Quote:
Originally Posted by flipynifty
Perhaps another solution is to boost combat rec and battle mending to do 250% or so of the out of combat regeneration at a skill of 100, not even boosting the actual REG skill, though it needs a nudge. Having huge out of combat regeneration isn't really neccesary at all for this to work, with 600 reg i'm roughly 140 per tick out of combat, that's way more than anyone (myself included) needs.
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Here is the thing.
250% of 140 means that you regenerate 350 hitpoints per tick during combat
Lets say that 1 tick = the delay of the other person's weapon.
This means that each time you get hit, you heal for 350 hitpoints worth of damage from regeneration alone.
Throwing in pets increases this a lot.
Add good gem usage and you could easily negate the other person's damage completely. Meaning that a recovery buff of this sort would probably benefit casters a lot too; healing gems + regen. [not a good idea if you ask me].
Add to that the fact that you hit pretty hard yourself... str is capped just like reg was before you pointed it out to Glitchless. Above a certain value, your maximum damage won't increase anymore. 400 str vs 600 str does not make that big of a difference.
Pet heals already make whippers the best pvp characters around. If regen did as much healing as you suggest, regen whipper would suddenly be the way to go for pvp in my opinion. You are essentially doubling the pets insane healing potential by doing this.
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The reason I am really cautious about this is that it could throw the pvp balance into whack:
it has the potential to really spoil the balance of pvp as it currently stands. Even as it works now, a regener could be a good pvp character with high regen if he sacrifices on the melee a tad bit. Str is capped so str above a certain number is just for flavor and doesn't affect the character all that much.
If you think about it, all ranged characters and casters have to deal with this on a regular basis (3 stats are essential for the build and so a delicate balancing act is needed to get the desired results from the build).
Boost recovery in this manner, and ranged characters are the ones who really get screwed in the end in my opinion. I am sure that you have seen the complaints about not being able to level everything to 140 before from bow users. Well it gets worse if recovery is implemented in this manner.
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The way I see it: recovery does what it is supposed to do. It helps people recover during and after battle. If people do not choose to use it in their build, then that is their prerogative. However, it does what it is supposed to do. In fact most melee builds do use it (140 1 140 39 seems to be the most common build around).
melee types could go 140 39 140 1 in order to boost their opening shot and have higher mana but most do not do this and prefer to use recovery.
EDIT: Maybe a better class bonus that gives more regeneration capabilities to regeners would be a good idea. Or maybe class specific skills could give regeners a better ability to regenerate health during combat. I don't know about 250% though. 