Dear Sir,
Thou art the idiot. I would like to, piece by piece, totally trash your argument. I have to say one thing before we go too far. I am most familiar with Regen, and least with WP, but my lvl 36 WP stalker has no where near the regen capacities of my regen scrapper.
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This is, point-blank, a power-by-power breakdown of the Regeneration secondary for
Scrappers, in comparison to the other Scrapper sets. The goal is to prevent anyone from ever
considering playing the set for any reason other than concept, or the fact they want the
game to be a pain in the rear. It'll mostly look at Regeneration's role as a regen-based set
and the many, many weak spots it has that render it one of the weakest Scrapper secondaries.
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When reading this post, I begin to wonder if this person has ever even played a Regen scrapper, or if he did, only got to lvl 5. And every set has weak spots. I have a lvl 50 Spine Regen, my first 50. The only reason he got to lvl 50 was not because he was a pain in the rear, but the opposite of that. He was absolutely the best toon I have ever played.
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First, you need to ask yourself, "Why would I be dumb enough to want to play such a
horrible, under performing set like Regeneration?" I'll go over some of the more popular
excuses people have given me when considering this step.
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How is being able to heal yourself under performing? We never need to rest after a fight, just keep on scrapping you wimps!
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1. I heard that Regeneration lets you ignore damage types and I can see myself possibly
doing quite well against all enemies.
STOP. Moment of Glory has a huge psychic damage hole and -Regen completely castrates you.
What causes -Regen? Malta. What causes psychic damage? Carnies, Rikti, Rularuu, Arachnos.
Once you hit the endgame you're basically hamstrung.
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So we are ditching a whole entire power set because of one power, the very last power I might add. Are you aware of how many secondary sets don't have resists or defense against psionic?
And it takes more -regen to hurt us than other sets... lets think of an invuln scrapper hit by a Sapper, blip blip blip, ONOZ! NO END so his toggles fall and he relies totally on his auto resists and defense.... If this is a good argument, then we should all play DA for the end red resist it provides.
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2. I heard that Regeneration only has one toggle to worry about. That sounds very cool!
HOLD IT! You probably want to look at the following ATs: Blasters. Corruptors. Defenders.
Dominators. These ATs all have little or no toggles to worry about.
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One word. Resilience.
Even if you don't have the self rez, hit a wakie, and by the time the animation stops, you can hit recon, turn on integration, and be scrapping again... no need to sit there and wait for the stun to wear off, or yell for a break free.
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3. I have a concept that revolves around being a quick healer and want a powers sets that
reflects that.
WHAT?! NO! Did you know that when it has ten people in range of Rise to the Challenge, a
fully-slotted Willpower has more regen than a Regeneration Scrapper without Instant Healing
running? Plus it has the resistances to keep that health around long enough to enjoy it.
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Hmmm, nothing here. I have made several concept characters, and by level 10 I deleted them.
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4. I want a lot of hit points!
WHAT ON EARTH IS WRONG WITH YOU? Both Invulnerability and Willpower have powers that
increase your maximum hit points and don't involve the general weakness that Regeneration
entails. Both sets will, with proper power choices and slotting, give you more hit points
than Regeneration can.
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Where in the world is this thought coming from? I have never even thought of this point. If you want a lot of hit points, play a tank.
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5. I want to have a self-rez!
NO! HOW COULD YOU BE ANY MORE WRONG?! Every other self-rez in the game is better than the
one that Regeneration has.
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How is every other self rez better?
Regen's self rez rezes you to more than half of your HP and End, none of the other rezes do that? By the time u hit the ground from the animation, integration is on, and you have almost full health from regening it.
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If you, after reading this guide, still want to play Regeneration, please post any questions
and I will call you an idiot for having the nerve to contradict me.
Of course, when referring to Regeneration as weak and useless for Scrappers, you have to
look at the powers available to the Scrapper in question. So let's go over them briefly and
compare them to several other options that are out there before starting your career as a
Scrapper. I mean really, the nine powers in your secondary are what determine whether or not
your teammates are going to be cursing your name for dying every mob.
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After reading these cross points, if you do not want to make a regen scrapper, perhaps a tank better suites you.
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1. Fast Healing: You need to take this power, but you'll be wishing you didn't. This is what
will be keeping you "alive" in the early levels. This power, unslotted, provides +75% hit
point regeneration. No resistance, no defense, nothing that will actually keep you from
getting killed. I should point out that melee attacks and smashing/lethal damage are almost
always present and that having no resistance or defense to any of it will impair your
survivability. Compare this to Invulnerability, which gets a S/L resist passive right off
the bat.
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Who's Power is great at lvl 1? huh? EVERY ONE takes damage at the beginning, SR doesn't have enough DEF to not get hit, Invuln doesn't have enough resist to take a lot of dmg... so every one will be getting hit and taking damage. So people will be sitting there resting and suddenly, what is that regen doing?... 0_0 he is at full health, how can this be. "Because", says the regen "I have Fast Healing, while you guys can take 50 dmg and reduce it to 45 dmg with your resists, I on the other hand, take 50 dmg, and in two seconds, I regened it back =D"
<dramatization>
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2. Reconstruction: This power is a click that heals you. It is, hands-down, the backbone of
Regeneration. It's what you - if you're some sort of barely-literate man-child who doesn't
know good advice when he hears it - should six-slot and stick under your arm, because it's
going to be your CRUTCH. It'll barely prevent you from being utterly worthless in PvE, but
for what it does, Reconstruction is horrible. IT is the reason Regeneration is never useful
for anything other than dealing with minions. IT is the reason that, when someone says, "hey
Scrapper, take that alpha" you will either reply "you need another Scrapper or a Tanker" or
try it and die. It sets the stage for what little Regeneration is really capable of: Dealing
with the crap every other defenseless AT can deal with.
Unslotted, it takes 10.4 endurance and gives you back 25 percent of your health. That's
right. This power takes up a power slot and does the same exact thing as a small green
Inspiration, something you can get off of every mob and from every contact for 50 influence.
Also, when facing single targets, this minuscule bit of healing is easily knocked off. When
are you facing single targets? When... you're fighting an AV or a player; things that will
gleefully tear through your nonexistent defenses like tissue paper.
It's only a must-take power because you can't live without it and it's horrible because you
only need it when soloing so you can handle the occasional lieutenant. When you're teamed
it's a waste of a power: The Tankers will be drawing aggro, Controllers will be locking down
enemies and Defenders will be defending your defenseless rear end.
Out of all the melee secondary self-heal powers, it's hands-down the worst in execution.
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If this is a crutch, it is a gold-plaited cane that is worth over a hundred million inf.
Every one I know, tanks included, take damage. The defense and resist cap make it so. So what happens when people take damage? You heal it back. And this is what we do best.
With this six slotted puppy, I only have to live 30 seconds at a time. and because I regen over 100 hp per second, this is more than enough to keep me alive. And the toxic resist, meh i have never realy seen a use for this, but if it makes you feel better, it can get double stacked. And, we have 2 heal powers you whimps!
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3. Quick Recovery: Unslotted, Quick Recovery provides a 30 percent boost to endurance
recovery. A lot of people point to this as one of the powers that makes Regeneration worth
using. These people do not know anything about anything. Endurance recovery is useless if
you're unable to stay alive long enough to make use of it and unfortunately, Regeneration
can't. So those three power choices you'd normally use to get Stamina with other Scrapper
secondaries? Now you can use them to get Tough and Weave and still under perform.
Three-slotted with SOs, Tough and Weave would give a Regeneration Scrapper 17.6%
smashing/lethal resist and 5.85% defense at a total cost of .64 endurance a second. Compare
this to Invulnerability, which can get 35.1% S/L resistance from a toggle that only costs
.26 endurance a second - twice the resistance for less damage. Invulnerability also has a
power that grants 5.85% defense when fully slotted: An inherent, which doesn't drain
endurance. In addition, Invulnerability has a toggle that grants a defense bonus based on
how many enemies are in melee range, something which Regeneration lacks. Even Super
Reflexes' positional toggles outperform Regeneration with Weave, with a whopping 21.6%
defense fully slotted for that same .26 end/sec cost. Even taking Stamina's slightly lower
recovery boost into consideration, Invulnerability with Stamina is much better at staying
alive than Regeneration is with Tough and Weave. Would you rather have endurance and be
alive or slightly more endurance and be dead? You tell me.
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Derogatory comments aside, QR makes it possible to go through mobs like butter, without having to rest, or struggle along until you hit 20 so u can get stamina. The faster you recover END, the more attacks you can accomplish without resting. This is its shining point until around lvl 30 when every one else has stamina and can slot with dmg, acc and end red.
This over all, reduces the powers you have to take by 2. No hurdle/swift needed, and no health needed. You just pick up QR and you are home free. I made it to 50 without stamina, and you can too.
About the line of taking Tough and Weave. These two powers are ok. Nothing wrong with picking them up. But the thing is, you can do a lot better. The problem is, you need to take a power that, in all likeliness, will never use, ie. Boxing/Kick. I know i never did. Also, the resist given to you by Resilience might only be half that of Tough, but resilience is always on, and takes no end. Next, Weave. Weave gives you boosted defense. YAY less hits means you can heal better cause you arent taking as much dmg. But you have to take 2 other powers before you can get there.
This is something i just recently found out from the real numbers finally coming here. Stealth gives you the same defense as weave =0. Now, i hear your brain screaming !!!!!!!!!!!BUT STEALTH MAKES ME SO SLOW!!!!!!!!!!!!!!!!!!!!
heh, that it does. But thank goodness for Invention Enhancements. Gift of the ancients +def/+run speed will make it all go away. so there, we condensed 3 power picks into one.
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4. Dull Pain: This power is a click that both heals and increased your maximum hit points,
shared with Invulnerability. Sounds good, right? It isn't. Unslotted, it heals 40% of your
hit points and gives you a 40% boost to your maximum hit points for two minutes.
Unfortunately there's a delay between activating it and having it take effect. This will
frequently lead to it going off just as the Scrapper gets killed, and will contribute to the
comical effect lots of Regeneration Scrappers will see, referred to as "too little, too
late!" Compare this to Invulnerability, with its heavy resists and defenses; an
Invulnerability Scrapper's green bar will be going down more slowly, so Dull Pain will
actually be able to take effect when you need it to. Plus having those defenses apply to 40%
more hit points ensures that it can actually survive long enough to win the fight.
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I see that you are a horrible scrapper. Anticipation is the scrapper best power. If you notice your health bar going down, you, as a scrapper, have to know what to do. As a regen, this is easy, if it slowly goes down, hit recon. if it goes down faster than you like, hit DP... don't sit there scrapping away, and the say "Gee, my health is in the red... what should i do, I think i will hit DP" no you are like "YAY, IM TAKING HITS FOR THE TEAM, WHATS THIS, I AM IN THE YELLOW... hmmm taking a lot of dmg, pop, wait nope I'm not anymore, DP rocks the house"
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5. Integration: This is your mez protection toggle. This prevents you from being held,
stunned, slept, immobilized or knocked back. Sound good, right? No. There is no protection
to fear here, there is no protection to confusion here or anywhere else in the set, there is
no protection from taunt, or placate or repel. The power, for mez protection, has more holes
than Bonnie and Clyde's getaway car. Everything Integration does, other mez protection
powers do better: Willpower's Indomitable Will protects against confusion, fear AND
knock back and gives you psionic defense. Super Reflexes has Practiced Brawler, which
protects against everything Integration does, only it's a click power, so if you do get held
you still have your mez protection once the hold expires, plus it has Confusion resistance
in Focused Fighting. Dark Armor's Obsidian Shield protects against fear as well as provides
psi resist. Invulnerability's Unyielding protects against everything Integration does and
has resistance to nearly every damage type. It does, however, also hold the only thing
Regeneration is good for. A 150% boost to your regeneration rate. Sounds like a great
strength for the set, doesn't it? Maybe enemies will wait for your hit points to recover
when you get this power if you ask politely.
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I guess you are talking about PVP when you say
"There is no protection to fear here, there is no protection to confusion here or anywhere else in the set, there is no protection from taunt, or placate or repel."
There is VERY limited usage of this in PVE... only a few enemies come to mind. If your plan is for a PVP worthy build, grab some IOs that cover that.
Integration makes life a whole lot more fun.
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6. Resilience: This is a passive resist that provides a base of 5.63% smashing/lethal resist
and 7.5% toxic resist as well as resistance to stuns for some ridiculous reason. This is the
power that you're expected to rely on to reduce incoming damage long enough so that maybe
you'll have a chance to heal some of it back before the next hit kills you. Compare this
laughable amount of damage mitigation with every other set: Dark Armor has toggles that stun
or fear enemies, Willpower's passive has resistances to all damage types, Super Reflexes has
defense against all damage types and Invulnerability has passives that boost both resistance
and defense. Even for a set like Regeneration, Resilience is worthless. You know it's a
horrible power when even the social reprobates who think Regeneration is a good set refuse
to take it.
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When i started, i chose not to take Resilience, but later, after thought i grabbed it. This power helped tremendously. It makes council and freaks a breeze.
As said above, this power makes a wakie into a self rez you can use in battle.
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7. Instant Healing: This is a click power that provides a +800% boost to your hit point
regeneration rate for 90 seconds, at which point it takes almost eleven minutes to recharge.
People seem to think that this is a substitute for resistance, because you're recovering hit
points as fast as they're being taken off. These people forget that it's only for ninety
seconds and that you're still defenseless the entire time: If something could take you down
in two hits without Instant Healing, it'll still be able to do it in two hits with it.
Furthermore, there's a maximum limit to hit point recovery and you still need to wait to
recover health. As a Scrapper, you're expected to run into situations where you're going to
be attacked en masse by enemies, and more often than not this power either won't be up or
won't be enough to save you.
Think about that last sentence for a minute while I break out a brief history note. Even
after the change to Moment of Glory, many people have called Instant Healing the "real" Tier
9 of Regeneration. But the tier 9s of every other set allow you to either greatly reduce
incoming damage (Invulnerability, Willpower) or avoid it entirely (Super Reflexes). Even
Dark Armor's self-rez helps reduce incoming damage post-rez with a mag 30 stun. Yet this
fake Tier 9 was actually relied on to help keep the user alive.
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LOL at you. Again, have you ever even played a regen? I can take any amount of damage that a GM dishes out with IH on. i can take at least three to four red and purple mobs before IH shuts down... AND I DON'T EVEN HAVE IT SLOTTED FOR HEALING
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8. Revive: Regeneration was built around the inevitability that the set provides. With no
resistances, no defenses and powers that are all based around you waiting for your hit
points to recover, you will be dying. Revive, at this point, provides you with the ability
to resurrect yourself with 75% hit points and 50% endurance. Whereas Dark Armor has a
magnitude 30 stun, Willpower has a 30 percent boost to to-hit and recovery and a 35 percent
boost to damage and Fiery Aura has knockdown, stun, PBAoE fire damage and brief
invulnerability, Revive has... nothing. If nothing else, they're keeping the trend they set
with the rest of this set's powers. This is the power that is made for that situation where
your regeneration rate is easily overwhelmed by enemy mobs. For the sake of brevity, I'm not
going to go over the problems with the power in arena matches.
If nothing else, at least this power will let the Defenders focus on keeping other, better
teammates alive instead of stopping every two minutes to bring you back to life.
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I never use this power.
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9. Moment of Glory: This click power gives you about 70% resistance and defense to all
damage types except for psychic for fifteen seconds. Yes, for fifteen seconds you can
pretend that you're a real Scrapper. In lieu of a real Tier 9 we get one that's watered down
and a power that a bunch of basement-dwelling goons think passes for a real one. Compared to
every other set, Moment of Glory either under performs or is just outperformed. Super
Reflexes's has the defenses, plus it doesn't have the psionic defense hole that MoG has.
Willpower's, while not as much of a resistance bonus, lasts eight times as long as MoG.
Finally, Invulnerability has the resistances, plus it lasts twelve times that of MoG. Plus
all three of those sets can take on multiple mobs before their Tier 9s expire. A
Regeneration Scrapper with Moment of Glory can take on a lieutenant... if he's lucky.
It should be pointed out that the issues with Regeneration on a Scrapper cannot be properly
pointed out without some comparisons to other sets.
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I have to agree somewhat with you on this point. I have never really enjoyed MoG. It just seems a waste of a power pick. I do have to point out to you that, i *could* take well more that a lieut before it shuts down. More like 3 mobs to be exact.
If you would like to enjoy your scrapper in the beginning levels, then take a regen. Resists and def are not needed when you are uber without them. The only reason Pine got to 50 was because he was fun to play with. I could always do death defying stunts because he was awesome. If you would like to team with me, the name is Pine Weasle, on Triumph. Self proclaimed through much controversy, the Best Spine/Regen Scrapper on Triumph. (I mostly say this because I like to think so because I'm sure that there are many more qualifying people there) I am the last one to fall and the first to get up.
And wow, I have more text here than my Research Paper had 0_0