Have people given up on Invul?


beyeajus

 

Posted

A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.


I don't use the T9 for either of them, I don't even have them in my builds.

T9 "godmode" powers become marginalized the more you invest into a character's build.


 

Posted

I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not. Since my brute is built to do damage and not as much for res/def (according to research on scrapper board one of the top 5 melee damage dealers when built for rech) I need the kind of protection that tier 9 gives. And i use it, i use it regular, and can wade into stupid situations because of it. At the end of the ITF I regularly split from the group and solo a giant mob on a building top using tier 9. Just jump in and solo a huge spawn of Cims. Without tier 9 I could not do that without worries. Unless I built for res/def, in which case I would not grind them nearly as fast.

So, all tier 9s are throwaways because the Devs cannot fix Invulnerability's? Not in my experience.


 

Posted

Quote:
Originally Posted by Tangler View Post
I'm curious how does an invuln fair as the main tank on a LRSF? I know with the psi hole it can't tank Sis Psi without some help, but is the psi-hole that bad or does Dull Pain give you a generous buffer against the psi onslaught?
Short answer, I've seen plenty of invuln's do it. Buffs are always good


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
A throw away tier 9 somebody said. Uh huh. You have to wait until level 38 for a power t open up and when it does it says FU like it means it. My first 2 50s were Str/Invul Brutes. (diff servers). I now have a main that is SS/Will Brute, and he is so much easier to run than the Invul that I purpled him out. He now fights lie a wet cat. Invul is very good, but seriously, a throwaway last power? The devs need to put down the crack pipe.
Just because -you- don't like unstoppable doesn't mean it's a throw away power. I skipped invincibility on my two invulns. Does that mean it's a throw away power? Nope just that it didn't suit my style.

Pretty much every single power can be skipped without causing too much problem to a set.


Also, WP's tier 9 is supposed to be unaffected by recharge. So all your LOTG and bonuses shouldn't change a thing for it's recharge. Quite a few people on the forums said they tested that, and Mids also seem to aggree.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

Quote:
Originally Posted by Tangler View Post
I'm curious how does an invuln fair as the main tank on a LRSF? I know with the psi hole it can't tank Sis Psi without some help, but is the psi-hole that bad or does Dull Pain give you a generous buffer against the psi onslaught?
Same as granite. Since while in granite, you don't have any special protection against psi. =P

P.S. Except rooted. But a little regen sure isn't enough for two lvl 53 psi AVs.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

I'll check again (on holiday and away from my game) and time it. Seriously, I can hit that tier 9 like a minute after it drops (from memory, again) I have 4 purple set bonuses for global recharge and the LOTG global. I just assumed that was what is affecting the speed of the recharge, maybe my account is just bugged. I guess I thought that because everything got soooooo much faster. I normally run double rage, and my attack chain is pretty much my 5 strongest attacks.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not. Since my brute is built to do damage and not as much for res/def (according to research on scrapper board one of the top 5 melee damage dealers when built for rech) I need the kind of protection that tier 9 gives. And i use it, i use it regular, and can wade into stupid situations because of it. At the end of the ITF I regularly split from the group and solo a giant mob on a building top using tier 9. Just jump in and solo a huge spawn of Cims. Without tier 9 I could not do that without worries. Unless I built for res/def, in which case I would not grind them nearly as fast.

So, all tier 9s are throwaways because the Devs cannot fix Invulnerability's? Not in my experience.
Isnt strength of will unaffected by recharge time?


 

Posted

Quote:
Originally Posted by Tangler View Post
A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
Both are very nice to have. The end resistance means one sapper doesn't auto-drain you in one shot. The slow resistance, i'm not sure how much it helps, but considering fire attacks do more damage normaly, i wouldn't want to miss the fire resitance.
The other thing i really like about them, you don't need much slots in them. That frees up for the toggles and attacks.

Invuln, nothing is really skippable. All the powers are good and it only depends on how tight your build is and your playstyle. Some people skip the autos. Some skip unstoppable cause of the crash, but it's really easy to learn to survive it.

Personnaly, i skip invincibility. =P Doesn't suit my playstyle and it saves me endurance.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

Surviving thr Unstoppable crash is only part of the battle. Say you are a 50, and have lots of inspiration room. Most Invulnerabilty builds are end heavy, especially brute ones, cause you are spamming the big attacks. Invul gives no end mitigation power, so you are always treading water. There are a couple primaries that work really sweet with Invul (like Dark Melee), but mostly you are dependent on Inspirations to reblue you at the end of the crash. You can continually buy/create the ethereal shift and carry tons of inspirations only used for crashes. In this case you are using most of your inspiration tray for crash mitigation.

1) One, getting away. If you (your team) did not kil the entire spawn/the AV/end the mish you gotta shake a ton of agro and find a hole to get well. There is the ethereal shift method, or you can start looking around 20 secs before the crash, stop spamming AoE, try to finish whatver boss might follow you. Basically, start fighting defensively, stop bruting. This does not help the team, it is all about you. I ran a SS/Invul as my main for the first year I layed, I used unstoppable, this is a very tough period in the game. Team wipe can be right around the corner, especially if you are the lead brute. Also, if your safe spot has squishies in it, then FU to them.

2) Say you survived part one. Time to get well. If you did the ethereal shift you can only use inspirations, no resting in the ethereal. If you did not go ethereal, and if you were not trailed by too many uglies, you can rest. This takes about a minute, but is a lot friendlier on the inspiration storage. Bad news: Team could be dieing.

2A) If you needed Unstoppable the fight was probably going pretty damn rough. If it is any type of long term problem (you did not hit it just to absorb the alpha on one mob) then your team is probably in deep crap. Even if you hit it for the Alpha on a particularly nasty spawn, if not enough of them were killed/controlled/whatver, your team could now die.

3) Back to the fight. So, for whatever reason you survived. So, Whatever it took you are now at good health/end. You are almost always out of position now, you are cold (rage gone), and now you gotta draw agro back onto yourself. If it is one AV, not too hard. Most brutes do nt use taunt, so if it is scattered mobs its time for the track and field smack fest around the map. (this does not build rage either, usually)

So, compare that with the tier 9 off of Willpower. A simple 2 minute everything in my life gets better. At the end of which a significant end hit. Wait, end hit?, a WP brute laughs off an end hit. So it is a freebie, neve even leave combat. Just make a mental nte when the tier 9 drops that maybe i shouldnt solo that fresh mob of +4 cims without some backup.


 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
1) One, getting away. If you (your team) did not kil the entire spawn/the AV/end the mish you gotta shake a ton of agro and find a hole to get well. There is the ethereal shift method, or you can start looking around 20 secs before the crash, stop spamming AoE, try to finish whatver boss might follow you. Basically, start fighting defensively, stop bruting. This does not help the team, it is all about you. I ran a SS/Invul as my main for the first year I layed, I used unstoppable, this is a very tough period in the game. Team wipe can be right around the corner, especially if you are the lead brute. Also, if your safe spot has squishies in it, then FU to them.
I don't "lead" brute and i never have squishy in my groups, except if it's a duo. As soon as we are more then 3, i expect everyone to be able to take there share of aggro. Wich usually isn't a problem, since i team with people that can tank the whole freedom phalanx with a corr. (with a bit of support, but same goes for brutes)

Oh, and i don't stop attacking when i'm about to crash. I just wait for the very last second.... then use HandClap! Boom, enemies everywhere, not attacking me and stunned. I can procceed to part 2. If it's just one AV, i'll get by with kitting or insps.

Quote:
2) Say you survived part one. Time to get well. If you did the ethereal shift you can only use inspirations, no resting in the ethereal. If you did not go ethereal, and if you were not trailed by too many uglies, you can rest. This takes about a minute, but is a lot friendlier on the inspiration storage. Bad news: Team could be dieing.
I have to wait about 2-3 secondes, depending how lucky i am, before i can hit DP. Then i click my two toggles. Then i eat one blue and i'm ready to hit thing.

Quote:
2A) If you needed Unstoppable the fight was probably going pretty damn rough. If it is any type of long term problem (you did not hit it just to absorb the alpha on one mob) then your team is probably in deep crap. Even if you hit it for the Alpha on a particularly nasty spawn, if not enough of them were killed/controlled/whatver, your team could now die.
Aside from EBs, AVs or a good amound of +4 bosses, i can kill anything in 3 minutes. Granted i use it less often now that i'm IOed, but if i need it, that spawn sure won't kill me. Neither should it kill my team, since i team with people that don't need babysitting.

Quote:
3) Back to the fight. So, for whatever reason you survived. So, Whatever it took you are now at good health/end. You are almost always out of position now, you are cold (rage gone), and now you gotta draw agro back onto yourself. If it is one AV, not too hard. Most brutes do nt use taunt, so if it is scattered mobs its time for the track and field smack fest around the map. (this does not build rage either, usually)
After the crash, i'll still have about 30-40 fury. Won't take long to get back at the "average max".


Quote:
So, compare that with the tier 9 off of Willpower. A simple 2 minute everything in my life gets better. At the end of which a significant end hit. Wait, end hit?, a WP brute laughs off an end hit. So it is a freebie, neve even leave combat. Just make a mental nte when the tier 9 drops that maybe i shouldnt solo that fresh mob of +4 cims without some backup.
I also have a WP, and yeah i like the tier9. I still prefer unstoppable. SoW isn't even close to the peak performance you get with unstoppable. And since Wp doesn't have a self-heal, when you realize you're in trouble, you might already be too low, even for SoW to save you.


"It's a scrapper. If he can't handle it, no one can." -BrandX

 

Posted

Quote:
Originally Posted by Tangler View Post
A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
I'm a big fan of the passives since they were buffed. The only power I consider skipping in INV is Unstoppable. Not because of the crash either, that's easy to deal with but more or less because I just don't use it once IOed. It's the same reason I dropped Elude from my IOed SR Brute.


 

Posted

Quote:
Originally Posted by Clouded View Post
I'm a big fan of the passives since they were buffed. The only power I consider skipping in INV is Unstoppable. Not because of the crash either, that's easy to deal with but more or less because I just don't use it once IOed. It's the same reason I dropped Elude from my IOed SR Brute.
I find US more useful on my Brute then my scrapper or tank. The brute gets capped Resistence to all by psy. That's a massive jump from where he was. He becomes a mini tank. The other 2 at's don't.

My scrappers rarely use it cause, solo, he's a scrapper, and the whole game is pretty much easy mode, and in teams normally the tank is taking the lions share of the argo. My tank never uses it cause he's Softcapped to S/L/E/N with a single mob in melee range, and just doesn't ever die.


@KingSnake - Triumph Server
@PrinceSnake
My common sense is tingling... ~ Deadpool
If you can't learn to do something well... learn to enjoy doing it poorly...

 

Posted

Quote:
Originally Posted by PracticallyGod View Post
Isnt strength of will unaffected by recharge time?
Yup. It has a three minute down time. Which is okay, I mean it's up 40% of the time out of the box. I have it on a tanker, because I love to fire it off after Resurgance, rather than waiting on toggles. He's not IO'd very well, though. If I put the investment in, I'd probably drop both the t8 and t9.

I agree with most of what's been said. Invulnerability's draw backs are the psi-hole and endurance cost. It can be made very good with some IO investment. Because of that, I'd put it up with WP and Shield (for their regen and damage, respectively) for the best post-IO'd sets.

I don't think the psihole matters as much redside, though. I've seen well built Tankers become laughable in a lot of late game content. That doesn't seem to be the case for Brutes. At any rate, I'm not a fan of the set because once DP is on auto it's soooo boring.


@Gilia1
I play heroes on Champion.
I play villains on Virtue.

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I wholeheartedly disagree. The more I invested in my SS/Will Brute, the more his tier 9 became useful. With a 2 min godmode (for WP, more like godling) and a negligible crash, it is worth it. Having invested in 4 purple sets and LOTG my global rech is solid. That tier 9 pops up a minute or so after it drops, so approximately 2/3 of the time I can be in tier 9, with no real end concerns. That ain't throwaway unless you know something I do not.
Yes.

I know that the T9 Strength of Will is unaffected by recharge.

I'm pretty sure I've corrected this before in this forum, possibly one of your other posts.

You can feel free to check it in game.

Neither SoW or OWTS are affected by slotting for recharge, or global recharge.

So, you get SoW up 2 min out of every 5 and that's it. You're most certainly not clicking it 1 minute after it drops.


It's a power you can easily skip, and fill the gap with T3 Oranges.

And if you've invested into a Willpower Brute, building it's defenses, you have less need of the T9 since you don't need to fire it often anyway.

Alternatively, you can also build for Darkest Night. It has no crash, but a heavy endurance cost and you can use it every single fight if needed (not usually needed)


 

Posted

Quote:
Originally Posted by Tangler View Post
A few more questions on Invuln: what powers do people consider skippable? Resist Elements and Energies get a slow and end resistance respectively which looks nice, or are the mods too low to really matter in practice?
Unstoppable is the only skippable power, and even it isn't too bad.


 

Posted

I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.


 

Posted

"Note that Strength of Will is unaffected by Attack Rate changes."
[Ignores Enhancements & Buffs]


Be well, people of CoH.

 

Posted

The +end recovery or the ability to play without other toggles on after end drain are the nice things when it comes to Unstoppable or Elude but if you can get softcapped to energy then it's probably worth taking something else and simply take your chances.


He will honor his words; he will definitely carry out his actions. What he promises he will fulfill. He does not care about his bodily self, putting his life and death aside to come forward for another's troubled besiegement. He does not boast about his ability, or shamelessly extol his own virtues. - Sima Qian.

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.
Sure thing, I already know the results though. (Here's a hint, if SoW was affected by Global Recharge, it would be possible for Perma-SoW willpower builds, and it would take less recharge than perma-hasten.)

While you're at it, I'm curious how much global recharge you have if you'd be willing to post it.


 

Posted

Quote:
"Once upon a time when I knew nothing the whole game was filled with magic. It wasn't until I understood the magic tricks that the magic was gone."
What a happy thought.


Be well, people of CoH.

 

Posted

Quote:
Originally Posted by Blue_Centurion View Post
I built the willpower brute for global rech. As a SS/Will brute he is in the top 5 damage dealers when built this way. The tier 9 is therefore very important. I will be at my game in about 4 hours and will post the actual down time using a good old fashioned stopwatch.
Still waiting for that downtime calculation.


 

Posted

So whatcha think?

Villain Plan by Mids' Villain Designer 1.601
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Brute
Primary Power Set: Fiery Melee
Secondary Power Set: Invulnerability
Power Pool: Fighting
Power Pool: Speed
Power Pool: Fitness
Power Pool: Leaping

Villain Profile:
Level 1: Fire Sword

  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (37) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (40) Kinetic Combat - Damage/Endurance: Level 35
  • (45) Kinetic Combat - Damage/Recharge: Level 35
Level 1: Resist Physical Damage
  • (A) Reactive Armor - Resistance: Level 40
  • (23) Reactive Armor - Resistance/Endurance: Level 40
  • (37) Reactive Armor - Resistance/Recharge: Level 40
  • (45) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 2: Temp Invulnerability
  • (A) Reactive Armor - Resistance/Endurance: Level 40
  • (3) Reactive Armor - Resistance/Recharge: Level 40
  • (3) Reactive Armor - Resistance: Level 40
  • (34) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 4: Dull Pain
  • (A) Panacea - Heal/Endurance: Level 50
  • (5) Panacea - Heal: Level 50
  • (5) Panacea - Endurance/Recharge: Level 50
  • (37) Panacea - Heal/Endurance/Recharge: Level 50
  • (45) Panacea - Hea/Recharge: Level 50
Level 6: Build Up
  • (A) Rectified Reticle - To Hit Buff: Level 20
  • (7) Rectified Reticle - To Hit Buff/Recharge: Level 20
  • (7) Recharge Reduction IO: Level 50
Level 8: Boxing
  • (A) Absolute Amazement - Stun: Level 50
  • (9) Absolute Amazement - Stun/Recharge: Level 50
  • (9) Absolute Amazement - Accuracy/Stun/Recharge: Level 50
  • (15) Absolute Amazement - Accuracy/Recharge: Level 50
  • (31) Absolute Amazement - Endurance/Stun: Level 50
Level 10: Resist Elements
  • (A) Reactive Armor - Resistance: Level 40
  • (11) Reactive Armor - Resistance/Endurance: Level 40
  • (11) Reactive Armor - Resistance/Recharge: Level 40
  • (15) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 12: Hasten
  • (A) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
  • (13) Recharge Reduction IO: Level 50
Level 14: Super Speed
  • (A) Empty
Level 16: Unyielding
  • (A) Steadfast Protection - Resistance/+Def 3%: Level 30
  • (17) Reactive Armor - Resistance/Endurance: Level 40
  • (17) Reactive Armor - Resistance: Level 40
  • (19) Reactive Armor - Resistance/Recharge: Level 40
  • (19) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 18: Hurdle
  • (A) Jumping IO: Level 50
Level 20: Health
  • (A) Numina's Convalescence - +Regeneration/+Recovery: Level 50
  • (21) Miracle - +Recovery: Level 40
  • (21) Regenerative Tissue - +Regeneration: Level 30
  • (23) Numina's Convalescence - Heal: Level 50
  • (25) Numina's Convalescence - Heal/Endurance: Level 50
Level 22: Stamina
  • (A) Performance Shifter - EndMod: Level 50
  • (29) Performance Shifter - EndMod/Recharge: Level 50
  • (31) Performance Shifter - EndMod/Accuracy/Recharge: Level 50
  • (31) Performance Shifter - EndMod/Accuracy: Level 50
  • (33) Performance Shifter - Chance for +End: Level 50
Level 24: Resist Energies
  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50
  • (25) Reactive Armor - Resistance/Endurance: Level 40
  • (27) Reactive Armor - Resistance: Level 40
  • (27) Reactive Armor - Resistance/Recharge: Level 40
  • (29) Reactive Armor - Resistance/Endurance/Recharge: Level 40
Level 26: Fire Sword Circle
  • (A) Armageddon - Damage/Recharge: Level 50
  • (34) Armageddon - Damage/Endurance: Level 50
  • (36) Armageddon - Accuracy/Damage/Recharge: Level 50
  • (36) Armageddon - Accuracy/Recharge: Level 50
  • (36) Armageddon - Chance for Fire Damage: Level 50
Level 28: Invincibility
  • (A) Luck of the Gambler - Recharge Speed: Level 50
  • (33) Luck of the Gambler - Defense: Level 50
  • (33) Luck of the Gambler - Defense/Endurance: Level 50
  • (34) Luck of the Gambler - Defense/Recharge: Level 50
Level 30: Tough
  • (A) Titanium Coating - Resistance: Level 40
  • (43) Titanium Coating - Resistance/Endurance: Level 40
  • (43) Titanium Coating - Resistance/Recharge: Level 40
Level 32: Greater Fire Sword
  • (A) Kinetic Combat - Damage/Endurance: Level 35
  • (40) Kinetic Combat - Damage/Recharge: Level 35
  • (40) Kinetic Combat - Damage/Endurance/Recharge: Level 35
  • (43) Kinetic Combat - Accuracy/Damage: Level 35
Level 35: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed: Level 50
Level 38: Weave
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (39) Luck of the Gambler - Defense/Recharge: Level 50
  • (39) Luck of the Gambler - Defense: Level 50
  • (39) Luck of the Gambler - Recharge Speed: Level 50
Level 41: Taunt
  • (A) Mocking Beratement - Taunt: Level 50
  • (42) Mocking Beratement - Taunt/Recharge: Level 50
  • (42) Mocking Beratement - Taunt/Recharge/Range: Level 50
  • (42) Mocking Beratement - Accuracy/Recharge: Level 50
Level 44: Cremate
  • (A) Kinetic Combat - Accuracy/Damage: Level 35
  • (46) Kinetic Combat - Damage/Endurance: Level 35
  • (46) Kinetic Combat - Damage/Recharge: Level 35
  • (46) Kinetic Combat - Damage/Endurance/Recharge: Level 35
Level 47: Breath of Fire
  • (A) Ragnarok - Damage: Level 50
  • (48) Ragnarok - Damage/Endurance: Level 50
  • (48) Ragnarok - Accuracy/Damage/Recharge: Level 50
  • (48) Ragnarok - Chance for Knockdown: Level 50
  • (50) Ragnarok - Accuracy/Recharge: Level 50
Level 49: Tough Hide
  • (A) Luck of the Gambler - Defense/Endurance: Level 50
  • (50) Luck of the Gambler - Defense: Level 50
  • (50) Luck of the Gambler - Recharge Speed: Level 50
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Fury
Level 1: Single Shot
------------
Set Bonus Totals:
  • 2.5% DamageBuff(Smashing)
  • 2.5% DamageBuff(Lethal)
  • 2.5% DamageBuff(Fire)
  • 2.5% DamageBuff(Cold)
  • 2.5% DamageBuff(Energy)
  • 2.5% DamageBuff(Negative)
  • 2.5% DamageBuff(Toxic)
  • 2.5% DamageBuff(Psionic)
  • 27.9% Defense(Smashing)
  • 27.9% Defense(Lethal)
  • 6% Defense(Fire)
  • 6% Defense(Cold)
  • 12.3% Defense(Energy)
  • 12.3% Defense(Negative)
  • 6% Defense(Psionic)
  • 16.9% Defense(Melee)
  • 9.13% Defense(Ranged)
  • 6% Defense(AoE)
  • 1.8% Max End
  • 63% Enhancement(Accuracy)
  • 7.5% Enhancement(Range) (in PvP)
  • 67.5% Enhancement(RechargeTime)
  • 5% FlySpeed
  • 219.3 HP (14.6%) HitPoints
  • 5% JumpHeight
  • 5% JumpSpeed
  • MezResist(Confused) 5% (in PvP)
  • MezResist(Held) 7.75% (in PvP)
  • MezResist(Immobilize) 18.8%
  • MezResist(Repel) 1000% (10% chance, in PvP)
  • MezResist(Sleep) 7.2% (in PvP)
  • MezResist(Stun) 5% (in PvP)
  • MezResist(Terrorized) 5% (in PvP)
  • 17% (0.28 End/sec) Recovery
  • 52% (3.25 HP/sec) Regeneration
  • 1.58% Resistance(Smashing) (in PvP)
  • 1.58% Resistance(Lethal) (in PvP)
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 5% RunSpeed
------------
Set Bonuses:
Kinetic Combat
(Fire Sword)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Reactive Armor
(Resist Physical Damage)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Reactive Armor
(Temp Invulnerability)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Panacea
(Dull Pain)
  • 2.5% (0.04 End/sec) Recovery1.58% Resistance(Smashing,Lethal) (in PvP)
  • 10% (0.63 HP/sec) Regeneration, MezResist(Repel) 1000% (10% chance, in PvP)
  • 22.5 HP (1.5%) HitPointsStatus Resistance 5% (in PvP)
  • 7.5% Enhancement(RechargeTime), 7.5% Enhancement(Range) (in PvP)
Rectified Reticle
(Build Up)
  • 1.88% Defense(Smashing,Lethal), 0.94% Defense(Melee)
Absolute Amazement
(Boxing)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Reactive Armor
(Resist Elements)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Steadfast Protection
(Unyielding)
  • 3% Defense(All)
Reactive Armor
(Unyielding)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Numina's Convalescence
(Health)
  • 12% (0.75 HP/sec) Regeneration
  • 28.1 HP (1.88%) HitPoints
Performance Shifter
(Stamina)
  • 5% JumpSpeed, 5% JumpHeight, 5% FlySpeed, 5% RunSpeed
  • 28.1 HP (1.88%) HitPoints
  • 2.5% (0.04 End/sec) Recovery
  • 2.5% DamageBuff(All)
Gladiator's Armor
(Resist Energies)
  • 3% Defense(All)
Reactive Armor
(Resist Energies)
  • MezResist(Immobilize) 1.1%
  • 1.25% Defense(Energy,Negative), 0.63% Defense(Ranged)
  • 1.25% Defense(Smashing,Lethal), 0.63% Defense(Melee)
Armageddon
(Fire Sword Circle)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Invincibility)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Titanium Coating
(Tough)
  • MezResist(Sleep) 2.2%
  • 22.5 HP (1.5%) HitPoints
Kinetic Combat
(Greater Fire Sword)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Luck of the Gambler
(Combat Jumping)
  • 7.5% Enhancement(RechargeTime)
Luck of the Gambler
(Weave)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 9% Enhancement(Accuracy)
  • 7.5% Enhancement(RechargeTime)
Mocking Beratement
(Taunt)
  • 1.8% Max End
  • MezResist(Held) 2.75%
  • 2.5% Defense(Smashing,Lethal), 1.25% Defense(Melee)
Kinetic Combat
(Cremate)
  • MezResist(Immobilize) 2.75%
  • 22.5 HP (1.5%) HitPoints
  • 3.75% Defense(Smashing,Lethal), 1.88% Defense(Melee)
Ragnarok
(Breath of Fire)
  • 4% (0.07 End/sec) Recovery
  • 2.52% Resistance(Fire,Cold)
  • 15% Enhancement(Accuracy)
  • 10% Enhancement(RechargeTime)
Luck of the Gambler
(Tough Hide)
  • 10% (0.63 HP/sec) Regeneration
  • 16.9 HP (1.13%) HitPoints
  • 7.5% Enhancement(RechargeTime)