Regen Core guide and notes - by TurretSyndrome

Maxter

Member
Hey guys, been a while. I sorta got back into playing Legions since I got basically nothing else to play right now. TurretSyndrome is the name I've been playing with these days, if you didn't know that already.

Anyway, out of boredom, I decided to drop a few things here I learned about the use of regen core these past few weeks. This is the first time I've ever used this core so extensively that it secured a place in my primary loadouts.

How does it work: Once you equip the core, press and hold 'R'(or whatever the core activation key is). There are two parts to the healing process. One is heal over time(HoT for short), or "selfheal". As you hold the 'R' key you will see that your energy is consumed while your health regens. The core will continue to heal you until you stop holding the key or until you hit the "burst heal"(there is no special action to this just hold down the key for about 5 seconds and you'll see the burst heal happen).

The burst heal, as I like to call it, is a burst of regained health which requires around 50% of your total energy to activate(~80% for Sentinels). If you don't have the required amount of energy, the burst heal won't activate, and the core enters cooldown. While selfheal and burst heal both heal the user, burst heal also heals nearby allies(For allies: ~ 35% Outrider health regain, ~20% Raider health regain, ~12% Sentinel health regain). Cooldown for selfheal is ~4 secs, cooldown for selfheal+burst heal is ~8 seconds. You cannot access burst heal without selfhealing first. You also cannot activate the core while holding the flag.

How to use it: Alright, here we get to the good part. There are many ways in which you can use the regen core. I'll be detailing on how I've used it in different roles in the game.

As a capper: Not recommended. It's not really too useful for a capper since one cannot heal while holding the flag. We can however, activate the core just before we grab the flag(much like Warp Core), but the energy consumption does not make it worthwhile most of the time.

Still, there are times when you can just grab the flag, RJ and heal a bit of health to make it to your base. For example, if you just grabbed the flag , and are going downhill while holding 'R', it's not so difficult to heal yourself as well as regain enough energy to reach the next slope. As long as you don't use burst heal and conserve energy, most non OD routes should be doable. An advantage for a Capper who equips regen would be that they can boost jump more often on longer routes.

As LO: Recommended. Pretty useful in this part. One of the duties of a good LO is to stay alive. With Regen one can easily do this part, especially since you don't have to wait for the auto heal to start. While distracting the enemy HoF and Stay-D, you can also choose to time the burst heal. For example, if you see an ally capper coming in, you can time your burst heal in such a way, that you heal them just when they hit the stand, covering some of the damage they received during entry. This might give your capper that pinch of health needed to reach the base and pass the flag.

I've taken up this role plenty of times and was able to help out my team's cappers escape the enemy base with as much health as possible. This is a very effective tactic and not to be underestimated. Having said that, the timing gets difficult the faster your capper enters the enemy base. To be able to pull off something like this, one must get used to the timing of the burst heal, along with predicting capper's speed.

As Midfield Escort/Support: Recommended. Notice that I added support here. Basically, the job here is to escort/meet the ally capper and heal him at the point of meeting him/her. This is a lot more harder to pull off as both the capper and the escort will be moving. Half the time, you will not be able to keep up with the capper, since holding down 'R' drains your energy. At this point, one must decide whether to continue to escort, or to respawn and meet them.

An effective way to pull this off is; once you respawn, use every bit of health you have to boost yourself to the Capper's route and start the regen. If your timing is right, they'll pass you and you'll hit them with your burst heal. You can also choose to stay midfield(if it's a good map) and support incoming and outgoing cappers, instead of chasing them around, especially ones using OD core. After I healed them, I have seen people on front routes immediately using the opportunity to rocket jump to base. Sometimes, they are saved from that one CG bullet which would've have killed them and not let them cap(chasers get pissed off here).

Stay-D: Highly recommended. Probably the easiest and most suited role for this core. If your team has a HoF, and you're the regen user, you can help them stay on the stand for much longer. Since Sentinels' auto heal is a drag, a regen using Stay-D is a blessing. Don't expect your core to out heal the damage done by the enemy offense though. If you think you can't heal anymore , ask for a flag pass.

The advantage here is that you're most likely the person with the most health. Once the danger has passed, pass the flag back to your HoF or anyone on defense, since you want to be able to continue using the core.

Regen core vs Weapons: CG has the hardest time with this core. Unless you or your ally that you're healing is constantly getting MA'd, you can easily outheal the damage done by this weapon.

Blaster Rifle MA tends to nullify the heals so don't get hit by it too often. Grenade Launcher, Rocket Launcher and Mortar tend be most effective on Regen Core users, especially when MA'd.

Tips: I've used the core with both Outrider and Raider. Raider turned out to be more resilient and useful. Even though Outrider can quickly heal him/herself, it's very easy to kill them with an MA and end the regen game.

Boost grenades work best with Regen Core, especially when using a Raider. Raider can super boost jump once, and do a normal boost jump in one go(without the core). Using regen just before you hit the ground will let you regen just enough health to avoid crater, and keep going.

I don't recommend using this core with Sentinel. It's best handled by a lighter class which can help out the Sentinel on defense.

Alright, so that about covers it. This is all the stuff I was able to gather after playing with it for a while. Try the core out, it's got a lot of potential. If you got any tips on using the core, or just want to add something, post here. Constructive criticism is welcome. Thread sticky would be nice.
 
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