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Posted

So, back in the day, I made a character I was basing on the Hulk.  Big, strong monstrosity kind of guy.  I called him the Mega-Troll, a victim of a new strain of Superadine.  I made him a Brute, Super Strength and Regeneration... but I found that he died if someone used harsh language near him.  Just SO squishy.  I rebuilt him using Willpower instead.

 

The other day, I was playing another of my characters, who has Regeneration, but I hadn't played for some time.  I gather they reworked Regeneration, and I wanted to try it out again... and HOLY MOLY.  The guy is a nearly unstoppable juggernaut now.  He can leap into a group of 20 enemies and be the last man standing.  My TANKER would have difficulty with that at the same level.

 

So, my question is... What's the downside?  Am I missing something, or is Regeneration just ridiculously powerful now?

Posted

Tanker would be able to survive more and has aoe when attacking to hit more enemies. But brute has a bit less survivability and a bit more damage. 

 

Regeneration seems fun. What does willpower do as a powerset? 

Posted

Willpower is a bit of everything.  A little Defense, a little Resistance, and a bit of Regeneration.  Also has good endurance recovery.  I've found it's pretty strong, but nothing I've played before seems as generally durable as Regeneration.  I thought perhaps as a Tanker you would heal faster, but lower damage means you're taking more damage overall... which might be a deathknell for Regeneration, which depends on surviving long enough to heal.  But, I'm not sure, and my Regen character is only L25?  I think?  I'll have to look.  It's not all that high yet.

Posted

New Regen performs Quite Well the higher your Max HP are, so, those are good bonuses to slot for, and of course,

Tanker is king there. But my /Regen Stalker is still loads of fun. 

 

There is a definite curve on regen, where you can feel if your regen is outpacing, keeping pace, or losing ground to incoming damage. 

 

Teaming, New Regen benefits wonderfully from all +RES / +DEF team buffs since it doesn't inherently have that much of either. Bubblers, Empaths, Thermals, Sonics, Cold, all make you even more of a god than you already were. And of course, a team where people are running Leadership toggles and actually staying near each other, is always wonderful. 

 

Soloing, I prefer to stack +RES over +DEF on  /Regen, purely because of the lack of Defense Debuff Resist. Your milage may vary.  It is not required to laugh maniacally when you go from 20 foes down to 15 foes and see your HP bar start to climb back upwards, and you realize they are now incapable of killing you. But it is fun.

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Posted

Hello, glad you're liking the Regen revamp!

 

Yes, nuRegen is a bit more streamlined and user friendly, but a lot of its identity still remains intact. It's still going to fold easily to debuffs, so you'll have to choose your targets carefully before you crumple!

 

As always, having crowd control options are a huge boon when running Regen. If mobs are unable to attack you, then that's less attention you have to spend on healing!

 

I'd also recommend looking into pool powers and picking your favorite defensive clickies. Having an extra panic button online along with your other incredible options will keep you standing if things start getting rough. Might I suggest Rune of Protection?

 

Of course, I'm always open to any questions you might have, and there's numerous threads floating around the various Archetypes sections where I've offered advice as well!

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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!

 

Posted (edited)

I've tried to resist chiming in on Regeneration topics since.. well.. the dumbing down of Regeneration in Issue 28, Page 2.

 

It's not better.

 

But it did proliferate to a higher MaxHP archetype which leans into the attempt to make it fit how some play.. see @MTeague's post above.

The cliff is real which makes it more of a on/off switch now than before. Where defeat was previously player error, it's now just numbers.

@Spaghetti Betty's efforts to encourage are appreciated. They enjoy the challenge. We could +4/8 with Regeneration before and still can. The same tactics that were available to old regen beginners will still work with new regen though chasing HP now rather than rech can kinda gimp offense.

I'm stuck on choices that were made, the loss of Dull Pain at lower levels, the 'you don't have to respec' for existing characters, and the removal of timing & skill.

 

"is Regeneration just ridiculously powerful now?" Nope.

 

Edited 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

Posted
2 hours ago, Troo said:

It's not better.

Sentinel, it's about the same.

Scrapper, it's better

Brute, it's better

Tanker, it's new and great.

(I don't have experience with Stalker Regen)

 

My builds don't tend to be the most efficient, but overall I find Regen got a nice boost.   My standard tactic of using various crowd control (which tends toward KD for most of them), or as with my Sentinel, getting a bit of space for a bit works wonders.   I find tactics works best for me rather than optimal power chains hence why I haven't bothered with RoP, but I can see where it would work well.

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Posted
5 hours ago, MTeague said:

There is a definite curve on regen, where you can feel if your regen is outpacing, keeping pace, or losing ground to incoming damage. 

This was one of the things that led to the "slight tweak" to Regen back on Live, when the devs responded to claims that Regen scrappers could take on insane spawns routinely (despite protestations from the playerbase), where the testing on their internal test server seemed to support the claims, and only after the changes had been coded and scheduled for rollout did the devs admit that their internal test server lacked the "purple patch", meaning that their test scrapper was hitting much too often, doing way too much damage, and taking way too little damage compared to the same fights on the live servers... and deployed the changes anyway.

 

What people were seeing was that the Regen scrappers were finishing fights essentially unhurt, while the other ATs would be significantly injured if they weren't popping greens or receiving heals through the fight. But they didn't see that a Regen scrapper would typically drop to 25% HP or less about a quarter of the way into the fight, and then heal back from there as they defeated opponents. The issue was that, once you got your incoming damage down below your healing rate, a regen scrapper was unkillable, healing the same damage over and over and over again until it was gone -- but it was learning to judge where that point was -- you either went down quickly if you got overwhelmed, or came out looking fresh and clean. But people didn't see that part; all they saw was the end of the fight, and it made Regen scrappers look better than they were; the people who learned to judge that dividing line the best got the most out of the powerset. Pre-IOs (where the 'rework' occurred), it was hard for Regen scrappers to get significant amounts of Resistance and Defense, so they remained vulnerable to the big alpha strikes; after IOs, good slotting could significantly boost your Res and Def -- and those two stats made a disproportionate contribution to survival for them.

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Posted

Regeneration 2004 felt like an order of magnitude higher i.e. 2,000 HP/sec vs 200ish today (just a random figure).

 

IO sets and global stat buffs provide a lot of mitigation to regeneration ATs.

 

Tanker regeneration was a want for a long-time very happy with it!

Posted
8 hours ago, lemming said:

230 is my usual with often 300+ and I'm not even running a Spaghetti build.

Awesome. I'm sitting around 170hp/sec when afk not doing anything and no mobs are nearby.

 

AFK (Those fun Chance for self HP procs going off in the background adding to that). 

image.png.ae45ad25359e4feeb2245254900284f3.png

 

Second Wind + 10 stacks of Reactive Regeneration

image.png.a6ef60ad5a451e4b605df092a38c0c99.png

 

Second Wind + 10 stacks of Reactive Regeneration + Unleashed Potential

image.png.2960927ace2abb922f0a117cd7a7e4f1.png

 

***Missing image: Haven't unlocked Hybrid yet so Melee Core not yet in use***

 

Aaaand capped Regeneration Rate just for fun. 

image.png.5be3e449a02a1b3ee2f40fae7c8f5d1d.png

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Posted
3 hours ago, Scarlet Shocker said:

Regeneration only works if you have a Doctor. 

Now I want to make a regeneration toon and every time he dies change to a new, unique costume.

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What this team needs is more Defenders

Posted
3 minutes ago, Psyonico said:

Now I want to make a regeneration toon and every time he dies change to a new, unique costume.

I actually have a character like that already, based on a Time Lord character I created for the old Doctor Who pen & paper RPG (was it by FASA?).

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