Inv Dull Pain Question, Etc.


Airhammer

 

Posted

i have my old inv/em tank i'm almost finished leveling and was thinking about set bonuses.

if i want capped HP with dull pain up, is it correct that i only need about 9.5% in HP bonuses after the accolades?

calculations:
base HP: 1874.1
cap HP: 3534
accolades (+20%): 374.814
dull pain : 1105.701 (20% unenh + 20%*(1.95)) 3 SOs enh

3534 - (1874.1 + 374.814 + 1105.701) = 179.386 -> 9.5% of 1874.1

i don't have mids (prefer paper).

also, how viable is going for +regen/+recov. i realize most builds go for soft capping (type, not positional?) and rech, but just wondering.

and does anyone use anything but energy mastery? i tried fire, but respeced into ice... i'd rather have ice storm and shiver i think than fireball and melt armor. how much damage does ice storm do?

am i crazy for not taking tough/weave (i have all the inv powers with my i19 respec). i took cj for extra def.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

if it matters, here is my build at lvl 43:

+----------------------------------------------------------------
+ Built with SuckerPunch's Online Planner v5.0
+ http://planner.cohtitan.com/planner
+----------------------------------------------------------------
Archetype: Tanker
Primary: Invulnerability
Secondary: Energy Melee
+----------------------------------------------------------------

01: Barrage => Accuracy(1), Accuracy(3), Damage(3), Damage(5), Recharge(43)
01: Temp Invulnerability => EnduranceDiscount(1), EnduranceDiscount(5), Res_Damage(7), Res_Damage(7), Res_Damage(9)
02: Dull Pain => Recharge(2), Recharge(9), Recharge(11), Heal(11), Heal(13), Heal(13)
04: Bone Smasher => Accuracy(4), Accuracy(15), Damage(15), Damage(17), Damage(40)
06: Hasten => Recharge(6), Recharge(17)
08: Unyielding => EnduranceDiscount(8), EnduranceDiscount(19), Res_Damage(21), Res_Damage(21), Res_Damage(43)
10: Taunt => Perfect_Zinger(10), Perfect_Zinger(23), Perfect_Zinger(23), Perfect_Zinger(25)
12: Resist Physical Damage => Res_Damage(12), Res_Damage(25)
14: Super Speed => EnduranceDiscount(14)
16: Whirling Hands => Razzle_Dazzle(16), Razzle_Dazzle(27), Razzle_Dazzle(27), Razzle_Dazzle(29), Damage(29), Accuracy(31)
18: Invincibility => EnduranceDiscount(18), EnduranceDiscount(31), Buff_Defense(31), Buff_Defense(33), Buff_ToHit(19)
20: Resist Elements => Res_Damage(20), Res_Damage(33)
22: Resist Energies => Res_Damage(22), Res_Damage(34)
24: Combat Jumping => Winters_Gift(24)
26: Tough Hide => Buff_Defense(26), Buff_Defense(34)
28: Build Up => Recharge(28), Recharge(34), Recharge(36)
30: Super Jump => EnduranceDiscount(30)
32: Unstoppable => Recharge(32), Recharge(43)
35: Energy Transfer => Accuracy(35), Accuracy(36), Damage(36), Damage(37), Damage(37), Recharge(37)
38: Total Focus => Accuracy(38), Accuracy(39), Damage(39), Damage(39), Damage(40), EnduranceDiscount(40)
41: Chilblain => Accuracy(41), Accuracy(42), Damage(42), Empty(42)
44: Shiver => Empty(44)
47: Ice Storm => Empty(47)
49: Stun => Empty(49)

+----------------------------------------------------------------
+ Inherent Powers
+----------------------------------------------------------------

Stamina (3)


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

+regen is a solid benefit to an invul. Mine hits 50 hp /sec or so with dp up and it certainly helps.


I am an ebil markeeter and will steal your moneiz ...correction stole your moneiz. I support keeping the poor down because it is impossible to make moneiz in this game.

 

Posted

i just tried a regen 'build' by adding in all non-purple/pvp IO sets with +regen and accounting for the max slots per power and the 5x rule, i can get a max of 176% additional regen (not counting health or a numina proc). granted, i'm probably not going to build quite like that, but nice to know (like slotting swift with two freebird for +8% on a non flying character).


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

I got a typical INV/SS and I only soft capp defense at 3 enemies + but really it doesnt matter, I mean I built more for recharge so id sit on perma dull pain... That keeps me on 45hp/sec but then you add the +regen from numina and double slot it for the extra 10% my regen buffs too 55 (thats with pusical perfection aswell) not that I got pp for regen more rec, due to the new rage crash. Anyway, this way with the regen it only matters to have soft cap defense at 10+ enemies which is what I get, 3- enemies wont matter because of my regen, and its not like ill ever take on a AV solo. Also unstoppable shuld be a toggle not click power.... The crash sucks if you have any more questions feel free to pm me


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Quote:
Originally Posted by untoldhero View Post
Also unstoppable should be a toggle not click power....
That would be INSANELY overpowered.

The only toggle tier 9 is Granite, and it has significant drawbacks to using it: You can't jump, you can't fly, you move like molasses in January so you are forced into Teleport if you want any kind of mobility while running it, your recharge is debuffed, forcing you to slot recharge bonuses just to get back to what your recharge was while not running it, and it debuffs the damage you deal.

Unstoppable has none of those drawbacks and it caps all of your resistances, as well as increasing your end recovery and mez protection. The crash is the cost you pay for the level of survivability it grants you. If they ever DO make it a toggle power, expect it to become just as harsh as Granite as far as other aspects of your character are concerned.


Quote:
Originally Posted by Dechs Kaison
See, it's gems like these that make me check Claws' post history every once in a while to make sure I haven't missed anything good lately.

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
That would be INSANELY overpowered.

The only toggle tier 9 is Granite, and it has significant drawbacks to using it: You can't jump, you can't fly, you move like molasses in January so you are forced into Teleport if you want any kind of mobility while running it, your recharge is debuffed, forcing you to slot recharge bonuses just to get back to what your recharge was while not running it, and it debuffs the damage you deal.

Unstoppable has none of those drawbacks and it caps all of your resistances, as well as increasing your end recovery and mez protection. The crash is the cost you pay for the level of survivability it grants you. If they ever DO make it a toggle power, expect it to become just as harsh as Granite as far as other aspects of your character are concerned.
Severly overpowered. As it stands now a well built Inv is probably the second best tank armor with none of the drawbacks of Stone. My Inv can hit the soft cap with just a few enemies in range and with perma dull pain I can survive a lot of things.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
That would be INSANELY overpowered.

The only toggle tier 9 is Granite, and it has significant drawbacks to using it: You can't jump, you can't fly, you move like molasses in January so you are forced into Teleport if you want any kind of mobility while running it, your recharge is debuffed, forcing you to slot recharge bonuses just to get back to what your recharge was while not running it, and it debuffs the damage you deal.

Unstoppable has none of those drawbacks and it caps all of your resistances, as well as increasing your end recovery and mez protection. The crash is the cost you pay for the level of survivability it grants you. If they ever DO make it a toggle power, expect it to become just as harsh as Granite as far as other aspects of your character are concerned.
I know this, just hate the crash and lack of psi protection zzz


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Half the tank armors dont have Psi protection. Granite has it in Minerals only.


The hard things I can do--- The impossible just take a little bit longer.

If numbers are so much more important than a teammate who is fun to play with, forget about the game altogether and go play with a calculator instead. -Claws and Effect-

 

Posted

still doesn't really give me any answers on going for +regen and its viability. i know i can go +rech for perma dull pain, but what about going for +regen without necessarily focusing on +rech.


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004

 

Posted

Quote:
Originally Posted by Soul_Stormer View Post
still doesn't really give me any answers on going for +regen and its viability. i know i can go +rech for perma dull pain, but what about going for +regen without necessarily focusing on +rech.
You can get the spiritual alpha, it will get you closer to perma Dull Pain(+ get you a bit more HP out of it) and get you some more regen from health. You can actually save a couple slots if you go that route.


If it helps, I have this brute Invulnerability build meant for taking the spiritual alpha, that focuses on getting regen and capped S/L(and +HP which you shouldn't need as much). Maybe it'll give you some ideas.


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

Click this DataLink to open the build!


Mains (Freedom) @Auroxis
Auroxis - Emp/Rad/Power Defender Pylon Video Soloing an AV
Pelvic Thunder - SS/Elec/Mu Brute
Sorajin - Elec/Nin Stalker
Neuropain - Sonic/Mental/Elec Blaster

 

Posted

The higher your max health the higher your regen, if you can get perma dp and u slot your regen bonuses correctly with +% heal then your regen sits on roughly 55hp/sec which is more than enough so I would try and go for more recharge personally than after ive goten perma dp start buffing regen


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Quote:
Originally Posted by ClawsandEffect View Post
That would be INSANELY overpowered.

The only toggle tier 9 is Granite, and it has significant drawbacks to using it: You can't jump, you can't fly, you move like molasses in January so you are forced into Teleport if you want any kind of mobility while running it, your recharge is debuffed, forcing you to slot recharge bonuses just to get back to what your recharge was while not running it, and it debuffs the damage you deal.
This is not the place, but what if they made it hybrid toggle-click, if that was possible. I guess a timed toggle would be a better description.

You toggle it, it runs for three minutes, crashes, toggles itself off and takes its standard time to recharge.

The difference being, at any time during that three minutes, you can toggle it off yourself and force the crash early. Since the recharge starts when the power is clicked, this wouldn't allow you to have Unstoppable up again any sooner, but it would allow you to kill the power before a spawn you expect it to crash in, rather than having the team wait for the crash.

Quote:
The crash is the cost you pay for the level of survivability it grants you.
I've talked to a lot of people about Unstoppable. People don't like to use it, even if they take it. It's dangerous. Yes, some people can dodge the crash but most cant. People shouldn't be afraid of their Tier 9. Shield Defense and Willpower both use their Tier 9 more freely because they aren't so scary. Unstoppable's crash and the stigma around it outweigh the benefits of the power, IMO.

I would totally entertain suggestions on how to make the power more usable and address the stigma.

At the very LEAST they could put a visible countdown timer in the GUI (HeroStats and Vista/Win7 don't mix) for long click powers like these. The little flash before they drop they do now just isn't visible in combat, especially on a larger screen.


.


 

Posted

Quote:
Originally Posted by Johnny_Butane View Post
This is not the place, but what if they made it hybrid toggle-click, if that was possible. I guess a timed toggle would be a better description.

You toggle it, it runs for three minutes, crashes, toggles itself off and takes its standard time to recharge.

The difference being, at any time during that three minutes, you can toggle it off yourself and force the crash early. Since the recharge starts when the power is clicked, this wouldn't allow you to have Unstoppable up again any sooner, but it would allow you to kill the power before a spawn you expect it to crash in, rather than having the team wait for the crash.
This is something that I could certainly see being a good option... kind of like Hibernate in that it works like a toggle but shuts off after a given duration or when you cancel it.

For now there's a way to avoid the problems with the temp power "ethereal shift", a 5 use click phase shift power. When unstoppable starts blinking you have ~20 seconds until the crash, hit Taunt and ethereal shift. Wait out the crash phased and eat a blue, retoggle and dull pain and you're ready to continue on when the 30 second phase runs out. I've used that temp on any number of characters as an "oh crap" button; it gives you a 30 second time out to recover from whatever's killing you. It's also dirt cheap to buy at Wentworths.


COH has just been murdered by NCSoft. http://www.change.org/petitions/ncso...city-of-heroes

 

Posted

The only reason I suggested it as a toggle or "hybrid" is for the reason, that since the crash is so sever I build my tank to handle all situations without it, id only ever use unstoppable if I cant handle an av's aggro alone, since I can tank all but malaise and LR in a STF alone id use unstoppable but its not like tthe team will kill the red and blue tower in time meaning the power is fail. What good is a click power you dont really need wen you can io a build to tank everything without it. Back in the so days it was viable bit now outdated (of coarse this is my opinion) im sure there are others that disagree? HYBRID FTW


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

Quote:
Originally Posted by untoldhero View Post
The only reason I suggested it as a toggle or "hybrid" is for the reason, that since the crash is so sever I build my tank to handle all situations without it, id only ever use unstoppable if I cant handle an av's aggro alone, since I can tank all but malaise and LR in a STF alone id use unstoppable but its not like tthe team will kill the red and blue tower in time meaning the power is fail. What good is a click power you dont really need wen you can io a build to tank everything without it. Back in the so days it was viable bit now outdated (of coarse this is my opinion) im sure there are others that disagree? HYBRID FTW
IMO you don't need it. Inv is a very solid set without it. I don't have it and will probably never get it on any of my characters. As is my main is "unstoppable" without it.


[color=gold][b][size=5]♪ Sometimes you feel like a Tank, Sometimes you don't! ♪[/size][/color][/b]

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Posted

Quote:
Originally Posted by Golden_Ace View Post
IMO you don't need it. Inv is a very solid set without it. I don't have it and will probably never get it on any of my characters. As is my main is "unstoppable" without it.
Last time I used unstoppable was on Apex Task Force with the level 54 Hydra, haha. I had to eat up the toxic damage somehow while the rest of the team didn't seem to catch on to kill the pylons and instead went after the Hydra. XD


Ideon's Paragonwiki page
Member of Paragon/Rogue Knights
Arc: 60092 - Supa Rumble in the Park
"Keep living the dream, and never let any jerk tell you what to do."
-- High-Roller

 

Posted

Quote:
Originally Posted by Ideon View Post
Last time I used unstoppable was on Apex Task Force with the level 54 Hydra, haha. I had to eat up the toxic damage somehow while the rest of the team didn't seem to catch on to kill the pylons and instead went after the Hydra. XD

There a pain in the butt, caught my Dark armour by suprize the 1st time I ran that tf


I dont really know what to say
Electric Armour and the Soft cap
Electric Armour and the 1st 20 levels
Thundra Knight
click here for You want the best TANK!? I'll let you decicde!

 

Posted

so if we can quit threadjacking me over toggled unstoppable, i was wondering about my +regen build.

with mids, i can get a regen of 358% or 52.48 HP/s with DP on. its the same powers as the earlier build, but i put +regen in every power that i could. (no pvp or purples though)

after +regen, i went for +recovery and +end, but then took some back when i exceeded the 5 rule, and also went for a few +rech and psi resist/def bonuses after that. (swapped out a part of tempered readiness in ice storm for the 5th posi).

any ideas on what else to tweak so that i keep my regen and keep at least 2 end/s net gain? i also like my powers slotted with at least 2 SOs acc and near ED capped damage, although you can see i've made a few minor compromises on that already.

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

Click this DataLink to open the build!

Level 50 Science Tanker
Primary Power Set: Invulnerability
Secondary Power Set: Energy Melee
Power Pool: Speed
Power Pool: Leaping
Ancillary Pool: Arctic Mastery

Hero Profile:
Level 1: Temp Invulnerability

  • (A) Impervium Armor - Resistance/Endurance
  • (3) Impervium Armor - Resistance/Endurance/Recharge
  • (3) Impervium Armor - Resistance/Recharge
  • (5) Impervium Armor - Resistance
Level 1: Barrage
  • (A) Pounding Slugfest - Accuracy/Damage
  • (5) Pounding Slugfest - Damage/Recharge
  • (7) Damage Increase IO
  • (7) Rope A Dope - Accuracy/Recharge
  • (9) Rope A Dope - Accuracy/Endurance
Level 2: Dull Pain
  • (A) Numina's Convalescence - Heal/Recharge
  • (9) Numina's Convalescence - Heal/Endurance/Recharge
  • (11) Numina's Convalescence - Endurance/Recharge
  • (11) Numina's Convalescence - Heal
  • (13) Triage - Heal/Recharge
  • (13) Triage - Heal/Endurance/Recharge
Level 4: Bone Smasher
  • (A) Pounding Slugfest - Accuracy/Damage
  • (15) Pounding Slugfest - Damage/Recharge
  • (15) Damage Increase IO
  • (17) Rope A Dope - Accuracy/Recharge
  • (17) Rope A Dope - Accuracy/Endurance
Level 6: Hasten
  • (A) Recharge Reduction IO
  • (19) Recharge Reduction IO
Level 8: Unyielding
  • (A) Impervium Armor - Resistance/Endurance
  • (19) Impervium Armor - Resistance/Endurance/Recharge
  • (21) Impervium Armor - Resistance/Recharge
  • (21) Impervium Armor - Resistance
Level 10: Taunt
  • (A) Perfect Zinger - Chance for Psi Damage
  • (23) Perfect Zinger - Taunt/Range
  • (23) Perfect Zinger - Taunt/Recharge
  • (25) Perfect Zinger - Taunt/Recharge/Range
Level 12: Super Speed
  • (A) Run Speed IO
Level 14: Resist Physical Damage
  • (A) Impervium Armor - Resistance
  • (25) Impervium Armor - Resistance/Endurance
  • (50) Impervium Armor - Psionic Resistance
  • (50) Impervium Armor - Resistance/Recharge
Level 16: Whirling Hands
  • (A) Eradication - Accuracy/Damage/Endurance/Recharge
  • (27) Eradication - Damage
  • (27) Eradication - Damage/Recharge
  • (29) Eradication - Accuracy/Damage/Recharge
  • (29) Rope A Dope - Accuracy/Endurance
  • (31) Rope A Dope - Accuracy/Recharge
Level 18: Invincibility
  • (A) Luck of the Gambler - Defense
  • (31) Luck of the Gambler - Defense/Endurance
  • (31) Luck of the Gambler - Defense/Endurance/Recharge
  • (33) Luck of the Gambler - Recharge Speed
Level 20: Combat Jumping
  • (A) Luck of the Gambler - Recharge Speed
  • (40) Winter's Gift - Slow Resistance (20%)
  • (43) Winter's Gift - Run Speed, Jump, Flight Speed, Range/Endurance
Level 22: Resist Elements
  • (A) Resist Damage IO
  • (33) Impervium Armor - Psionic Resistance
Level 24: Resist Energies
  • (A) Impervium Armor - Resistance
  • (33) Impervium Armor - Psionic Resistance
  • (34) Impervium Armor - Resistance/Recharge
Level 26: Tough Hide
  • (A) Luck of the Gambler - Defense
  • (34) Luck of the Gambler - Recharge Speed
Level 28: Build Up
  • (A) Recharge Reduction IO
  • (34) Recharge Reduction IO
Level 30: Stun
  • (A) Rope A Dope - Accuracy/Recharge
  • (36) Rope A Dope - Accuracy/Endurance
Level 32: Unstoppable
  • (A) Recharge Reduction IO
Level 35: Energy Transfer
  • (A) Pounding Slugfest - Accuracy/Damage
  • (37) Pounding Slugfest - Damage/Endurance
  • (37) Crushing Impact - Accuracy/Damage
  • (37) Crushing Impact - Accuracy/Damage/Recharge
  • (39) Crushing Impact - Accuracy/Damage/Endurance
Level 38: Total Focus
  • (A) Pounding Slugfest - Accuracy/Damage
  • (39) Pounding Slugfest - Damage/Endurance
  • (39) Damage Increase IO
  • (40) Rope A Dope - Accuracy/Recharge
  • (40) Rope A Dope - Accuracy/Endurance
Level 41: Chilblain
  • (A) Devastation - Accuracy/Damage
  • (42) Devastation - Accuracy/Damage/Recharge
  • (42) Volley Fire - Accuracy/Damage
  • (42) Volley Fire - Damage/Recharge
  • (43) Entropic Chaos - Accuracy/Damage
  • (43) Entropic Chaos - Damage/Recharge
Level 44: Shiver
  • (A) Tempered Readiness - Accuracy/Slow
  • (45) Tempered Readiness - Accuracy/Endurance
  • (45) Tempered Readiness - Accuracy/Damage/Slow
  • (45) Tempered Readiness - Endurance/Recharge/Slow
Level 47: Ice Storm
  • (A) Positron's Blast - Accuracy/Damage
  • (48) Positron's Blast - Accuracy/Damage/Endurance
  • (48) Positron's Blast - Chance of Damage(Energy)
  • (48) Positron's Blast - Damage/Recharge
  • (50) Positron's Blast - Damage/Endurance
Level 49: Super Jump
  • (A) Endurance Reduction IO
------------
Level 1: Brawl
  • (A) Empty
Level 1: Sprint
  • (A) Empty
Level 2: Rest
  • (A) Empty
Level 1: Gauntlet
Level 4: Ninja Run
Level 2: Swift
  • (A) Run Speed IO
Level 2: Hurdle
  • (A) Jumping IO
Level 2: Health
  • (A) Numina's Convalescence - Heal
  • (36) Regenerative Tissue - +Regeneration
  • (46) Numina's Convalescence - +Regeneration/+Recovery
Level 2: Stamina
  • (A) Efficacy Adaptor - EndMod
  • (36) Efficacy Adaptor - EndMod/Recharge
  • (46) Efficacy Adaptor - EndMod/Endurance
  • (46) Efficacy Adaptor - EndMod/Accuracy
------------
Set Bonus Totals:
  • 3.125% Defense(Energy)
  • 3.125% Defense(Negative)
  • 7.5% Defense(Psionic)
  • 1.563% Defense(Ranged)
  • 9.45% Max End
  • 18% Enhancement(Accuracy)
  • 1.5% Enhancement(JumpSpeed)
  • 1.5% Enhancement(JumpHeight)
  • 1.5% Enhancement(FlySpeed)
  • 33.75% Enhancement(RechargeTime)
  • 1.5% Enhancement(RunSpeed)
  • 6% Enhancement(Heal)
  • 140.56 HP (7.5%) HitPoints
  • MezResist(Immobilize) 2.2%
  • MezResist(Terrorized) 2.75%
  • 15.5% (0.259 End/sec) Recovery
  • 156% (12.21 HP/sec) Regeneration
  • 20% ResEffect(FlySpeed)
  • 20% ResEffect(RechargeTime)
  • 20% ResEffect(RunSpeed)
  • 1.575% Resistance(Fire)
  • 6.575% Resistance(Cold)
  • 9% Resistance(Psionic)


50: Ill/Kin(A+,R,J)-1047 badges RE/Dark(A) Fire/Elec Warshade BS/Regen Necro/Poison Ice/Fiery(A+) Son/Son Bane(A) FM/DA(A) DM/Nin Grav/Icy
lvling: Inv/EM DM/Sheild Arch/MM Bane NW Elec/Earth Grav/Elec Elec/FA Rad/Ice
Paragon Elite/Rogue Elite Joined Oct 2004