Regener Revisited
Old 04-23-2009, 09:10 AM   #1
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Default Regener Revisited

Good Morning:

I realize that the Regener is possibly the least popular class to choose and there are obvious reasons why.

Looking at the class as a whole the Regeneration rate doesn't really go that far above and beyond what everyone else can do percentage wise (up to 15%). I am certainly not complaining about this fact as I do not regret my choice in the least, kim.

As a Regener is constantly regenning I'd like to see maybe an inate class bonus of halving half status effects (daze, mezz, poison), or maybe even a boost to the regeneration percentage (25%), or a larger in battle regeneration rate.

Perhaps something like the opposite of Vamps. Where a regener gets hit and starts to regen 10% of the damage at a certain rate (quicker than the flat rate).

Something to make the class stand out a little more...

I kinda picture a regener to be somewhat like Wolverine of the Xmen, someone that gets pwnt and immediately starts healing, whether in battle or not.

Thanks... just some thoughts.
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Old 04-23-2009, 04:16 PM   #2
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yah, i agree the regener needs a better boost.
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Old 04-23-2009, 06:43 PM   #3
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Old 04-23-2009, 06:56 PM   #4
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...
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Old 04-23-2009, 08:35 PM   #5
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I like the wolverine idea, that'd be awesome sauce
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Old 04-23-2009, 09:21 PM   #6
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regener gets a +15% boost to 3 stats. i think thats pretty decent, i was considering making my third toon a regener.

+15% to a stat can be a lot more than +15% to a weapon hit.

weapon maxes are around 200 at best at this point? you can raise Mre, Pst, and Reg up to around 200 or a single one up to 450-500 if you want with stones. higher numbers means higher boost from class bonus. a 200 weapon becomes 230 with warrior bonus. 500 Reg becomes 575, pretty significant.

i think regener has potential to tank well, or be a powerful caster. fast magic regen could be offensive instead of using Reg for a defensive bonus. cast some of the most expensive spells repeatedly and need less time to recover.

vamp may look like it beats regener hands down as a tank, but if you add a shield in a high lvl (80+) boss fight you arent delaing that much damage to him in the first place with nonstop misses and parries. with the right build i think regener can last a long time under fire.
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Old 04-23-2009, 09:38 PM   #7
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It will be tested when i hit lvl 70 and get all neccesary skills and stats up...
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Old 04-24-2009, 11:23 AM   #8
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<=== agrees
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Old 04-24-2009, 01:56 PM   #9
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The regener class is definitely in need of some form of modification to enhance their ability. In my opinion the issues with the class are pretty obvious but they are pretty subtle and healing in general is bothersome to track since REG and level both affect it in an undisclosed manner.

Currently I am healing 30hp per tick outside of combat with a 50 class enhancement and 45 class specialization with a 205 REG. The regeneration bonus I am receiving currently is an additional:

Base Class Healing Bonus = 5%
1.25 * 5% = 6.25% Class Bonus for Class Enhancement
1.45 * 6.25% = 9.0625% Class Bonus with CE + CS

So, essentially my base healing is 30hp - (30*0.090625) = 27.28 which equates to 27hp without any class abilities. So in my current situation I am gaining an additional 3hp per healing tick over that of a non-regener. That is out of combat only which is pretty insignificant when you add in the fact that everyone can remain in combat and use healing gems to heal up.

In-combat regeneration is what most people are looking at since that is pretty much where most of a players time is going to be spent. It was semi-difficult to gauge completely what my in combat healing was with damage incoming but I narrowed it down to approximately 22hp per minute with a 30 combat recovery. Using some basic math I came up with the following benefit from my Regener class ability.

22hp * 0.090625 = 1.99
22 - 2 = 20hp

Regener with 30 combat recovery = 22hp per 1 minute
Non-Regener with 30 combat recovery = 20hp per 1 minute

So, essentially as a regener with 50 class enhancement and 45 class specialization I am healing an additional 2hp per minute while in combat over a non-regener with an equal REG stat and level. Obviously I will be testing more as time goes on but I think it is pretty obvious that other class abilities yield benefits that are incredibly more beneficial.

As a regener I heal 3hp more per tick out of combat and 2hp more per minute while in combat over a non regener.

As a vampire with my current CE/CS I would drain 9.0625% of the damage I deal which would equate to 1hp per 10damage or roughly in my case, 10-40hp per bow shot. The healing potential of a vampire in my case is on a low-average of 50x better than a regener.

The ability to heal has such a small base that when multiplied by 5-15% it equates to a very small benefit as compared to other abilities. Even when energy and mana regeneration is added to the mix it still equates to a small benefit. In my case, I've made REG my primary recovery stat so my benefit to energy and mana would be pretty lousy.

I'm not saying all classes need to be equal but the gap between classes should be minimal. I wouldn't mind seeing a faster incombat healing regen based on the amount of damage taken or at the very least an increase in class ability percentage but with the small benefit a regener gets the class percentage would need to be increase significantly to be considered on par with many other classes.

Last edited by Kelrist; 04-24-2009 at 01:58 PM..
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Old 04-24-2009, 01:58 PM   #10
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=o
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Old 04-25-2009, 11:58 AM   #11
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Wow, thank you Kelrist, some very hard work and awesome figures... it just shows that there is somethign needed boost-wise for this class.
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Old 04-25-2009, 04:59 PM   #12
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Vampires bonus overcomes reg's bonus, not to mention their recent boost.. but flippeh, i think as cap gets raised, regener comes more and more powerfull if u go 100% points in reg + dur or REG stones, u would be able to regen ALOT IN COMBAT. Im seriously thinking of making 1 regener.. dunno why but i got a feeling they are really tough when optimised well.. tho lvling Battle Mending will be pain in teh as$
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Old 04-25-2009, 05:54 PM   #13
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agreed, but current bonuses have Regeners kinda nerfed. Since cap won't be raised for a while I'd like to see an improvement to match other classes.
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Old 05-03-2009, 09:17 AM   #14
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I can't see myself playing a Regener for anything less than 50% - 100% increase in HP, mana, and energy regeneration. Otherwise, the bonus is just far to small to be worth much of anything. Of course, I could understand a smaller bonus if they wanted to reduce stun/mezz'd/poison/etc. effects with it as well. Needs much much help.
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Old 05-06-2009, 11:39 AM   #15
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Ba dump!
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Old 05-06-2009, 12:19 PM   #16
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Thank you jeff!
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