Tanky? yes. Full of more weaknesses? Oh yes.
In a 1 vs 1 battle, the Regeneration Defensive hybrid will always come out on top for two reasons.
One: It can stay still while its adaptive cousin is forced to simply encircle the regenerative type, thus it would only use half or less of its firepower, while the
regenerative/defensive hybrid would always have full firepower at its disposal.
Two: Adaptives have a very large flaw when it comes to being slowed, rammed, or being hit with random objects.
Adaptive builds have more tank when they’re active, to be sure, but they’re far less practical in full combat.
The non-adaptive types can use large asteroids to their disposal, while the adaptives are forced to go around, or turn around.
The Regenerative Hybrids exceed far better in long, drawn-out, battles than their adaptive cousins.
Of course in team battles it depends on the team composition, but the flaw remains glaringly true.
Adaptive guards are for ‘hit and run’ skirmishes.
Regenerative/Defensive Hybrids are for war.
Something like that.
The basic shield regeneration will reach 316+ p/s when using the 12c implant, thus supplying constant energy regeneration to the 7c implant, even
without the shield booster L, and the Emergency Shield Boost counted.
It is also a possibility to use the 7 seconds of extra defense gained via the Spectre Field to become more powerful than an adaptive guard.
The 14c implant is more likely to be used when it’s needed by the non-adaptive guard than by the adaptive type, which may have already lost it until its recharge time before the main event began.
Adaptive Guards have a need for an engineer to be self-sustainable, while the Hybrids are already self-sustainable, and the addition of an engineer on the hybrid’s side simply makes them more powerful.
i took a very quick and superficial read over your response simply because that build is a joke. Using regeneration over slots means you have much less resistances (what matter healing 200 extra points when you recieve a 40% extra damage? a normal weapon would deal 2k dps, 40% is equal to 800 dps…) and also that you need to have capacitors at 100% to use them at full reneration power, something impossible to do while afterburning or using any active module, specially those emergency heals.
Adaptives have weaknesses yeah, but you have many counters (get a few multipurpose and gain speed inmunity, E14 works too, gravi scanner). Im not the type of guy who uses adaptives on frigates (i did once build my fed engi with 2 adaptives…really cool before energy emitter nerf), so when i talk against regen passive mods i do it from any other resistance/volume hull or shield mod.
Also, those regenerative coatings heal soooo little (even with 100% cap energy)…they are good for interceptors, but NOT for a frigate, specially a guard wich is the one with most hull volume along with emp engi; what do you care to regen 100-200 pts from 20k total? you need at least 100 seconds to regenerate at full, without spending energy. 300 regen pts per sec for shield aint bad, but you still regenerate much more from shield booster and emergency shield (close to 900 per sec) and that still takes some while to get to 100% shields (if you get to it).
Besides, some dmg like iridium heatsink or pulse discharger has a much better result over tanking/dmg than wasting cap slots to regen (if you have proyectile weapons you might want to put some acceleration coils to miss less shots, specially against fast ships)…unless the only thing you know to do in a guard is recieve dmg and not fight back, well, some regeneration would do better there xD.
Quoting you: “Regenerative/Defensive Hybrids are for war.” i disagree: they are for cowards that hide for several minutes after getting shot.


