Instant healing or Tough?!?


Amazing_Shnyet

 

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Am I the only person who considers scrappers should use tactics

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Tactics are for other archetypes. We don't need no, tactication... We don't need no thought control... etc.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

well yeah, tactics are needed, or else there shall be mroe faceplanting than you wish.
but my tactics are desperation measures
oftan teams i'm in will just stand around going "Ready!" *thumbs up* for ages, and someone has to make the first move, so i DP/IH up and run in, and that spurs the team into action.

but i always say, keep the damage deal-out high, and the HP of yourself high, and if you're killing things quick enough, debt quickly becomes a mere stumble.
and with self rez you don't even have to pause in combat when you faceplant

but yeah, i agree, against more difficult mobs, such a rogue attitude doesn't help at all.


 

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IH
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Scrappers aren't all "Leeroys".
...Just the good ones...

IMHO a scrapper is not a Berserker, just someone who won't run from a fight. Especially a GOOD fight. That doesn't mean the scrapper doesn't plan out how best to win the fight, just that "Running like a little girl" is not an option that he considers...

Sure, 90% of the time the Tactic a scrapper will come up with is to buff up followed by charging headfirst at the enemy mob and lopping various bits of it off (a scrapper in the order of "complete tactical genius" might decide in advance the order of bits to chop at)... but sometimes it's more fun for a scrapper to hold back and watch a blaster try this first.


 

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that's just sadistic


there has been the odd time i've been in a team sans a tanker, and while DP/IH-d i was pretty much able to tank and deal out a hefty amount of damage without my HP going below about 60%

*thunk* -1000hp
"I've got you no... what the? full health already?... MY SPINE!"


 

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Well there's certain things like Toxic damage and Psi damage that's hard to find decent tanks for... in that situation all you can do is find someone with a high HP pool and throw green numbers at them...

I've ended up tanking Psychic Babbage before a few times as a Peacebringer Dwarf tanker when our stone tanker realised everything in the zone did psychic damage and started having a panic attack... (PBs can get a 60%ish HP Boost DullPain-esqe move in Essence Boost and a 50%ish HP clickyheal every 30 seconds. And a "Taunt" in dwarfie antagonise.... "PUNY HUMAN DWARFIE *STOMP*!!") and my /regen scrapper regularly takes the alpha strikes in carnie missions regardless of what type of tank we have with us.


 

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Am I the only person who considers scrappers should use tactics

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Tactics are for other archetypes. We don't need no, tactication... We don't need no thought control... etc.

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I do employ tactics, and one of those tactics is to have IH available when it's required.

That means I have Hasten, when I don't need it really.

I spent a lot of time studying stats on damage handling. Tough is nice, but being able to throw heals in as fast as possible (and that means DP, Reconstruction, and IH) is a lot more useful than (at best) 25% S&L damage resistance.

Don't forget that, at higher levels, the amount of S&L damage flying around is proportionally lower. That makes Tough less useful. IH doesn't care what kind of damage you take.

I'm not saying don't take Tough. I am saying you should rely on it because it isn't good enough.


Disclaimer: The above may be humerous, or at least may be an attempt at humour. Try reading it that way.
Posts are OOC unless noted to be IC, or in an IC thread.

 

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Don't forget that, at higher levels, the amount of S&L damage flying around is proportionally lower. That makes Tough less useful. IH doesn't care what kind of damage you take.

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Although that is true, the majority of damage at higher levels is still S/L.


I say get both.


 

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Get neither, and respec out of reconstruction and Dull Pain while you're at it. Drop the slots from Integration. Fully slot revive, take all of your primary + flurry + air superiority, challenge and provoke.

Then play "Who can grab the most aggro" anytime you're teamed with a Tanker.

They love it, trust me.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

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Hehe, I've seen a fire/fire/fire blaster that loved to do that. His excuse was wanting to use 'Rise of the Pheonix' in his normal attack chain.


 

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Hmm... while an annoying amount of high level damage is psy and rad and whatnot, I've run into a whole lot of S/L damage at all levels.

E.g., Malta are mostly Lethal, except for the Sappers and the Titans' energy shots. E.g., almost all Nemesis attacks are either entirely lethal (the machinegun bursts, or the small robots' blades), or smash/fire (the explosive shots), or smash (Fake Nemeis staff, for example). E.g., a whole lot Carnies seem to be either entirely Smashing (the Strongmen) or have some Lethal component (Fencers, for example.)

Even the Pretorians arc has such lovely gangs as, what are they called, Marauders? Can't really remember. At any rate, they're Martial Artists with SMGs. Since MA is a high-damage single-target Smash set, I appreciated having some protection from that. Their boss also was basically an Inv/SS tank IIRC, at any rate Smash. Then there's Shadowhunter and his wolfies which are basically the same deal with different skins.

And another useful thing about having S/L defense and DR is that you can always pop a couple of Lucks and damage resistance inspirations and it will stack.


 

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most powers have rechare reducers slotted so that the few attack powers I have don't have any pause between them.[...]
3 accuracy in each power

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Um, my maths isn't Rocket Scientist level, but reading these quotes makes me think you're not 3 slotting all your attacks with Damage........


 

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along with Fast healing, Reconstruction and Health all fully slotted for healing

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No, no, no. I cry every time I see 3 slots wasted here.

Look at the regen rate from 1 HP to full without 3 slotted health on hero builder, then look at it with it. The benefit is laughable.

Anyway, back to the discussion at hand. Why are we even having this discussion? IH every time, without doubt or fail. The problem some people have with IH is that they look at powers like elude and think 'they're god like. What a great panic button or AV killer. I can still die with IH'.

Don't make that mistake. IH does not have the end crash or HP drop powers like that have, MoG is the regens equivalent of that(and a pretty poor one). IH is worth it's wait in gold in debt reduction but ONLY if you're disciplined enough to fire it up every time it recharges. IH stops you getting into a messy situation in the first place, powers like elude help you get out of messy situations and are last minute rolls of the dice due to their vulnerability whan they crash. IH has no crash and should be run whenever possible.

Tough is useful if you have noting else to take but certainly not a must have power and it was dropped completely from my regen build last time it got nerfed and has not even been noticed. The bonus it offers is OK but it's another toggle eating end and it's limited to just two types of damage. OK, I concede they are the most common types, except in the 40+ game but IH covers all damage.

best advice I can give you in situations like these is not to listen to forumites, for everyone who know the numbers and benefits there are three just regurgitating what they've heard with little hard evidence, but to take on board the opinions then go use hero builder to look at the numbers.

Also, as Schnyet ahs pointed out, 3 damage should be standard, your job is to kill so 1 or 2 accuracies in there(depending on FA/tactics and if you're going to PvP) is a must with a recharge/end reduc in final slot later on. Even PvP doesn't need 3 ACC!


 

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along with Fast healing, Reconstruction and Health all fully slotted for healing

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No, no, no. I cry every time I see 3 slots wasted here.

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It's not wasted, it's an Extra 78.89% HP regen (3-slotted) that's always on!

According to Sherksilver, /regen only gets about 495.2% regeneration in total with Heal-SO-3-slotted integration and fast healing, which can be brought up to 574.1% with 3-slotted Health.

Realistically this means that adding 3-slotted Health to a normal /regen build makes you regenerate HP about 16% faster than without it. And makes you heal from 1 HP to full in just 41.8 seconds instead of about 48.5.

In my opinion you don't need to 3-slot it, but I certainly wouldn't skip it. Being about 16% faster at regenerating all damage is probably better than taking tough and resisting 17.7% S/L damage. And the prerequisite choices are generally better for the fitness pool than boxing or kick!


 

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most powers have rechare reducers slotted so that the few attack powers I have don't have any pause between them.[...]
3 accuracy in each power

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Um, my maths isn't Rocket Scientist level, but reading these quotes makes me think you're not 3 slotting all your attacks with Damage........

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Yeah I focus on speed and there for on rechare reduction, but I also use dmg booster... And for the record, I don't use Hasten...

I don't know if I did my math right either but, if I can double my damage by applying 3 dmg boosters I think it would be equal if I double my attack rate by reducing my recharge time with the use of 3 recharge reducers.

Those with dmg boosters might not get more then 3 attacks off on a minion before it goes down, but with in the same time frame I get of 6 attacks and have the same results...

It might cost me more endurance, but if I can get off 6 attacks in stead of 3 I have a higher chance of getting of a crittical hit or mutiple ones.

So far I'm having a blast with this setup and I like it more then the 3 dmg booster I used before.

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Brawl is part of my attack chain

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Then your build is really, REALLY [censored] up.

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[censored] up or not, it works fine for me. Eventully I'll replace it with slash but i'm only lvl 28 now and I don't need it at this time. Doing great with out it. past lvl 35 I'll be slotting it in to my attack chain.

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Don't forget that, at higher levels, the amount of S&L damage flying around is proportionally lower. That makes Tough less useful. IH doesn't care what kind of damage you take.

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Although that is true, the majority of damage at higher levels is still S/L.

I say get both.

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I was planning on getting both... Its better to have some thing get blocked/resisted then nothing at all. All little bits help.


 

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According to Sherksilver, /regen only gets about 495.2% regeneration in total with Heal-SO-3-slotted integration and fast healing, which can be brought up to 574.1% with 3-slotted Health.

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Quick note - last time I checked, the Sherksilver calculates FH's regen buff wrong. Although it is correct in saying it gives a 75% buff, it actually uses a base of 150% in it's calculations (you can see this by comparing the numbers for Integration and Fast Healing).

Therefore with 3-slotted Fast Healing and Integration you'd get (100 * (1 + 0.95)) + 50 + (75 * (1 + 0.95)) = 391.25%.

Adding in 3-slotted Health you'd get:

391.25 + (40 * (1 + 0.95) = 469.25% - about 20% extra.

It's definately worth it, in my opinion.


 

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It might cost me more endurance, but if I can get off 6 attacks in stead of 3 I have a higher chance of getting of a crittical hit or mutiple ones.

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And a higher chance of one of those attacks missing, meaning you'll have to use even more endurance.


 

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OK, I've just checked the figures and they do, IMO, show what a waste health is.

3 slotted integration/health/fast heal see's you recover 2.4 HP per second.

Dropping heal put's it on 2.1. There's no way that is worth a power and 3 slots for an extra 0.3 HP per second!


 

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It might cost me more endurance, but if I can get off 6 attacks in stead of 3 I have a higher chance of getting of a crittical hit or mutiple ones.

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And a higher chance of one of those attacks missing, meaning you'll have to use even more endurance.

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True, but I don't have an endurane problem even tho the costs are much higher.

May be at a higher level, when i've more toggles running and more attack powers, but then I also have stamina...
Might end up slotting 2x acc, 2x recharge reduction, 2x endurance reduction.

So far I'm applying the 3x acc and 3x recharge reduction to single target hitting skills. AoE skills I 3 slot with dmg&acc.


 

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There's no way that is worth a power and 3 slots for an extra 0.3 HP per second!

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Course it is, when Regen is your main survival tool.

240 HP regen per 10 secs compared to 210? I reckon that difference will be noticeable in heated combat - I've been down to the merest sliver of life more times than I can count even when taking my socks off, and I strongly suspect I'd have been on the floor had I not had Health.

Whether the slots in health are worth it is another question, but for me, extra regen, when regen is your only defence, can only be a good thing - even if the number looks insignificant.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

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To clarify further - 30 hp of 240 is 12.5% extra survivability. I'd take that on an Inv. scrapper, and this is just one power, providing survivability to all damage types. Considering regen isn't capped, and that health is on the way to a very useful power anyway, I'd consider a power pick and slots in health, for a regen, at least, anything but wasted.


DON'T eat muffins while I'm developing you.

Pants! Turkey Magnates! A man in a box! Rogue AI! Come one, come all, to arc ID 10107 - It's [i]'Not as long as some other arcs'[/i]!

 

Posted

If i am not very wrong it says in the HELP menu in the game that if you have 2 powers ECT. Health / Fast healing, thay do NOT stack... if Fast Healing have 25% heal and Health has 20% it does not become 45, it becomes 25% the game counts out the higest and do NOT stack powers... so taking Health and Stamina as a Fast Regen is TOTALY useless... unless you wanna waste power slots...


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If i am not very wrong it says in the HELP menu in the game that if you have 2 powers ECT. Health / Fast healing, thay do NOT stack... if Fast Healing have 25% heal and Health has 20% it does not become 45, it becomes 25% the game counts out the higest and do NOT stack powers... so taking Health and Stamina as a Fast Regen is TOTALY useless... unless you wanna waste power slots...

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Nope, all regen buffs stack.


 

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If i am not very wrong it says in the HELP menu in the game that if you have 2 powers ECT. Health / Fast healing, thay do NOT stack... if Fast Healing have 25% heal and Health has 20% it does not become 45, it becomes 25% the game counts out the higest and do NOT stack powers... so taking Health and Stamina as a Fast Regen is TOTALY useless... unless you wanna waste power slots...

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Nope, all regen buffs stack.

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Or at least they did since launch, who knows what the devs might have messed up this time?


 

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Therefore with 3-slotted Fast Healing and Integration you'd get (100 * (1 + 0.95)) + 50 + (75 * (1 + 0.95)) = 391.25%.

Adding in 3-slotted Health you'd get:

391.25 + (40 * (1 + 0.95) = 469.25% - about 20% extra.


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However because I need stamina I would get health and 1 slot it.
391.25 + (4- * (1 + 0.33) = 444.44% - about 13% extra.

The difference between 1 slotting and 3 slotting is about 5.6% extra regen.
This is about the same percentage ( 5.5% ) as picking 1 slotted Combat Jumping for the defence, when you have no other defence powers, however as you also have reconstruction as an every combat heal, I suspect the difference between 1 slotted health and 3 slotted health is far less.

PS. Using Dr Rocks Sustainable Damage comparison with Fast Healing and Integration 3 slitted for heals and reconstruction 6 slotted heals/recharge you can take 112.2 dps.
Add health 1 slotted, you can take 116.6
Add health 3 slotted, you can take 118.7
Add Combat Jumping 1 slotted, you can take 117.0
Add Combat Jumping 3 slotted, you can take 118.7
With Health 1 slotted and CJ 3 slotted, you can take 123.4
With Health 3 slotted and CJ 1 slotted, you can take 123.8

So Health is slightly better than CJ on a regen, on any other character it is probably better.

PS I used combat jumping as an example because most people consider it to be not worth slotting for defence and a fair amount of scrappers have it.

PPS Note for sustained damage number, they assume you will last for ever. However when going over sustained dps number regen/heal heavy builds die quicker than defence/resistance heavy builds.


@Unthing ... Mostly on Union.