S-L Softcap vs. Melee softcap
I've been seriously considering changing his build into the follwoing one, which besides the advantages abovementioned, would also allow my to use my Gladiator's Armor 3% for another char or to be sold but, are there any major disadvantages I might have overlooked by turning a Melee softcapped build into a S-L softcapped build?
This is my idea of how he'd be with S-L softcapping:
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Gene Djinnie: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Acc-I(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Knock%(37)
Level 1: Fire Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(3), RctvArm-ResDam/EndRdx(3), RctvArm-ResDam/EndRdx/Rchg(7)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(19)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 6: Swift -- Run-I(A)
Level 8: Siphon Life -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(9), KntkC'bat-Dmg/Rchg(9), KntkC'bat-Dmg/EndRdx/Rchg(11), Mocking-Acc/Rchg(23), Zinger-Acc/Rchg(40)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A)
Level 14: Super Jump -- Zephyr-ResKB(A)
Level 16: Plasma Shield -- RctvArm-EndRdx(A), RctvArm-ResDam(17), RctvArm-ResDam/EndRdx(17), RctvArm-ResDam/EndRdx/Rchg(23)
Level 18: Health -- Mrcl-Rcvry+(A)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(46)
Level 24: Blazing Aura -- M'Strk-Acc/Dmg(A), M'Strk-Dmg/EndRdx(25), M'Strk-Dmg/Rchg(34), M'Strk-Acc/EndRdx(36), M'Strk-Acc/Dmg/EndRdx(36), M'Strk-Dmg/EndRdx/Rchg(42)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-%Dam(31)
Level 28: Boxing -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(34), KntkC'bat-Dmg/Rchg(45), KntkC'bat-Knock%(46)
Level 30: Tough -- RctvArm-EndRdx(A), RctvArm-ResDam(31), RctvArm-ResDam/EndRdx(31), RctvArm-ResDam/EndRdx/Rchg(37)
Level 32: Midnight Grasp -- KntkC'bat-Acc/Dmg(A), KntkC'bat-Dmg/EndRdx(33), KntkC'bat-Dmg/Rchg(33), KntkC'bat-Dmg/EndRdx/Rchg(33), Mocking-Acc/Rchg(39), Zinger-Acc/Rchg(50)
Level 35: Burn -- Oblit-Dmg(A), Oblit-%Dam(37), Oblit-Acc/Rchg(39), Oblit-Dmg/Rchg(39), Oblit-Acc/Dmg/Rchg(40), Oblit-Acc/Dmg/EndRdx/Rchg(40)
Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Acc/Immob/Rchg(43), Enf'dOp-Acc/Immob(43), Enf'dOp-Immob/Rng(45)
Level 44: Dark Obliteration -- SipInsght-ToHitDeb(A), SipInsght-Acc/ToHitDeb(45), SipInsght-Acc/Rchg(46), SipInsght-ToHitDeb/EndRdx/Rchg(48), SipInsght-Acc/EndRdx/Rchg(48), Dmg-I(50)
Level 47: Weave -- HO:Enzym(A), HO:Enzym(48)
Level 49: Darkest Night -- EndRdx-I(A)
------------
Level 1: Brawl -- S'ngH'mkr-Acc/Dmg(A), S'ngH'mkr-Dmg/EndRdx(25), S'ngH'mkr-Dmg/Rchg(34), S'ngH'mkr-Dmg/EndRdx/Rchg(42)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:
- 9% DamageBuff(Smashing)
- 9% DamageBuff(Lethal)
- 9% DamageBuff(Fire)
- 9% DamageBuff(Cold)
- 9% DamageBuff(Energy)
- 9% DamageBuff(Negative)
- 9% DamageBuff(Toxic)
- 9% DamageBuff(Psionic)
- 38% Defense(Smashing)
- 38% Defense(Lethal)
- 3,94% Defense(Fire)
- 3,94% Defense(Cold)
- 6,75% Defense(Energy)
- 6,75% Defense(Negative)
- 3% Defense(Psionic)
- 32,7% Defense(Melee)
- 4,88% Defense(Ranged)
- 4,88% Defense(AoE)
- 3% Enhancement(Immobilize)
- 36% Enhancement(Accuracy)
- 18,8% Enhancement(RechargeTime)
- 4% FlySpeed
- 106,8 HP (7,13%) HitPoints
- 4% JumpHeight
- 4% JumpSpeed
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Immobilize) 16,5%
- MezResist(Sleep) 1,65%
- MezResist(Stun) 8,25%
- MezResist(Terrorized) 2,2%
- 2,21% Resistance(Fire)
- 2,21% Resistance(Cold)
- 1,88% Resistance(Negative)
- 4% RunSpeed
- 2% XPDebtProtection
Set Bonuses:
Kinetic Combat
(Smite)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Fire Shield)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Shadow Maul)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Healing Flames)
- MezResist(Terrorized) 2,2%
- 1,26% Resistance(Fire,Cold)
(Siphon Life)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Temperature Protection)
- 3% Defense(All)
(Super Jump)
- Knockback Protection (Mag -4)
(Plasma Shield)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Blazing Aura)
- MezResist(Sleep) 1,65%
- 0,95% Resistance(Fire,Cold)
- MezResist(Stun) 1,65%
- 1,88% Defense(AoE), 0,94% Defense(Fire), 0,94% Defense(Cold)
- 1,88% Defense(Melee), 0,94% Defense(Lethal), 0,94% Defense(Smashing)
(Soul Drain)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Boxing)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Tough)
- MezResist(Immobilize) 1,1%
- 1,25% Defense(Energy,Negative), 0,63% Defense(Ranged)
- 1,25% Defense(Smashing,Lethal), 0,63% Defense(Melee)
(Midnight Grasp)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Burn)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
(Soul Tentacles)
- 3% Enhancement(Immobilize)
- 1,88% Resistance(Negative)
- 2,5% Defense(Smashing,Lethal), 1,25% Defense(Melee)
- 3,75% Enhancement(RechargeTime)
- 3,13% Defense(Melee), 1,56% Defense(Lethal), 1,56% Defense(Smashing)
(Dark Obliteration)
- 4% JumpSpeed, 4% JumpHeight, 4% FlySpeed, 4% RunSpeed
- 2% XPDebtProtection
- 9% Enhancement(Accuracy)
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
(Brawl)
- MezResist(Immobilize) 2,2%
- 16,9 HP (1,13%) HitPoints
- 1,88% Defense(Smashing,Lethal), 0,94% Defense(Melee)
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The same global recharge and power picks, but with much better defenses? Do it! I would take softcapped S/L with 40% melee over softcapped melee and 35% s/l any day.
I think you're right that a TON of defense debuff is associated with lethal (swords and bullets in particular). The only really bad defense debuff I know offhand that isn't is the radiation - typed attacks, like what Shivans use.
I believe Sonic and "Energy Blast" both tend to have smashing type in there too, so you're covering huge ground with S/L.
The only thing, which I'm sure you noticed, is your Psi hole is really showing. There's some content that would be made much more difficult because of that. But, otoh with this build I'm guessing you find yourself with extra greens and purples a lot anyway.
It looks awesome.
Oh, and you probably will make up the 5% for melee defense in a lot of cases between the -tohit on your primary's attacks.
@Gilia1
I play heroes on Champion.
I play villains on Virtue.
I'd go for the S/L defense. Most melee attacks in the game have smashing or lethal, and the ones that don't are usually fire, which I'm pretty sure you've got covered. You also get bonus protection from bullets and a ton of other types of ranged damage.
Active (Freedom): Setna (Ice/Psi Dom), Arram (WP/KM Tank), Tesmiel (Elec/SS Tank), Astredax (Robot/Dark Mastermind), Operative Vidali (melee fortunata)
Retired (Virtue): Gaav (Inv/EM Tank), Baqra (Fire/SS Tank)
Heya,
I currently have a Dm/Fire Brute who has been Melee softcapped for quite a while and sometimes, he honestly feels like cheating, specially with the new changes to Fiery Aura. I've been reading on forums that it seems S-L softcapping is more advisable to avoid def debuffs which are usually associated with S-L damage plus my guess is that I'd also be covered for a fair amount of exotic dmg which would be mised with S-L dmg on several attacks (no clue about how high the % of mixed S-l + exotic dmg is vs. pure exotic dmg is). So far my current build is this one:
Villain Plan by Mids' Villain Designer 1,803
http://www.cohplanner.com/
Click this DataLink to open the build!
Gene Djinnie: Level 50 Magic Brute
Primary Power Set: Dark Melee
Secondary Power Set: Fiery Aura
Power Pool: Fitness
Power Pool: Leaping
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Soul Mastery
Villain Profile:
Level 1: Smite -- Acc-I(A), KntkC'bat-Acc/Dmg(13), KntkC'bat-Dmg/Rchg(15), KntkC'bat-Dmg/EndRdx/Rchg(19), KntkC'bat-Knock%(37)
Level 1: Fire Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(3), TtmC'tng-ResDam/EndRdx(3), TtmC'tng-ResDam/EndRdx/Rchg(7), TtmC'tng-ResDam/Rchg(34), TtmC'tng-EndRdx/Rchg(40)
Level 2: Shadow Maul -- Oblit-Dmg(A), Oblit-%Dam(7), Oblit-Acc/Rchg(11), Oblit-Dmg/Rchg(13), Oblit-Acc/Dmg/Rchg(15), Oblit-Acc/Dmg/EndRdx/Rchg(19)
Level 4: Healing Flames -- Dct'dW-Rchg(A), Dct'dW-Heal/Rchg(5), Dct'dW-Heal/EndRdx/Rchg(5)
Level 6: Swift -- Run-I(A)
Level 8: Siphon Life -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(9), T'Death-Dmg/Rchg(9), T'Death-Acc/Dmg/EndRdx(11), T'Death-Dmg/EndRdx/Rchg(23), T'Death-Dam%(25)
Level 10: Combat Jumping -- Ksmt-ToHit+(A)
Level 12: Temperature Protection -- S'fstPrt-ResDam/Def+(A), GA-3defTpProc(45), S'fstPrt-ResKB(46)
Level 14: Super Jump -- Zephyr-Travel(A)
Level 16: Plasma Shield -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(17), TtmC'tng-ResDam/EndRdx(17), TtmC'tng-ResDam/Rchg(23), TtmC'tng-EndRdx/Rchg(37), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 18: Health -- Numna-Regen/Rcvry+(A), Numna-Heal(34)
Level 20: Stamina -- EndMod-I(A), EndMod-I(21), EndMod-I(21)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(36), RechRdx-I(46)
Level 24: Consume -- Oblit-Dmg(A), Oblit-Acc/Rchg(25), Oblit-Dmg/Rchg(34), Oblit-Acc/Dmg/Rchg(36), Oblit-Acc/Dmg/EndRdx/Rchg(36), Oblit-%Dam(42)
Level 26: Soul Drain -- Oblit-Dmg(A), Oblit-Acc/Dmg/EndRdx/Rchg(27), Oblit-Acc/Rchg(27), Oblit-Dmg/Rchg(29), Oblit-Acc/Dmg/Rchg(29), Oblit-%Dam(31)
Level 28: Boxing -- Empty(A)
Level 30: Tough -- TtmC'tng-EndRdx(A), TtmC'tng-ResDam(31), TtmC'tng-ResDam/EndRdx(31), TtmC'tng-ResDam/Rchg(37), TtmC'tng-EndRdx/Rchg(43), TtmC'tng-ResDam/EndRdx/Rchg(46)
Level 32: Midnight Grasp -- T'Death-Acc/Dmg(A), T'Death-Dmg/EndRdx(33), T'Death-Dmg/Rchg(33), T'Death-Acc/Dmg/EndRdx(33), T'Death-Dmg/EndRdx/Rchg(39), T'Death-Dam%(42)
Level 35: Blazing Aura -- Sciroc-Acc/Dmg(A), Sciroc-Dmg/EndRdx(39), Sciroc-Acc/Dmg/EndRdx(39), Sciroc-Dam%(40), Sciroc-Acc/Rchg(40), M'Strk-Acc/EndRdx(43)
Level 38: Fiery Embrace -- RechRdx-I(A), RechRdx-I(50)
Level 41: Soul Tentacles -- Enf'dOp-Acc/Rchg(A), Enf'dOp-EndRdx/Immob(42), Enf'dOp-Acc/EndRdx(43), Enf'dOp-Immob/Rng(45), Enf'dOp-Acc/Immob/Rchg(48), Enf'dOp-Acc/Immob(48)
Level 44: Darkest Night -- EndRdx-I(A), EndRdx-I(50)
Level 47: Burn -- M'Strk-Dmg/Rchg(A), C'ngBlow-Dmg/Rchg(48)
Level 49: Weave -- HO:Enzym(A), HO:Enzym(50)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Fury
Level 0: Ninja Run
------------
Set Bonus Totals:
- 14% DamageBuff(Smashing)
- 14% DamageBuff(Lethal)
- 14% DamageBuff(Fire)
- 14% DamageBuff(Cold)
- 14% DamageBuff(Energy)
- 14% DamageBuff(Negative)
- 14% DamageBuff(Toxic)
- 14% DamageBuff(Psionic)
- 26,9% Defense(Smashing)
- 26,9% Defense(Lethal)
- 7,56% Defense(Fire)
- 7,56% Defense(Cold)
- 6% Defense(Energy)
- 6% Defense(Negative)
- 6% Defense(Psionic)
- 38,5% Defense(Melee)
- 6% Defense(Ranged)
- 9,13% Defense(AoE)
- 18,8% Enhancement(RechargeTime)
- 36% Enhancement(Accuracy)
- 3% Enhancement(Immobilize)
- 112,4 HP (7,5%) HitPoints
- Knockback (Mag -4)
- Knockup (Mag -4)
- MezResist(Held) 13,8%
- MezResist(Immobilize) 8,25%
- MezResist(Sleep) 6,6%
- MezResist(Stun) 11%
- MezResist(Terrorized) 2,2%
- 1,5% (0,03 End/sec) Recovery
- 22% (1,38 HP/sec) Regeneration
- 1,26% Resistance(Fire)
- 1,26% Resistance(Cold)
- 5% Resistance(Negative)
------------Set Bonuses:
Kinetic Combat
(Smite)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 3,75% Defense(Smashing,Lethal), 1,88% Defense(Melee)
Titanium Coating(Fire Shield)
- MezResist(Sleep) 2,2%
- 22,5 HP (1,5%) HitPoints
- MezResist(Stun) 2,2%
- MezResist(Held) 2,75%
- 2,5% Defense(Melee), 1,25% Defense(Lethal), 1,25% Defense(Smashing)
Obliteration(Shadow Maul)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Doctored Wounds(Healing Flames)
- MezResist(Terrorized) 2,2%
- 1,26% Resistance(Fire,Cold)
Touch of Death(Siphon Life)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints
- 2,5% DamageBuff(All)
- MezResist(Held) 2,75%
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Steadfast Protection(Temperature Protection)
- 1,5% (0,03 End/sec) Recovery
- 3% Defense(All)
- Knockback Protection (Mag -4)
Gladiator's Armor(Temperature Protection)
- 3% Defense(All)
Titanium Coating(Plasma Shield)
- MezResist(Sleep) 2,2%
- 22,5 HP (1,5%) HitPoints
- MezResist(Stun) 2,2%
- MezResist(Held) 2,75%
- 2,5% Defense(Melee), 1,25% Defense(Lethal), 1,25% Defense(Smashing)
Numina's Convalescence(Health)
- 12% (0,75 HP/sec) Regeneration
Obliteration(Consume)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Obliteration(Soul Drain)
- MezResist(Stun) 2,2%
- 3% DamageBuff(All)
- 9% Enhancement(Accuracy)
- 5% Enhancement(RechargeTime)
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Titanium Coating(Tough)
- MezResist(Sleep) 2,2%
- 22,5 HP (1,5%) HitPoints
- MezResist(Stun) 2,2% (Exceeded 5 Bonus Cap)
- MezResist(Held) 2,75%
- 2,5% Defense(Melee), 1,25% Defense(Lethal), 1,25% Defense(Smashing)
Touch of Death(Midnight Grasp)
- MezResist(Immobilize) 2,75%
- 22,5 HP (1,5%) HitPoints (Exceeded 5 Bonus Cap)
- 2,5% DamageBuff(All)
- MezResist(Held) 2,75%
- 3,75% Defense(Melee), 1,88% Defense(Lethal), 1,88% Defense(Smashing)
Scirocco's Dervish(Blazing Aura)
- 10% (0,63 HP/sec) Regeneration
- 3,13% Resistance(Negative)
- 9% Enhancement(Accuracy)
- 3,13% Defense(AoE), 1,56% Defense(Fire), 1,56% Defense(Cold)
Enfeebled Operation(Soul Tentacles)