Question about builds that rely on life regen

I was just wondering if builds that go regen route as sustain, should have at least 2 masteries that has regen buffs. If 1 is enough. Or if you can even go none and get them only from devotions and gear.

The reason I’m asking is because I’m playing a reaper, but necro has no life regen. So only 100 life per second over 200 life per second if I had played, say, a witch hunter.

Just wondering how big “core regen” from mastery bonuses are if you don’t want your sustain from lifesteal.

What Reaper are you playing that you don’t want to go Acdth route? Don’t gimp yourself :slight_smile:
Well Health Regen from devotions and gear can add up to pretty good values if you focus on it.

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:point_up_2: this

I can’t say… it’s a secret :slight_smile: But one mastery with the base 100+ regen is enough or?

+100 regen is nothing, like, nothing, you’d need to stack a crazy amount of +regen (% and flat) on top of that to make it worthwhile as heal source
as ex the common advice for base regen to be worth anything is min 10% of total hp
now if you want it to actually be your main type of sustain and viable as real/only heal, you need a truck load more than that

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Hmm damn. I really hate ADCTH as a hardcore only player. It sounds like a surefire way to get killed later on, because you are so dependent on dealing damage to heal - that if you need to retreat and say get hit by some random crap or are heavily affected by dots… well. Also the fact that liferegen is always active, health on attack is conditional.

I haven’t done lategame yet due to mad rerolling syndrome. But my impression so far is regen = reliable. ATCTH = one fuckup and dead.

Hmmm… I’m not sure. Leech from Scales doesn’t require you to attack.
Bat can be procced by some dots that persist on enemies even if you retreat.

I’m not a hardcore player though and haven’t played with regen much.
My next build after the current one is going to sustain from it so I’ll learn then.

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If you want a number to focus on, I´d personally say: More than 5000 health/second is a good main sustain source - if you don´t facetank all the time.

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How is this even possible? From masteries you can get like 200. Say you get 300 from devotions, which is a massive investment. Then you get, dunno, 100 from gear. So roughly 600. And if you get enough health regen to double that maybe 1200-2400. Just looks impossible on paper.

Meh… maybe Rektbyprotoss was right. “Just don’t get hit” :slight_smile: I can’t die… if I don’t get hit.

As a player that heavily relies on LPS, typically I run around with between 1-2k base and 4-7k/sec (or more) with procs up in HC. Otherwise as mentioned I rely on not being hit. I like characters that can heal in 2-3 secs as they disengage if things go south and everything is on cool down.

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Thinkers ingenuity, components, augments, vindictive flame conduit, some prefixes on e. G. Shields,…

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Health regeneration, much like ANY stat in the game can easily be stacked to reach outrageous levels. This of course means very little in the big picture. There needs to be a balance of this and many other factors to get a build of any kind to a place where it can both kill and survive easily.
Just for a meme~ Here’s a warder that idling has a whopping 8000 health regen. Yes, that is 8000 health regenerated per second! Heaven forbid the procs all trigger when menhirs will kicks in at 33% health and you get an incredible 27,000!!! Even with that much regen for a limited time one can still easily die if incoming damage is far above that.
BEFORE


AFTER

Again this is just for demonstration purposes. I promise nothing from this build and DO NOT recommend anyone to make it for any reason~
But if anyone is curious to give this monstrosity a try be my guest…
https://www.grimtools.com/calc/aZqzRO6N

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Life leech (adcth) is generally far more powerful source of survivability than life regen. So, the niche of life regen is typically a case when you can’t rely on life leech and need an alternative. Practically it only happens for some dot-oriented builds and for pet-based builds, maybe for some casters as well. In devotions you need to take either Giant or Tree of Life, in skills either Vindictive Flame of demolitionist or Overguard / Menhir’s Will / Mehnirs Bulwark of soldier.

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I think I can provide some insight on this, having recently pushed to endgame (SR 80 within time limit) on some not-so-straightforward characters. Expect a MASSIVE WALL OF TEXT, cause when I get into something, I go in-depth.

My perspectives of comparison here are experiences with:

  1. playing a straightforward “hit everything until it’s dead” playstyle with lifesteal
  2. relying on pseudo-pets and having to use “healing increased by %” mods to sustain via proc heals and Wendigo Totems
  3. playing a character with ZERO access to lifesteal from attacks (none of the attacks used had % WD on them or a lifesteal mod on an MI). The idea was to keep the character mobile, nuke quickly and with gusto from a distance and retreat, and take as many proc heals from the devo tree as possible to compensate.
  4. playing a summoner with next to no self-sustain, relying purely on not being attacked
  5. playing a pseudo-summoner built around regen

From these, lifesteal is the most comfortable way to regain health, by far. Almost every character outside of summoners or pseudo-summoners will be trying to stack a lot of on-character DPS. If you then pack some lifesteal on that (10+%) you essentially get to double dip. Every increase in DPS will now also increase your sustain, which you don’t get with any of the other methods of sustain.

As for “what if you have to run and can’t do damage to heal” that’s a problem you build around from the get go. You want to get your crowd control resistances up no matter what, so situations where you’re in the middle of everything and suddenly you can’t attack shouldn’t happen to you. And you want to build tanky enough to at least not get one-shotted, or rather, not get popped by a sequence of a strong debuff + several powerful hits. As long as you’re resilient enough to not get bursted down in a split second, lifesteal can get your health back to full at incredible speed, and you get to mostly ignore DOTs as long as there is something around for you to leech off of.

Building a character around any of the other methods of sustain, while possible, is definitely more niche. It’s harder to pull off, harder to pilot, more gear/devo/skill restrictive and more prone to things going wrong, because your level of sustain is essentially flat, regardless of how your DPS goes up or down based on short-term buffs. That means that if you’re sustaining just fine off of regen or Bat/Dryad when receiving normal levels of damage, if damage suddenly goes beyond normal and your regen can’t keep up, you’re gonna have a hard time fixing that problem in a meaningful way. Meanwhile, just getting 3% extra lifesteal on a lifesteal build can dramatically improve your survivability if you’re struggling, to the point where you don’t need to do anything else to fix the issue.

Example: my zero %WD, zero lifesteal character (Barrelsmith + Light’s Defender Purifier, using Quick Jacks, Grenado and Canister Bomb) could barely drag itself to SR75 (within timer) because there are situations where you just can’t avoid the damage. And since your massive burst damage yields you relatively minor, flat healing through stuff like Bat or Dryad instead of robust healing through lifesteal, what you end up with is a character that is scared of everything that hits any harder than average. If you run into enemies that just unavoidably charge at you or enemies that keep raining down destruction upon you from afar forcing you to kite more than do damage (Iron Maiden, Fabius, Moosilauke, Anasteria), and your meagre healing options aren’t keeping up, you’re done. Once the damage scales past a certain point, you simply can’t kill certain enemies. I was forced to abandon the idea for the character, drop Quick Jacks, drop the Light’s Defender set and include a minor auto-attack aspect in the build using the procs off of Barrelsmith. Suddenly, even with piddly little autoattack damage, the simple fact I had some lifesteal to sustain myself between Grenado and Canister Bomb casts allowed me to complete SR 80 deathless in two attempts. This method of sustain is still something that I intend to make work, since I have a handful of characters that simply do not have the option to go the lifesteal route no matter what (Trozan Druid, Blackwater spam Sorcerer), but I’d wager those characters will be extremely uncomfortable and will require major overhauls to their defenses in order to somehow withstand all the incoming damage.

The same goes for summoners. Iron Maiden and Fabius specifically will just periodically charge at your character if you stand back behind your minions, and especially in the case of Fabius, standing close to prevent him from charging you simply means taking incidental bursts of AoE damage the whole fight, until you run out of heals and die. If you don’t have other methods of healing beside your potion and you’ve gone past the difficulty threshold you can withstand (in my case it was SR82) you simply have to pray you can avoid those enemies. So the “don’t get hit” option doesn’t really work, unless you intend every major boss battle to be a tense 10 minute kitefest, where a single mistake gets you killed.

As for regen, the situation is a bit better, since you can get regen quite consistently to much higher levels than proc heals such as Bat or Dryad IF you dedicate your build to it. But it’s not just something you plop into your build through two or three support items. That’s a whole devotion path, mastery combo + gear setup to bring your sustain to comfortable levels. Sadly, my regen-based pseudo summoner is a multiplayer character, so I could get away with a more brazen build. My limited testing solo was somewhat promising, but I still couldn’t go off of pure regen (my peak with all procs active is only 6k health per second which is not enough) and had to supplement with Wendigo Totem…which forces me to stand still in situations where I can’t necessarily afford to.

TLDR: yeah, regen is doable. But I personally have one character where I’ve tried to pull that off, it isn’t quite there yet and I’m not sure where to get any more regen than what I have. Meanwhile, I have other characters that sustain off of lifesteal almost without trying, and others where trying anything else didn’t pan out, and going into even minor lifesteal suddenly turned the whole thing around.

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The one strong build I’ve seen that can rely primarily on regen is Avenger Warder, which has a gear set dedicated to regen, on top of having the two most regen-heavy masteries, wendigo totem, and a fat health pool.

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If you are doing a lot of passive damage (player scaled pets, dots, etc.) while stutter stepping big melee hits and ground effects makes LPS so damn good. Personal preferences I guess and I hate fumble and disrupt. You can still build high dps characters like this as you rely on piloting more than leech. Of course leech is easier and other modalities are faster but this method of playing, I found, is so much more fulfilling.