A Question on Archvillains, Giant Monsters and the Lone Defender


Draggynn

 

Posted

I have a Cold/Sonic Defender who will be 50 very soon. I rolled this guy for one reason, I want to beat up Giant Monsters and AVs solo. I even named him Gamebreak, because he'll be so powerful he effectively "breaks the game" To me, the pinnacle of power in this game has to be defeating something that was designed for full teams or even multiple teams to defeat by yourself. While its in-game rewards might be pitiful, it's just freakin' epic.

Not looking for a specific build just yet, but I am completely new to the idea of building to solo AVs and GMs. What specific attributes should I be building for? Right now I'm thinking soft-capped S/L Defense and as much Recharge as possible.

Anyone have any experience with Cold Domination for this task? I know Sonic Blast is the go to set for most AV/GM soloers, but I haven't found a lot to read about Cold in that regard. Benumb seems like the key power with it's -Regen.

And finally, what epic set helps out the most? Right now I'm leaning towards Mace Mastery so I can get Scorpion Shield, all that S/L Defense will give my build a lot of room to work with.

Thanks, and any advice on general AV/GM soloing is much appreciate.


 

Posted

I found that on my cold defender it was much easier to aim for ranged and aoe defence, then an epic pool with a resistance shield to give you that bit extra survivability. Ranged/Aoe is also better than S/L because you can fight a wider variety of foes (You just need hover to stay out of melee range).

On top of that I think recharge is key, because you need that -regen up as often as possible.

I am not sure how well cold domination does for av/gm soloing however, due to the long recharge on benumb and heat loss.

I would think you might want to look into aid self as well, because there is no self heal in cold domination.

The build shouldn't be too tight though since you can skip at least the shields and frostwork, and only need 4 powers from sonic blast (Or is it just 3?). Snow storm is a good power, but need endurance, so endurance management is something else to consider unless you want to skip it (The -recharge is very useful I think, and the -fly).


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Posted

I've read about an ice/cold corruptor who soloed AVs, and I've gone up against AVs alone on my storm/sonic, so I can chime in on this. Benumb is your most important power because of its damage debuff. As long as it's on, AVs will do much less damage to you and it will be the key to your sustained survivability. You need a LOT of recharge in order to have benumb as close to permanent as possible.

Aid self isn't a bad idea, but don't plan on relying on it since the long animation time will mean you spend a long time not attacking, and the AV will spend it all regenerating hit points (though this amount will be reduced by benumb). Defense and health inspirations are your best friend. Keeping a defense inspiration going through the fight and replacing it once it goes down will greatly decrease the damage you take and the health inspirations will let you recover from big hits without cutting into your damage output like aid self will.

The powers you need from sonic are shriek, scream, and shout. Aim barely increases your damage output, so it's not worth it unless you can use it for a good set bonus. Screech can be double stacked so that AVs will be stunned while their triangles are down. Using it in your attack chain will result in less damage, but you'll be regenerating health while the AV is stunned. Up to you if that's worth it.

If you get enough recharge and put the apocalypse proc in shriek, your ideal attack chain is shriek-scream-shriek repeated, throwing debuffs inbetween the two shrieks if you have one available (don't use infrigidate). Even if you don't use shout, you still want to keep it since ranged attacks are some of the best set bonuses you have available to you.

When setting up inventions, the most important bonuses are recharge, followed by ranged/area defense, followed by regeneration/hit points.


 

Posted

See, I was of the understanding that Screech>Scream>Shriek>Scream>Shriek>Scream was a better overall attack chain. Now, also note the last Shriek>Scream is filler for Screech to come up so you can use that time to debuff/heal as needed. That way when you get to the second Scream you have a -60% Resistance Debuff.

Shriek
-Res Duration - 5s
-Animation Duration - 1s

Scream
-Res Duration - 7s
-Animation - 1.67s

Screech
-Res Duration -12s
-Animation - 1.5s

The total animation times are 4.17 seconds so its enough to keep it going nearly permanently. Not enough without more recharge to do just the first 4. My character (and Emp/Sonic) has about 181% recharge rate atm which brings Screech down to 5.388 (about 4.9 or less after I can get my alpha slot fully done) seconds recharge. Now howl and shout will slow that down I do agree. However if I'm looking at this correctly you should be able to do this chain just fine. If I'm wrong let me know why


Dreaded Wail hits things freakin' hard.. i like to hit things freakin' hard... so.. id go Wail... SAVE THE WAILS!!!! - Solar_Lunata

 

Posted

Actually, the combined animation time of those three powers is 4.752. Figuring the arcanatime for powers usually isn't necessary, but when calculating the ideal attack chain for a set it becomes very important.

Quote:
Originally Posted by SonicRemedy View Post
See, I was of the understanding that Screech>Scream>Shriek>Scream>Shriek>Scream was a better overall attack chain.
It all depends on how much recharge you have. The absolutely ideal chain is alternating between shriek and scream. Making this a seamless attack chain requires about 405% recharge, which is not possible. I've done a lot of calculations on ideal sonic attack chains, but never at such extreme levels of recharge, so I don't know the exact threshold at which this attack chain becomes superior.


 

Posted

Quote:
Originally Posted by PrincessDarkstar View Post
Snow storm is a good power, but need endurance, so endurance management is something else to consider unless you want to skip it (The -recharge is very useful I think, and the -fly).
Snow Storm is really only useful for the -fly in AV fights to stay out of range since they resist the -recharge by 85%, so you really only get -10% recharge which isn't likely to be enough to save you if you're relying solely on regen for healing.


Quote:
Originally Posted by Garent View Post
When setting up inventions, the most important bonuses are recharge, followed by ranged/area defense, followed by regeneration/hit points.
Well...this depends a little bit on what your goal. A lot of people want to be able to solo AVs without inspirations in which case ranged defense needs to be the first priority. If you are content using purple inspirations, then you don't need to focus quite so intently on hitting that 45% mark. I suspect the recharge for benumb is not essential as you might think since I can take down AVs on my storm/psi and I suspect the additional -res from sonic blasts would be enough to make up a large portion if not all of the damage that I have with Tornado and LS, so benumb's -regen is just icing. (Granted, it can be a very slow process, and if they have more than 3 ranged attacks, they can usually finish me off before I can take them down).


Draggynn on Virtue: lvl 50 Storm/Psi, 1389 badges
Draggynn's Guide to Storm Summoning(Gale-Tornado, updated 6/25/2011)
Avatar by Wassy full reference here

 

Posted

Thanks for the help everybody, taking all this into account as I start work on designing my prototype build for Gamebreak, I'll update this as I get something going.


 

Posted

Here's my Cold/Sonic's current build. I haven't tried soloing anything harder than a Rikti pylon, but she can beat those easily.

Hero Plan by Mids' Hero Designer 1,803
http://www.cohplanner.com/

Click this DataLink to open the build!

Level 50 Magic Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Flight
Power Pool: Fitness
Power Pool: Speed
Power Pool: Leadership
Ancillary Pool: Mace Mastery

Hero Profile:
Level 1: Ice Shield -- LkGmblr-Rchg+(A), GftotA-Run+(3), GftotA-Def(3)
Level 1: Shriek -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(19), Decim-Dmg/Rchg(21), Decim-Acc/EndRdx/Rchg(21), Decim-Acc/Dmg/Rchg(23)
Level 2: Scream -- Decim-Acc/Dmg(A), Decim-Dmg/EndRdx(11), Decim-Dmg/Rchg(17), Decim-Acc/EndRdx/Rchg(17), Decim-Acc/Dmg/Rchg(19)
Level 4: Howl -- Posi-Acc/Dmg(A), Posi-Dmg/EndRdx(5), Posi-Dmg/Rng(5), Posi-Acc/Dmg/EndRdx(9), Posi-Dam%(11)
Level 6: Glacial Shield -- LkGmblr-Rchg+(A), GftotA-Run+(7), GftotA-Def(7)
Level 8: Fly -- Zephyr-Travel(A), Zephyr-ResKB(9)
Level 10: Swift -- Flight-I(A)
Level 12: Arctic Fog -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(13), LkGmblr-Def/EndRdx(13), LkGmblr-Def/EndRdx/Rchg(15), S'fstPrt-ResDam/Def+(15)
Level 14: Health -- Numna-Regen/Rcvry+(A)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(23), Thundr-Dmg/Rchg(25), Thundr-Acc/Dmg/Rchg(25), Thundr-Acc/Dmg/EndRdx(27), Thundr-Dmg/EndRdx/Rchg(27)
Level 18: Benumb -- Acc-I(A), RechRdx-I(29), RechRdx-I(29), RechRdx-I(31)
Level 20: Stamina -- P'Shift-EndMod(A), P'Shift-EndMod/Rchg(31), P'Shift-EndMod/Acc(31), P'Shift-End%(33)
Level 22: Hasten -- RechRdx-I(A), RechRdx-I(33), RechRdx-I(33)
Level 24: Maneuvers -- LkGmblr-Rchg+(A), LkGmblr-Def/Rchg(34), LkGmblr-Def/EndRdx(34), LkGmblr-Def/EndRdx/Rchg(34)
Level 26: Sleet -- LdyGrey-DefDeb/Rchg(A), LdyGrey-%Dam(36), LdyGrey-DefDeb/Rchg/EndRdx(36), UndDef-DefDeb/Rchg/EndRdx(36), TmpRdns-EndRdx/Rchg/Slow(37), Achilles-ResDeb%(37)
Level 28: Snow Storm -- EndRdx-I(A)
Level 30: Amplify -- GSFC-ToHit(A), GSFC-ToHit/Rchg(39), GSFC-ToHit/Rchg/EndRdx(40), GSFC-Rchg/EndRdx(40), GSFC-ToHit/EndRdx(40), GSFC-Build%(42)
Level 32: Heat Loss -- Efficacy-EndMod/Acc/Rchg(A), Efficacy-EndMod/Rchg(43), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc/Rchg(43), P'Shift-Acc/Rchg(46)
Level 35: Screech -- Stpfy-Acc/Rchg(A), Stpfy-EndRdx/Stun(37), Stpfy-Acc/EndRdx(39), Stpfy-Stun/Rng(46), Stpfy-Acc/Stun/Rchg(50), Stpfy-KB%(50)
Level 38: Hover -- Zephyr-Travel(A), Zephyr-Travel/EndRdx(39)
Level 41: Scorpion Shield -- LkGmblr-Rchg+(A), DefBuff-I(42), LkGmblr-Def/EndRdx(42)
Level 44: Web Envelope -- GravAnch-Immob/Rchg(A), GravAnch-Acc/Immob/Rchg(45), GravAnch-Acc/Rchg(45), GravAnch-Immob/EndRdx(45), GravAnch-Hold%(46)
Level 47: Summon Disruptor -- S'bndAl-Dmg/Rchg(A), ExRmnt-Acc/Rchg(48), ExRmnt-Acc/Dmg(48), ExRmnt-Acc/Dmg/Rchg(48), ExRmnt-EndRdx/Dmg/Rchg(50)
Level 49: Frostwork -- Dct'dW-Heal/Rchg(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run



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- @DSorrow - alts on Union and Freedom mostly -
Currently playing as Castigation on Freedom

My Katana/Inv Guide

Anyone who doesn't take truth seriously in small matters cannot be trusted in large ones either. -Einstein

 

Posted

Quote:
Originally Posted by Lightslinger View Post
I have a Cold/Sonic Defender who will be 50 very soon. I rolled this guy for one reason, I want to beat up Giant Monsters and AVs solo. I even named him Gamebreak, because he'll be so powerful he effectively "breaks the game" To me, the pinnacle of power in this game has to be defeating something that was designed for full teams or even multiple teams to defeat by yourself. While its in-game rewards might be pitiful, it's just freakin' epic.
At the risk of a minor derail, I don't think it's quite fair to say that such a build breaks the game. Cold/Sonic is probably the best (or at least among the best) single-AV-soloing builds in the game, and one of the better teaming builds too -- but it's not by any stretch generally the best soloer.

Cold/Sonic's AoE capability is at best mediocre, and even its single-target damage isn't particularly good unless the debuffs have time to ramp up. (Bosses or higher, in other words.)

And as you pointed out, the rewards for soloing AVs/GMs are pathetic.

Quote:
Not looking for a specific build just yet, but I am completely new to the idea of building to solo AVs and GMs. What specific attributes should I be building for? Right now I'm thinking soft-capped S/L Defense and as much Recharge as possible.
I only recommend S/L DEF if you're planning to play a hybrid melee/ranged build, like a blapper or (most) Dominators. For a ranged build, you're better off with ranged DEF and Hover. The downside is that ranged DEF is generally a little harder to fit into a build (because S/L builds can rely on patron/APP powers to do the heavy lifting). The upside is that ranged DEF has fewer holes, allows for the selection of a resistance shield to stack with your defense, and is more exemplar-friendly.

Quote:
Anyone have any experience with Cold Domination for this task? I know Sonic Blast is the go to set for most AV/GM soloers, but I haven't found a lot to read about Cold in that regard. Benumb seems like the key power with it's -Regen.
Cold is likely the best singular buff/debuff set for dealing with hard, single targets, in part because of Benumb's -regen, but also because Cold has tools to lower the target's damage output and damage resistance, and to diminish the target's situational tricks (like controls or heals; self-healing AVs are the bane of many AV-soloing builds).

On top of that, Cold has enough -recharge available that you can put a serious dent into an AV's attack rate, even accounting for the 85% debuff resistance.

Quote:
And finally, what epic set helps out the most? Right now I'm leaning towards Mace Mastery so I can get Scorpion Shield, all that S/L Defense will give my build a lot of room to work with.

Thanks, and any advice on general AV/GM soloing is much appreciate.
Personally, I'd lean towards the Electric APP. The extra energy resistance stacks well with Arctic Fog, and Electric Fence is a relatively high-DPA immobilize power. Having access to immobilize is key for a ranged-DEF AV soloist, because immobilize is the one mez effect that AVs are consistently weak against.

In theory, Snow Storm will be enough to keep most AVs out of your face if you Hover (because it will prevent flying AVs from lifting off to chase you), but I would rather use the immobilize because it comes as a natural consequence of attacking (which you're going to be doing anyway), and because it can't be detoggled.

(Edit: Electric Fences also has a longer range than Shout. There are some AVs that have strong ~40' attacks, so it can be useful to hang far away from them.)


Quote:
Originally Posted by Iggy_Kamakaze View Post
Nice build

 

Posted

Quote:
Originally Posted by Obitus View Post
Electric Fence is a relatively high-DPA immobilize power.
Posting to back up this fact. Single target immobilizes in general make solid attack powers, and electric fence remains competitive even when you stack it up against the sonic blast powers.


 

Posted

So my Cold/Sonic Gamebreak is now level 50 and I'm ready to start the long process of gearing him up for some AV soloing.

Below is a proto-build I've put together. I'm pretty terrible at Mids and building in general, so any advice would be very much appreciated. Thanks!

Hero Plan by Mids' Hero Designer 1.90
http://www.cohplanner.com/

Click this DataLink to open the build!

Gamebreak: Level 50 Technology Defender
Primary Power Set: Cold Domination
Secondary Power Set: Sonic Attack
Power Pool: Leadership
Power Pool: Flight
Power Pool: Speed
Power Pool: Fighting
Ancillary Pool: Electricity Mastery

Hero Profile:
Level 1: Infrigidate -- P'ngTtl-Acc/Slow(A), P'ngTtl-Dmg/Slow(3), P'ngTtl-Acc/EndRdx(7), P'ngTtl-EndRdx/Rchg/Slow(43), P'ngTtl--Rchg%(43), P'ngTtl-Rng/Slow(50)
Level 1: Shriek -- Apoc-Dam%(A), Apoc-Dmg(3), Apoc-Acc/Dmg/Rchg(5), Apoc-Dmg/Rchg(9), Apoc-Acc/Rchg(21), Dev'n-Acc/Dmg/Rchg(23)
Level 2: Scream -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(5), Thundr-Dmg/Rchg(7), Thundr-Acc/Dmg/Rchg(9), Thundr-Acc/Dmg/EndRdx(23), Thundr-Dmg/EndRdx/Rchg(25)
Level 4: Snow Storm -- EndRdx-I(A), Slow-I(11)
Level 6: Maneuvers -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(11), RedFtn-EndRdx/Rchg(13), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(46), RedFtn-EndRdx(46)
Level 8: Hover -- LkGmblr-Def/Rchg(A), Zephyr-ResKB(13), Zephyr-Travel(15)
Level 10: Fly -- Empty(A)
Level 12: Hasten -- RechRdx-I(A), RechRdx-I(15), RechRdx-I(17)
Level 14: Arctic Fog -- LkGmblr-Def/Rchg(A), LkGmblr-Def(17)
Level 16: Shout -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(19), Thundr-Dmg/Rchg(19), Thundr-Acc/Dmg/Rchg(21), Thundr-Acc/Dmg/EndRdx(34), Thundr-Dmg/EndRdx/Rchg(36)
Level 18: Benumb -- RechRdx-I(A), RechRdx-I(25), RechRdx-I(27), Acc-I(27), Acc-I(29), Range-I(29)
Level 20: Kick -- Empty(A)
Level 22: Tough -- S'fstPrt-ResDam/Def+(A), S'fstPrt-ResKB(31), S'fstPrt-ResDam/EndRdx(31)
Level 24: Weave -- RedFtn-Def/EndRdx(A), RedFtn-Def/Rchg(31), RedFtn-EndRdx/Rchg(33), RedFtn-Def/EndRdx/Rchg(33), RedFtn-Def(36), RedFtn-EndRdx(36)
Level 26: Sleet -- Ragnrk-Dmg(A), Ragnrk-Dmg/Rchg(34), Ragnrk-Acc/Dmg/Rchg(34), Ragnrk-Acc/Rchg(40), Ragnrk-Dmg/EndRdx(50)
Level 28: Tactics -- EndRdx-I(A)
Level 30: Assault -- EndRdx-I(A)
Level 32: Heat Loss -- EndMod-I(A), RechRdx-I(37), Acc-I(37)
Level 35: Screech -- Thundr-Acc/Dmg(A), Thundr-Dmg/EndRdx(37), Thundr-Dmg/Rchg(39), Thundr-Acc/Dmg/Rchg(39), Thundr-Acc/Dmg/EndRdx(39), Thundr-Dmg/EndRdx/Rchg(40)
Level 38: Amplify -- Empty(A)
Level 41: Electric Fence -- Dev'n-Acc/Dmg(A), Dev'n-Dmg/EndRdx(42), Dev'n-Dmg/Rchg(42), Dev'n-Acc/Dmg/Rchg(42)
Level 44: Charged Armor -- TtmC'tng-ResDam(A), TtmC'tng-ResDam/EndRdx(45), TtmC'tng-ResDam/EndRdx/Rchg(45)
Level 47: Thunder Strike -- Armgdn-Dmg(A), Armgdn-Acc/Dmg/Rchg(48), Armgdn-Dmg/Rchg(48), Armgdn-Acc/Rchg(48), Armgdn-Dmg/EndRdx(50)
Level 49: Shocking Bolt -- Empty(A)
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Vigilance
Level 4: Ninja Run
Level 2: Swift -- Empty(A)
Level 2: Hurdle -- Empty(A)
Level 2: Health -- Mrcl-Rcvry+(A), Numna-Regen/Rcvry+(45)
Level 2: Stamina -- P'Shift-End%(A), P'Shift-EndMod(40), P'Shift-EndMod/Rchg(43), P'Shift-EndMod/Acc(46)
------------
Set Bonus Totals:

  • 11% DamageBuff(Smashing)
  • 11% DamageBuff(Lethal)
  • 11% DamageBuff(Fire)
  • 11% DamageBuff(Cold)
  • 11% DamageBuff(Energy)
  • 11% DamageBuff(Negative)
  • 11% DamageBuff(Toxic)
  • 11% DamageBuff(Psionic)
  • 3% Defense(Smashing)
  • 3% Defense(Lethal)
  • 3% Defense(Fire)
  • 3% Defense(Cold)
  • 18.94% Defense(Energy)
  • 18.94% Defense(Negative)
  • 3% Defense(Psionic)
  • 3% Defense(Melee)
  • 23.63% Defense(Ranged)
  • 3% Defense(AoE)
  • 2.5% Enhancement(FlySpeed)
  • 2.5% Enhancement(JumpHeight)
  • 40% Enhancement(RechargeTime)
  • 60% Enhancement(Accuracy)
  • 2.5% Enhancement(JumpSpeed)
  • 2.5% Enhancement(RunSpeed)
  • 17% FlySpeed
  • 103.01 HP (10.13%) HitPoints
  • 17% JumpHeight
  • 17% JumpSpeed
  • Knockback (Mag -8)
  • Knockup (Mag -8)
  • MezResist(Held) 2.75%
  • MezResist(Immobilize) 4.4%
  • MezResist(Sleep) 4.95%
  • 18% (0.301 End/sec) Recovery
  • 38% (1.613 HP/sec) Regeneration
  • 7.56% Resistance(Fire)
  • 7.56% Resistance(Cold)
  • 17% RunSpeed