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Posts
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Joined
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It's not necessary to take down the wall of monsters in the Hive; it should actually be avoided, as taking on the wall tends to mess with draw distance, with the game engine flooded with too many entities on screen. Be sure also to avoid the monster stampede when Hamidon spawns.
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solution for next time: trow moar nukes
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It was spectacular, but we failed. We took Hamidon from 80% to 20% in two blinks of an eye, but as the first wave of EoEs wore off, many started dying to the triple blooms, and our momentum was stopped. Glorious yellow dawn.
Several things we observed and learnt for posterity:
1) Clearing the 75% bloom might have made it easier.
2) Lag made buff icons somewhat unreliable. Rationing insps more aggressively might've helped.
3) Break-frees are about useless for squishies when the goo hits the fan. -
Sandolphan and I have our nukes and will be there!
I will be on Rain of Radiation (how appropriate), Sandolphan will be on Wrecking Belle (br00t).
Party tonight, be hungover tomorrow, and nuke on Sunday! -
Was in the middle of an MSTF. I was the only tanker and non-squishy on team. Felt very bad until I found out it wasn't only me.
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Subjective feedback on the new Lord Winter event:
1) A GM with 226k HP that regens, even at a reduced rate, seems excessive, on top of all his protection and status effects.
2) Those autohit northern light bolts really tear down teams light on support.
3) Lord Winter is so huge that damage numbers and 'unaffected' messages appear out of view from most camera angles. It's not always readily apparent that he's been phased without monitoring combat logs. Clearer visual cues would be good.
3) Lord Winter inflicts autohit endurance drain in an already-prolonged fight. This seems brutal. -
I ended up not using any of the insps I brought along and had, and survived the whole thing on a squishy. Only got hit by a few stray shots when Hamidon bloomed the first time in the goo, but we had very few casualties even then.
Now, can we make this happen on redside...? -
10-03-2009 16:31:56 [Request] Catherine Dover: Hamidon has spawned! Finish off the current encounter and head to safe rock.
10-03-2009 17:04:06 Weave has defeated Hamidon
It was a very nicely done raid, and thanks all for coming. -
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Saturday second raid. *Pokes Exx to edit the date*
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Hihi, lemme clarify this a little.
This was primarily Sandolphan's idea, actually. I was just the one who proposed a time by request. The purpose of this no-evac raid is to familiarize raid regulars with this approach, which has the potential to be much more efficient, and then we can switch to this strategy for more of our scheduled raids.
A common complaint from people who dislike current Hamidon raids is that they feel very repetitive, and a lot of 'sitting around' happens after each bloom when teams recover, reorient themselves, and reacquire targets, and these interludes are also when people go afk and chatter on the safe rock. Nothing is wrong with any of that, of course, but Sandy feels it's time for us to start staying the course...
The strategy is going to stay roughly the same, but with some changes:
-For this experimental run, it may be prudent for everyone to bring/save some EoEs and medium/large status-protection inspirations (three of each or more).
-We'll try to do this with the people that show up, so it can feel more like a normal raid rather than a one-time special event. There's no need to bring nukes unless you want to.
-First countdown on the safe rock remains the same. However, aggro-managers will need to thumbtack the locations of their respective yellow mito targets. For Virtue, this would be scrappers, backed up by tankers not taunting Hamidon.
-The first assault will be the same until it's time to attack Hamidon. Instead of calls for teleporters to leave for safety, a two part buff-cycle will be called. Evac calls will be replaced by calls for scrappers and tankers to take their positions. This is the most critical change, and the reason for carrying spare EoEs/antimezzes. Though with quick reaction and enough damage debuffs, inspirations may prove to be unneeded.
-At each bloom, teams will spread out to take out the mitos, using the same strategy we use now. Assault teams will be encouraged to be aggressive and eliminate as many blues as possible during yellow phase.
I think that's about it. ^^ -
Add Virtue to this, too.
Throughout the whole weekend, zones have been going through extended periods of mapservings and global hiccups. You'd get 'Disconnected from Mapserver' for ten seconds followed by one frenzied burst of delayed reaction only to get mapserved again for another ten seconds. This cycle would repeat for five minutes or so.
This appears to be partially a network issue, as at least one friend of mine who is in Australia reported no such experiences immediately after another bout of mapservings. But other players I've been playing with from all over the western hemisphere and Europe have all confirmed service disruptions.
This has led to at least one ruined/bugged TF for myself (people got booted, locked out, and logged back eventually into their own separate solo/duo version of the TF) and one badly-interrupted Hamidon raid. -
Started with just the four of us doing some street-clearing last night, and then we got bored of all the level 49-51 spawns, so I suggested moving to RWZ to fight level 54's. RWZ2 was, as expected, a ghost town, and we only saw one other person there, who joined us later.
At one point or another, someone on team decided to leeroy a pylon. This prompted a full-blown pylon assault. We went with the following order: 8, 3, 2, 9, 18, 10, 12, 11, 14, 15, 13, 16 (17 was mysteriously down), 6, 5, 7, 4, 1. At this point, pylon 8 respawned, so we picked up the pace while trying not to ask for too much help.
8, 3, and 2 had to be taken down again, and then the mothership was open. I was eager to see how we'd do, and quickly set a bomb. Then I realized we were only one team, and U'Kon wasn't going to spawn with just one bomb. >.<
So one teammate switched (Arctic Revenant -> Necrotic Fang) and we got another volunteer to set additional bombs, and we took down U'Kon and camped the bowl. The maximum number of people on the mothership at any given moment was 9, as far as I could tell.
This was great fun, and thank you to all those who participated: >=D Kid Wyvern (fire/kin troller), In Caligine (dark/dark tanker), Pyronoid (fire³ blaster), Corbassiere (ice tanker), Silvercell (SS/WP brute), Arctic Revenant (ice/rad corr)/Necrotic Fang (crab), Soul Exchange (/EA stalker), Mover and Shaker (en/kin corr), Cyberqueen (bots/FF MM).
Pics:
http://euniana.kahlan.org/cox-1teamms-pylon.jpg
http://euniana.kahlan.org/cox-1teamms-bowl.jpg
http://euniana.kahlan.org/cox-1teamms-vsearch.jpg -
Unfortunately, STF is bugged at the moment, so now is probably a bad time to attempt it.
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Can't forget our cheerleading squad.
@Menteur: God, it's almost as though the devs didn't -intend- this thing to be duoable! -
Well, the last attempt was just too close that I had to try another, but with a radically different setup.
I played the support role again this time. The cavalry in this case was Reikou, dark melee/ninjutsu stalker.
We didn't expect to have a third, but our good friend @Cosmic. who helped us start the SF offered to stay on team in case we wanted a hand down the line. She was offline or badging in PvP zones most of the time, and came in to help on fourth mission, when we were getting pretty demoralized. =D
Team setup: Irredeemable One (Night Widow, fire support) + Reikou (dark/nin stalker, cavalry), Kilava Eres (nin/TA MM, reinforcement)
Why such a loltacular pairing? The idea we wanted to try out was brute-forcing heroes without debuffs. The stalker would be the main damage dealer, and I would contribute some DPS while covering nin's weaknesses, such as tanking psi heroes and adding a defence buffer to nin's defence debuff resistance.
No shivans or heavies were used, not out of any principle but because we didn't have any. <_< >_>
We did not realistically expect to complete this, but my goal was to make it to the final mission, with a stretch goal of taking out Numina (and as many as we could drag down with us). We didn't quite meet our goal, as we had trouble separating the Vindicators and were getting pretty worn out. Then our third came in to help, and with some persistence, we took down the Vindicators. Mynx and Swan in one go, Luminary, Malaise, Valkyrie.
Anyway, made it to the last mission and called it pretty soon, as we were all getting sleepy and the heroes didn't want to be single-pulled. That said, if they were single-pulled, barring Statesman with his perma-dull pain/unstoppable gimmick, we probably could've finished this.
Some WTH moments:
- You activated the Demonic Aura power. The Demonic Aura has significantly boosted your Defense and Damage Resistance. Valkyrie HITS you! Flying Swords power had a 8.25% chance to hit and rolled a 1.14. Valkyrie hits you with Flying Swords for 1377.88 points of lethal damage and reduces your defense!
- Sister Psyche HITS you! Explosive Blast power had a 7.50% chance to hit and rolled a 7.01. Sister Psyche blasts you with a Explosive Blast for 301.74 points of smashing damage! Sister Psyche blasts you with a Explosive Blast for 241.39 points of energy damage! Sister Psyche HITS you! Power Blast power had a 7.50% chance to hit and rolled a 1.80. Sister Psyche blasts you with a Power Blast for 341.17 points of smashing damage! Sister Psyche blasts you with a Power Blast for 533.09 points of energy damage!
Sister Psyche or Sister Energy?
-[ROBOKiTTY]ROBOKiTTY: 80% health and yet to deal one point of damage.
[ROBOKiTTY]ROBOKiTTY: yeah, I know, he'll teleport-arrow-one-shot me right after I say that.
(And Manticore does exactly that two seconds later, leaving no logs. I survived it, at least.)
Obligatory pics.
Crimson on the floor.
http://euniana.kahlan.org/cox-duo-rsf1.jpg
Chasing Kronos to the rooftops, aggroing the entire map.
http://euniana.kahlan.org/cox-duo-rsf2.jpg
Numina + BAB.
http://euniana.kahlan.org/cox-duo-rsf3.jpg
Numina + Psyche + BAB.
http://euniana.kahlan.org/cox-duo-rsf4.jpg
BAB down.
http://euniana.kahlan.org/cox-duo-rsf5.jpg
Kilava to the rescue, taking out Ms. Liberty. Also pondering - how dark melee and widow training lit oil slicks.
http://euniana.kahlan.org/cox-duo-rsf6.jpg -
KiTTY's got screenshots.
Dropship incoming to Skyway City!
http://euniana.kahlan.org/cox-dropship-blue1.jpg
Dropship disintegrating into the War Wall.
http://euniana.kahlan.org/cox-dropship-blue2.jpg
Open fire!
http://euniana.kahlan.org/cox-dropship-blue3.jpg
Punting a dropship in teh fase.
http://euniana.kahlan.org/cox-dropship-blue4.jpg
Search and destroy.
http://euniana.kahlan.org/cox-dropship-blue5.jpg
Charge of the Light Brigade?
http://euniana.kahlan.org/cox-dropship-red1.jpg
Into the jaws of death...
http://euniana.kahlan.org/cox-dropship-red2.jpg
Just sent a dropship down before it could get away.
http://euniana.kahlan.org/cox-dropship-red3.jpg
Eat mah laser eyes.
http://euniana.kahlan.org/cox-dropship-red4.jpg
Melting a dropship.
http://euniana.kahlan.org/cox-dropship-red5.jpg
Dropship sunk over Sharkhead.
http://euniana.kahlan.org/cox-dropship-red6.jpg
Swarm that ship!
http://euniana.kahlan.org/cox-dropship-red7.jpg
im in ur zone, laggin ur mapsrvr
http://euniana.kahlan.org/cox-dropship-red8.jpg -
From what I've observed, the repairmen do these two things upon spawning: 1) spawn animation 2) immediately queued (uninterruptable) heal. Since the repairmen spawn in trios with a half-second delay (à la gang war) and essentially joust, the heal is staggered and nearly humanly impossible to prevent reactively. But pets, pseudopets, and mez auras should yield better results in theory. The goal would be to incapacitate or neutralize the repairmen while animation #1 is just beginning to ensure no jousting.
Promising options: earthquake/ice slick/ice patch (knockdown patch), repulsion field/repel/bonfire/tornado (knockback field, but not hurricane/force bubble), volcanic gases/choking cloud/oppressive gloom (hard-mez), telekinesis/singularity/liquefy anchored on the tower (mixed).
'Maybe?' options: spectral terror/cloak of fear/etc. Fear mez is ambiguous visually, and feared critters are not locked down. I haven't been able to observe their effects satisfactorily.
Of course, knockback has always been iffy during tower phase, but depending on the team, it might be worthwhile to employ it with vigilance. Knock effects add a new buffer animation, which might buy enough time for player reflex and AoEs/pets to finish them off.
As for -heal, cold domination has it in benumb, but it's a long-recharging single-target power, and repairman heals are marked unresistable. >=(
Thoughts? -
[ QUOTE ]
So after reading thru this thread i'm starting to get nervous about my Shield/Ice i'm rolling. I'm 36(spent a week or so at 33 doing FB's and such for Sets(yes I PvP)) now and after seeing this am starting to wonder if its going to be worth the roll to 50(building this for our SG and what i 'thought' would be good to do the MoSTF).
Am I boned? or just 'learn my build' well and i'll do fine?
[/ QUOTE ]
Shield can tank MSTF. Just learn your strengths and weaknesses/limits and plan accordingly. Prepare inspirations and optionally some base empowerments for the finale, and use OwtS when it's available. With some team support to keep you buffed and healed, you'll be golden. -
More pics here: https://boards.cityofheroes.com/favlinke...amp;postmarker=
And yes, I got a screenie of Ghost Widow floating.
http://euniana.kahlan.org/cox-gw-soulstormed.jpg -
Even a stone tanker can die to Recluse if there's absolutely no support and/or the team takes too long getting red/blue towers down. And then there's Ghost Widow.
Oh yeah, and Reichsman too, now. -
Not true. Any tanker can tank an STF, although some sets require more support and/or preparation than others. As long as you are level 50 and adequately-built/slotted with support from the team, you can do it.
In fact, invulnerability probably ranks only behind stone in survivability on the last mission, in my opinion.
There are some reasons why you might have been turned down, though.
1. Inexperience. Recluse is a special-case archvillain who can one-shot an unprepared tanker. People may have gotten nervous.
2. Master runs. A lot of STF runs are master runs, which require no deaths. Inv can perform well on MoSTFs, but some people are afraid to do it without a stone tanker.
3. Your playstyle/reputation. Do you play, or at least have a reputation of playing a scranker? Are you known for charging ahead recklessly and faceplanting or leaving the team behind? Did you skip any major powers, like unyielding or invincibility? Good players can make just about anything work, but some people can be quick to judge.
4. You've been running into the wrong people.
I'm open to an STF some time this week though, if you want. -
We had planned to do an all-corruptor run once I15 came out, and we did it tonight. Then most of us stayed to do the TF version right after.
Finishing the SF:
http://euniana.kahlan.org/cox-allcorr5csf1.jpg
Rocking the scimitars:
http://euniana.kahlan.org/cox-allcorr5csf2.jpg
Team posing for photo:
http://euniana.kahlan.org/cox-allcorr5csf3.jpg
Emptying Reichsman's health bar:
http://euniana.kahlan.org/cox-allcorr5csf4.jpg
Emptying Reichsman's endurance bar:
http://euniana.kahlan.org/cox-allcorr5csf5.jpg
Zappz. was level 48 at the beginning of the SF and hit 50 on it, and Bonnie Black Anne was 45-46 and was responsible for about 100 of the 116 deaths. About half an hour was spent waiting for GM help when an NPC got stuck. Many thanks to GM_V_Marcus for the assistance.
The SF was done on relentless and was the first run for most of us. The TF version was finished in a little over an hour on invincible with a non-specialized team. I forgot to get screenshots, though. We finished with 28 deaths at 1:01:52. -
I have a few comments and suggestions.
1. I see a few scattered melee defence bonuses. Are you hoping to build for melee survivability? If so, 11.3% is on the low side, without any def to stack with (combat jumping, manoeuvres, etc).
2. Consider taking out the immob/range piece from Enfeebled Operation and slot a damage enhancer (or peroxisome) in its place. You lose some melee def for more damage.
2. Consider five-slotting hot feet with Tempered Readiness (skipping range/slow) and adding a dam/end frankenslot to the sixth slot optionally. This gives 3.5% recharge and 70+% acc/dam/end.
3. Consider replacing the accuracy pieces in psionic dart, mind probe, and mental blast with damage (or dam/end). You have enough global accuracy and get more mileage out of underslotting them.
4. Subdue may be a decent replacement for mental blast. They have identical damage/end costs/recharge/activation times in I15, only different secondary effects (immob and -rech).
5. Consider adding a damage enhancer (or a peroxisome) to char.
6. You could replace whirlwind with telekinetic thrust and keep all slots. It does okay damage now and can fit in your melee attack chain once you have mobs fire-caged.
7. Consider replacing the heal piece from Doctored Wounds with the recharge piece.
8. Four-slotting smoke with Dark Watcher's Despair will give you another 5% recharge. You can get rid of bonfire and get two extra slots out of that.
9. For fire imps, I recommend four-slotting Expedient Reinforcement (skip the quad and aura). Optionally add a dam/end frankenslot and recharge enhancer in the remaining slots. You lose out on melee def again, but you gain 6.25% recharge and imps will be also available more often.
10. For PSW slotting, I recommend taking out the damage piece from Armageddon and slotting the proc instead, and replacing the generic recharge enhancer with a Multi Strike damage/endurance/recharge frankenslot.
11. Having both Miracle and Numina's procs may be overkill when you have drain psyche. I'd recommend taking Miracle out and diverting the slot to drain psyche (endmod/acc).
12. Optionally, consider two-slotting Steadfast Protection unique and res/end in patron shield.
13. If you have leftover slots to spare, I'd invest in mind probe (five-slotting crushing impact if possible).
Anyway, have a look at the revised build.
Villain Plan by Mids' Villain Designer 1.401
http://www.cohplanner.com/
[u]Click this DataLink to open the build![u]
Level 50 Natural Dominator
Primary Power Set: Fire Control
Secondary Power Set: Psionic Assault
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leadership
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Char <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (3) Basilisk's Gaze - Accuracy/Recharge[*] (3) Basilisk's Gaze - Recharge/Hold[*] (5) Basilisk's Gaze - Endurance/Recharge/Hold[*] (5) HamiO:Peroxisome Exposure[/list]Level 1: Psionic Dart <ul type="square">[*] (A) Damage Increase IO[/list]Level 2: Fire Cages <ul type="square">[*] (A) Enfeebled Operation - Accuracy/Recharge[*] (7) Enfeebled Operation - Endurance/Immobilize[*] (7) Enfeebled Operation - Accuracy/Endurance[*] (9) Enfeebled Operation - Accuracy/Immobilize[*] (9) Enfeebled Operation - Accuracy/Immobilize/Recharge[*] (43) Damage Increase IO[/list]Level 4: Mind Probe <ul type="square">[*] (A) Crushing Impact - Accuracy/Damage[*] (11) Crushing Impact - Damage/Endurance/Recharge[*] (13) Crushing Impact - Damage/Endurance[*] (33) Crushing Impact - Accuracy/Damage/Recharge[*] (33) Crushing Impact - Accuracy/Damage/Endurance[/list]Level 6: Hasten <ul type="square">[*] (A) Recharge Reduction IO[*] (11) Recharge Reduction IO[*] (13) Recharge Reduction IO[/list]Level 8: Hot Feet <ul type="square">[*] (A) Tempered Readiness - Accuracy/Slow[*] (15) Tempered Readiness - Damage/Slow[*] (15) Tempered Readiness - Accuracy/Endurance[*] (17) Tempered Readiness - Endurance/Recharge/Slow[*] (17) Tempered Readiness - Accuracy/Damage/Slow[*] (19) Cleaving Blow - Damage/Endurance[/list]Level 10: Mental Blast <ul type="square">[*] (A) Damage Increase IO[*] (25) Damage Increase IO[/list]Level 12: Flashfire <ul type="square">[*] (A) Stupefy - Accuracy/Recharge[*] (19) Stupefy - Endurance/Stun[*] (21) Stupefy - Accuracy/Endurance[*] (21) Stupefy - Stun/Range[*] (23) Stupefy - Accuracy/Stun/Recharge[*] (23) Recharge Reduction IO[/list]Level 14: Super Speed <ul type="square">[*] (A) Run Speed IO[/list]Level 16: Psychic Scream <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (25) Positron's Blast - Damage/Endurance[*] (34) Positron's Blast - Damage/Recharge[*] (34) Positron's Blast - Damage/Range[*] (34) Positron's Blast - Accuracy/Damage/Endurance[/list]Level 18: Swift <ul type="square">[*] (A) Run Speed IO[/list]Level 20: Drain Psyche <ul type="square">[*] (A) Doctored Wounds - Heal/Endurance[*] (36) Doctored Wounds - Endurance/Recharge[*] (36) Doctored Wounds - Heal/Recharge[*] (37) Doctored Wounds - Heal/Endurance/Recharge[*] (37) Doctored Wounds - Recharge[*] (39) Performance Shifter - EndMod/Accuracy[/list]Level 22: Health <ul type="square">[*] (A) Numina's Convalescence - +Regeneration/+Recovery[/list]Level 24: Stamina <ul type="square">[*] (A) Endurance Modification IO[*] (39) Endurance Modification IO[*] (39) Endurance Modification IO[/list]Level 26: Telekinetic Thrust <ul type="square">[*] (A) Kinetic Crash - Damage/Knockback[*] (27) Kinetic Crash - Accuracy/Knockback[*] (27) Kinetic Crash - Recharge/Knockback[*] (29) Kinetic Crash - Recharge/Endurance[*] (29) Kinetic Crash - Damage/Endurance/Knockback[*] (31) Kinetic Crash - Accuracy/Damage/Knockback[/list]Level 28: Smoke <ul type="square">[*] (A) Dark Watcher's Despair - To Hit Debuff[*] (31) Dark Watcher's Despair - To Hit Debuff/Recharge[*] (31) Dark Watcher's Despair - To Hit Debuff/Recharge/Endurance[*] (33) Dark Watcher's Despair - Recharge/Endurance[/list]Level 30: Cinders <ul type="square">[*] (A) Basilisk's Gaze - Accuracy/Hold[*] (36) Basilisk's Gaze - Accuracy/Recharge[*] (37) Basilisk's Gaze - Recharge/Hold[*] (45) Basilisk's Gaze - Endurance/Recharge/Hold[/list]Level 32: Fire Imps <ul type="square">[*] (A) Expedient Reinforcement - Accuracy/Recharge[*] (40) Expedient Reinforcement - Accuracy/Damage[*] (40) Expedient Reinforcement - Damage/Endurance[*] (40) Expedient Reinforcement - Accuracy/Damage/Recharge[*] (42) Blood Mandate - Damage/Endurance[/list]Level 35: Psionic Lance <ul type="square">[*] (A) Sting of the Manticore - Accuracy/Damage[*] (42) Sting of the Manticore - Damage/Endurance[*] (42) Sting of the Manticore - Damage/Endurance/Recharge[*] (43) Sting of the Manticore - Accuracy/Interrupt/Range[*] (43) Sting of the Manticore - Damage/Interrupt/Recharge[/list]Level 38: Psychic Shockwave <ul type="square">[*] (A) Armageddon - Chance for Fire Damage[*] (45) Armageddon - Accuracy/Damage/Recharge[*] (45) Armageddon - Damage/Recharge[*] (46) Armageddon - Accuracy/Recharge[*] (46) Armageddon - Damage/Endurance[*] (46) Multi Strike - Damage/Endurance/Recharge[/list]Level 41: Assault <ul type="square">[*] (A) Endurance Reduction IO[/list]Level 44: Dark Embrace <ul type="square">[*] (A) Steadfast Protection - Resistance/+Def 3%[*] (50) Steadfast Protection - Resistance/Endurance[/list]Level 47: Dark Obliteration <ul type="square">[*] (A) Positron's Blast - Accuracy/Damage[*] (48) Positron's Blast - Damage/Endurance[*] (48) Positron's Blast - Damage/Recharge[*] (48) Positron's Blast - Accuracy/Damage/Endurance[*] (50) Positron's Blast - Damage/Range[*] (50) Recharge Reduction IO[/list]Level 49: Soul Drain <ul type="square">[*] (A) Cleaving Blow - Accuracy/Recharge[/list]------------
Level 1: Brawl <ul type="square">[*] (A) Empty[/list]Level 1: Sprint <ul type="square">[*] (A) Empty[/list]Level 2: Rest <ul type="square">[*] (A) Empty[/list]Level 1: Domination
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]6% DamageBuff(Smashing)[*]6% DamageBuff(Lethal)[*]6% DamageBuff(Fire)[*]6% DamageBuff(Cold)[*]6% DamageBuff(Energy)[*]6% DamageBuff(Negative)[*]6% DamageBuff(Toxic)[*]6% DamageBuff(Psionic)[*]5.5% Defense(Smashing)[*]5.5% Defense(Lethal)[*]3% Defense(Fire)[*]3% Defense(Cold)[*]8.94% Defense(Energy)[*]8.94% Defense(Negative)[*]3% Defense(Psionic)[*]4.25% Defense(Melee)[*]7.38% Defense(Ranged)[*]3% Defense(AoE)[*]0.9% Max End[*]1.5% Enhancement(FlySpeed)[*]40% Enhancement(Accuracy)[*]1.5% Enhancement(JumpSpeed)[*]87.5% Enhancement(RechargeTime)[*]1.5% Enhancement(RunSpeed)[*]4% Enhancement(Heal)[*]3% Enhancement(Stun)[*]3% Enhancement(Immobilize)[*]1.5% Enhancement(JumpHeight)[*]45.8 HP (4.5%) HitPoints[*]Knockback (Mag -3)[*]Knockup (Mag -3)[*]MezResist(Confused) 2.5%[*]MezResist(Held) 2.5%[*]MezResist(Immobilize) 4.7%[*]MezResist(Sleep) 2.5%[*]MezResist(Stun) 2.5%[*]MezResist(Terrorized) 4.7%[*]21% (0.35 End/sec) Recovery[*]18% (0.76 HP/sec) Regeneration[*]2.5% Resistance(Smashing)[*]6.93% Resistance(Fire)[*]6.93% Resistance(Cold)[*]1.88% Resistance(Negative)[*]3% RunSpeed[/list]