As we all know Life steal will be obsolete on lvl 70 and a bit less effective when you reach lvl 60, but i havent heard any news about Life Regeneration.
So far it looks like stacking life regen isnt that bad knowing that in higher levels life steal or life on hit becomes so ineffective as a way to help your Hero have sustain in the midst of the battle.
Is life regen stacking more favorable than stacking on life steal or life on hit?
From my experience in the beta, stacking a little bit of everything seemed to work pretty well. Having 5-10k Life/second, 2-3k Life on Hit, and then some bonus to Health Globe/Potions made surviving on T3-4 possible, along with some skills that boost sustain and smart positioning (to greatly reduce damage taken).
I just needed to mind when to have each type of regen kick in and do its thing (when to make the most out of LoH, when to retreat and let it regen naturally, when to pickup a globe).
I remember seeing some players stacking just LoH or Life-regen and it probably worked as well, but I think it's less versatile overall. It's something we will have to wait and see, either way.
On 70, it depends on which spell you are using. And it depends on other factors as well. If you're using a spell with a good proc coefficient, LoH is a very good way to recover life on 70 even on higher Torment levels (though nothing like LS, obviously). Life regeneration can be pushed quite high, but I doubt that anyone would be able to sustain their HP level completely based on life regen; I had about 10k life regen at some point (with paragon) which made my life much easier on T1/T2 without any LoH, but obviously it comes down to how much mitigation you have. If you're monk or barb, congratulations: life per resource spent is probably your new favorite stat (but would like to see a monk/barb comment on that themselves, and how viable it really is on high Torment levels).
In general, as Jaetch pointed out in another thread, the removal of life steal and the level 70 difficulty (mobs hit insanely hard on T3+ and have insane amounts of HP) changes the game. There's no way you're gonna jump into a fight and watch your health globe go from full to low to full and so on. Before you increase difficulty you need to ramp up mitigation to not be a one hit wonder, and only after this is done, you care about healing. If you're fast enough in killing stuff, life after each kill might be a very good option as it runs very high values. Also very helpful in my opinion is +health globe bonus; it scales very well (given your mitigation as high enough, again) because mobs constantly drop those health globes and you can ramp up a lot of this health globe bonus. It also works against bosses, so it's a bit better than life after each kill, in my opinion.
Yeah, a combination of everything, and if you focus on one or two of those, it depends on where you're running. Life after each kill and life regen are better on lower difficulties, LoH and health globe bonus seem to work very well on higher difficulties. But it's just my opinion/experience, and other people might have others. No one was able beat T6 @70 without abusing any broken game mechanic, so it's hard to tell what will be the way to go.
So far it looks like stacking life regen isnt that bad knowing that in higher levels life steal or life on hit becomes so ineffective as a way to help your Hero have sustain in the midst of the battle.
Is life regen stacking more favorable than stacking on life steal or life on hit?
I just needed to mind when to have each type of regen kick in and do its thing (when to make the most out of LoH, when to retreat and let it regen naturally, when to pickup a globe).
I remember seeing some players stacking just LoH or Life-regen and it probably worked as well, but I think it's less versatile overall. It's something we will have to wait and see, either way.
In general, as Jaetch pointed out in another thread, the removal of life steal and the level 70 difficulty (mobs hit insanely hard on T3+ and have insane amounts of HP) changes the game. There's no way you're gonna jump into a fight and watch your health globe go from full to low to full and so on. Before you increase difficulty you need to ramp up mitigation to not be a one hit wonder, and only after this is done, you care about healing. If you're fast enough in killing stuff, life after each kill might be a very good option as it runs very high values. Also very helpful in my opinion is +health globe bonus; it scales very well (given your mitigation as high enough, again) because mobs constantly drop those health globes and you can ramp up a lot of this health globe bonus. It also works against bosses, so it's a bit better than life after each kill, in my opinion.
Yeah, a combination of everything, and if you focus on one or two of those, it depends on where you're running. Life after each kill and life regen are better on lower difficulties, LoH and health globe bonus seem to work very well on higher difficulties. But it's just my opinion/experience, and other people might have others. No one was able beat T6 @70 without abusing any broken game mechanic, so it's hard to tell what will be the way to go.
Though i'm not hearing any nerfs about LoH and Regen so we can still use this as sustain when RoS lvl70 comes in.