that has listened to me rabble knows that I've stressed the fact that Regen would be among the top mitigation set if Tankers ever got it, and I feel like I've only been proven right! I'm also happy with the fact that it was mostly unchanged from what I got to play around with before release. Anyways, here's the build! New Main! - Tanker (Regeneration - Super Strength).mbd 41.7 kB · 58 downloads So, in building this, I noticed a few things. Tankers are going to go through a bit of a headscratcher placing their ATOs depending on their chosen Melee, mostly because there is no damage aura to dump some of those in. Also, pretty much everything will be picked. This is namely because you'll be arsed to pick between having both Fast Healing and Reconstruction or taking your T1 melee at level 2. There is an argument for skipping Quick Recovery based on how end-hungry your chosen Melee is, but I absolutely could not do it here. Other than that, the slotting itself is still pretty straightforward from every other Regen I've demonstrated here on forums. The major difference here is Tanker scalars are giving me some really, really wacky stats! The RES numbers above are with 1 stack of MoT, but check this out! Sweet bajeebus! That's a lotta armor! See, I'm still going to recommend the usual Rune of Protection and Melee Core juggling for this. It really does allow you absurd levels of protection for next to no investment! This means trading off set bonuses to rocket your damage comes with no consequence at all! Well, maybe the consequence of juggling two clicks. Anyways, I already have confidence that I'm going to be playing this toon a ton once I get settled in, and I also hope this helps give some pointers on how you could potentially spec your own Regen tank! QUICK NOTE: So, I realized the power progression on Mids is a bit bugged at the moment (6/18/2025), so this build might change a bit once that gets ironed out! *** EDIT 6/21/2025 *** Tanker power progression has been fixed in Mids, so I've made a new version of the build! You can find it below. New Main! v2- Tanker (Regeneration - Super Strength).mbd 41.68 kB · 0 downloads I've traded out Fast Healing for Melt Armor, but someone wanting more control over force multiplication can easily trade it for a 2-slot Hand Clap instead! The Miracle: +Recovery has been moved to Ailment Resistance, as I found Max HP can still easily be capped with just set bonuses, accolades, and Second Wind active. There is also a slight gain in F/C RES, as the Hamis in Foot Stomp have been traded out for +5'd Armageddon Dam, Dam/End. The previous version will still run fantastically, but this one is just a tiny bit more tweaked in my usual direction! Hopefully this isn't too off topic, but your previous post about Seismic Smash on Blasters was so enlightening that I'm convinced you're on to something. I now have a fully T4d Fire/Earth Blaster and I wreck on ST DPA. Anyways, I saved your Tanker build in the thread for a future concept. 1 I lead weekly Indom Badge Runs / A newer giant monster guide by Glacier Peak / A tour of Pocket D easter eggs! / Arena All-Star Accolade Guide! Best Post Ever....
Spaghetti Betty Posted 19 hours ago Author Posted 19 hours ago 1 minute ago, Glacier Peak said: Hopefully this isn't too off topic, but your previous post about Seismic Smash on Blasters was so enlightening that I'm convinced you're on to something. I now have a fully T4d Fire/Earth Blaster and I wreck on ST DPA. Anyways, I saved your Tanker build in the thread for a future concept. I'm capable of having a good idea sometimes! My Rad/Earth/Levi Blaster is still one of my faves. Having both Seismic Smash and KO Blow on a Blaster is so funny! I'm really glad you like my work! 1 1 Mainly on Excelsior. Find me in game @Spaghetti Betty. AE Arcs: Big Magic Blowout! 41612 | The Meta-Human Wrestling Association 44683 | MHWA Part 2 48577 Click to look at my pets!
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