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Revision as of 15:52, 28 March 2005 by *>JKM
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Regenners have no defense and almost no resistance. They get hit a lot, and it hurts a lot. But they get better! All damage, no matter where it comes from, can be healed in just a few seconds. Of course, if you get hit again during those few seconds...things could get dicey. A regen scrapper tends to go from perfect health to near death and back again in a wild see-saw which can drive a defender crazy, but as long as the incoming damage is less than the rate of regeneration, a regen scrapper can survive anything.

Powers

Fast Healing: Auto power. You must take this power, and cannot respec out of it. Fast Healing increases the rate at which you recover hit points. It is more effective than Health, from the fitness pool, but much less effective than Integration or Instant Healing. It's probably not worth slotting.


Reconstruction: This works like a Respite inspiration. Once you get Instant Healing, you probably won't use Reconstruction very often, but it is helpful at the lower levels.


Quick Recovery: Auto power. Increases the rate at which you recover endurance. This is a great power! It deserves six slots. It works like Stamina, from the fitness pool, but it is much better. You should always add slots to QR before you put slots in Stamina.


Dull Pain: Click power. Temporarily increases your maximum hit points and heals you by the amount of the increase. Adding heal enhancements will not increase the amount by which your max hp goes up, only the amount you are healed up to the new max. Can be made "perma" with enough recharge enhancements.


Integration: Toggle. Massive protection against all status effects, like disorient, knockdown, sleep, etc. Wonderful! Also provides a boost to your healing rate which makes Fast Healing pale in comparison. Probably good to give it six slots: maybe an endurance reducer, all the rest heals.


Resilience: Auto power. Provides a small amount (around 5%) of resistance to smashing and lethal damage. Also gives resistance to disorient. Not a very important power, and probably not worth slotting.


Instant Healing: Toggle power. This is the essence of the regen powerset. Dramatically increases your healing rate. Has a large endurance costs. Most people slot two endurance reducers and four heals.


Revive: Works a lot like an awaken inspiration. Not a very popular power, since you can always carry awakens. Standing back up while a fight is raging around you is a good way to get extra debt, anyhow.


Moment of Glory: Click power. Shuts off your regeneration, but gives you huge resistances to everything except psychic attacks. The opposite of everything regen is supposed to do, but very helpful against some enemies, like Malta Sappers. Can be made "perma".


..JKM 15:52, 28 Mar 2005 (UTC)