Spaghetti Betty Posted June 19 Posted June 19 (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 June 21 by Spaghetti Betty 5 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 June 19 Posted June 19 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 June 19 Author Posted June 19 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 June 19 Posted June 19 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 June 20 Posted June 20 (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 June 20 by redshirt
Thraxen Posted June 20 Posted June 20 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 June 20 Author Posted June 20 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 June 20 Author Posted June 20 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! 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!
Thraxen Posted June 20 Posted June 20 Maybe just letting others know they can save themselves three powers.
redshirt Posted June 20 Posted June 20 (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 June 20 by redshirt 1
Spaghetti Betty Posted June 21 Author Posted June 21 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 June 21 Posted June 21 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 June 21 Author Posted June 21 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!
MoonSheep Posted June 23 Posted June 23 hey @Spaghetti Betty, delete this thread and keep it to yourself, you’re going to get regen nerfed again 😛 If you're not dying you're not living
Spaghetti Betty Posted June 23 Author Posted June 23 58 minutes ago, MoonSheep said: hey @Spaghetti Betty, delete this thread and keep it to yourself, you’re going to get regen nerfed again 😛 I've been showing what Regen can do for a couple of years now and they buffed it! 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!
fmacanadaguy Posted June 23 Posted June 23 (edited) On 6/18/2025 at 6:44 PM, Spaghetti Betty said: New Main! v2- Tanker (Regeneration - Super Strength).mbd 41.68 kB · 31 downloads I was looking for a Regen build and borrowed yours and made some modifications for myself. I was always tempted by Heal Self in Power transfer so I added it into the build for more HP boosts. I tested it against in a +4x8 mission against mostly S/L enemies and it handled them all well. Thanks for sharing the build. It was exactly what I needed. Tanker (Regeneration - War Mace).mbd Edited June 24 by fmacanadaguy
bertboxer Posted June 24 Posted June 24 thanks for putting this together! i'm still leveling my regen/ss and i have little experience with endgame stuff but i'm curious about a couple of things here. for the power pools, you've got tough but no weave and then also brought crosspunch without kick. i usually only ever see tough and weave taken together. i also don't think i've ever seen people talk much about crosspunch, is putting it on a tanker a common thing? i figured the fighting pool attacks were usually taken on archetypes without much melee already or just as a stepping stone to get to the toggles
WuTang Posted June 24 Posted June 24 9 minutes ago, bertboxer said: thanks for putting this together! i'm still leveling my regen/ss and i have little experience with endgame stuff but i'm curious about a couple of things here. for the power pools, you've got tough but no weave and then also brought crosspunch without kick. i usually only ever see tough and weave taken together. i also don't think i've ever seen people talk much about crosspunch, is putting it on a tanker a common thing? i figured the fighting pool attacks were usually taken on archetypes without much melee already or just as a stepping stone to get to the toggles SS doesn't have a cone so Cross Punch fills that void. Also, it procs fairly well with the added bonus of a +recharge proc. Not taking Weave is a good idea, as far as I can see since overall it won't actually add any noticeable survivability to the set and since there isn't any deep DDR and the fact that every 60 seconds you get a -def debuff for 10 sec from rage, Weave looks unnecessary to me, 'less you need it for a mule. But I'd listen to Betty or her peers before me... I still like @Spaghetti Betty SS/Regen Brute build, which I've tweaked and am about to roll with. 1
Spaghetti Betty Posted June 24 Author Posted June 24 53 minutes ago, bertboxer said: thanks for putting this together! i'm still leveling my regen/ss and i have little experience with endgame stuff but i'm curious about a couple of things here. for the power pools, you've got tough but no weave and then also brought crosspunch without kick. i usually only ever see tough and weave taken together. i also don't think i've ever seen people talk much about crosspunch, is putting it on a tanker a common thing? i figured the fighting pool attacks were usually taken on archetypes without much melee already or just as a stepping stone to get to the toggles @WuTang pretty much hit every point, so I'll just reiterate! Cross Punch is a fantastic option for sets without many good damaging options, as it provides solid ST DPA while having a bonus cleave effect. It being a PBAoE with knockdown means it also takes a a slew of very useful IOs! As far as skipping Kick for the extra bonuses, not a whole lot is lost in the grand scheme of things. Doublestacked Rage makes up for the lost damage bonus, and the extra +to hit and +recharge granted by slotting Kick is very miniscule in comparison to what we can already squeeze out of Cross Punch using IOs. As far as Weave goes, it wouldn't serve as much more than a mule here anyways, as the 20% DDR granted by Ailment Resistance isn't going to stand up to cascade. Which is why I ultimately opted for Maneuvers as my mule, since it'll at least stack with others on the team running it for their benefit! 2 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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