miércoles, 30 de septiembre de 2009

Notas del parche del Miercoles 30 de Septiembre

General

  • Early improvements to the Market. It's now possible to search beyond the initial results, when there are potentially more items.
  • Added indicator of the 5 second cooldown between searches.
  • The change instance buttons are now only enabled for main zone maps.
  • If your mouse cursor disappears, try running "/SoftwareCursorForce 1".
  • Builds were improperly switching stacks of items and returning "Inventory full". This has been fixed.
  • Fixed a number of memory-related crashes.
  • New Steam achievements! These are not retroactively applied currently, however we are looking into adding the technology to make this possible.
  • Headshots were occasionally showing a costume other than your own. This has been fixed.
  • Fixed game preferences not saving on new installations.

User Interface and Chat

  • Improved resource formatting.
  • Fixed bugs where several of the submenus in the chat popup menu sometimes appear partially offscreen.
  • Added arrows to expand/collapse team mission.
  • Fixed a bug that sometimes made the price of a guild bank tab not appear in the tooltip.
  • Clicking empty power slots opens the powers UI now ONLY when you are out of combat.
  • Enabled the super group vault log, which will show a log of the last 500 deposits to and withdraws from the super group vault. Click on the right-most button at the top of the super group vault UI to access it.
  • Chat channel: As a channel admin, destroying the last channel you are subscribed to will now properly disable the 'leave' and 'admin' buttons in the channel summary.
  • Added special type-specific background icons for empty slots for all power and item types in main trays and builds UI to clarify what goes where.
  • Added lightning bolt UI indicator for when you have points to spend at a Power House.
  • Added target-of-target indicator to UI.
  • Added role indicator to team frames.
  • Fixed alignment and clipping issues on the stat readout on characteristic and talent descriptions.
  • Trade UI is now part of the fixed UI system instead of its own large window.
  • Activation bars are now resizable; interaction bars/prompts area now sits above pets tray by default on all resolutions.
  • Added targeted versions of all emotes, so if you emote while targeting someone, it will indicate this in your emote message.
  • Added a few new emotes (wink, sigh, cry, frown, giggle, nod, facepalm).
  • Chat - Long lines with multi-byte characters (such as '?') will now wrap properly.
  • Chat auto-complete now properly completes & replaces multi-word character names.
  • Chat auto-complete for /tell now includes a list of recent /tell correspondents.
  • Chat auto-complete is now annotated by color to indicate where player suggestions came from (e.g. team, friend, guild, local, chat, etc.). A textual annotation can also be turned on by going to Chat Settings > Options and checking on "Annotate Auto-Complete".
  • Using the same emote repeatedly will no longer spam chat text.
  • Chat text will now replace $player with your name and $target with your target's name. So you can e.g. '/bind y "emote point $$ local Attack $target!"'.
  • Names will again always appear over heads when selecting "Always" in the HUD options.
  • Auction UI now uses a static cooldown, meaning you won't see crazy cooldowns like 200 seconds.

Powers

  • Martial Arts powers: Inexorable Tides: These power now gain bonus damage from the player's Strength (up to +20%), the same as all other melee powers. As a reminder, this bonus is cumulative and not related to the bonus from your Characteristic Focuses.
  • A number of changes to pets have been made. All pets attempt to follow with 8’ of their owner. Read on for more changes.
  • Combat Pets: Attack Mode: Critters attack the player’s target and will continue to do so until the target is dead. Then they will immediately target the player’s current target and use it as their own target and so on. If the player has no attack target the critter returns to the player. Players can cause the pets to switch targets at any time by pressing the attack button again. Targets for critters can only be set out to 150’ from the owner.
  • Combat Pets: Assist Mode: If the player initiates combat, critters set their attack target to be the player’s target and attack. If the player (or critters) are attacked first, the critters use default aggro rules. Critters return to the player after combat has ended.
  • Combat Pets: Passive Mode: Pets follow the player and never enter combat.
  • Combat Pets: Stay Mode: Critters stop following the player and do not enter combat if the player does. If the critter takes damage it will enter combat. If this causes the critter to move more than 100’ from the spot it was told to stay, it will return to the spot after combat. Critters despawn if the player moves more than 200’ from the critter.
  • Follow response time improved for pets. Pets also have collision with their owners.
  • Fixed bug with Frenzy command for wolf pets that would cause them to not respond if one wolf dies.
  • Fixed a case where a long range target could causes turrets in Assist mode to not fire.
  • Healing Drones: Attack Mode: If player is targeting a friendly, that friendly will be used as the critter’s target. If targeting an enemy, the critter will use the enemy’s target as its own target. Drones will heal this target until they are over 90% health and then will return to the owner. Drones will not interrupt their healing to aid the player if their owner is damaged. Drones also do not switch targets if the enemy’s target changes. Pressing Attack again will update the target.
  • Healing Drones: Assist Mode: Drones will heal the owner if below 90% health. If above 90%, drones will attempt to heal any allies within 50’ of the owner. If the owner moves outside of 50’, the drones will break off of their healing and follow the owner. If the owner drops below 90% health while healing an ally, the drones will switch to target their owner.
  • Healing Drones: Passive Mode: Drones follow the player and do not heal.
  • Healing Drones: Stay Mode: Critters remain stationary and attempt to heal any allies below 90% health within 12’ (the range of the healing beam), giving preference to their owner. Drones despawn if the owner moves over 200’ away from them.
  • Common: Block: Now properly reduces your movement speed while flying or swinging.

Archery

  • Quarry: Updated Quarry's description to indicate that it does have ranks and what ranking it up does: "Increasing the rank of Quarry increases the amount that the Quarry buff reduces the energy cost of all of your powers by."

Darkness

  • Dark Transfusion: Health damage from this power is no longer considered damage, and therefore cannot be prevented or avoided.

Fire

  • Flashfires damage increased a bit.

Gadgeteering

  • Attack Toys: Known Issue: Cloned toys sometime hesitate to enter combat when first summoned.

Ice

  • The Ice Cage component of the Chill effect now procs for high ranking enemies, such as Legendary Villains. They're too powerful to actually be contained by it, but it may be shattered as normal for bonus damage.
  • Ice Sheath is now on the same shared cooldown as the other Active Offenses (Fire Sheath, etc).

Might

  • Clobber: Sucker Punch: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.
  • Defensive Combo: The way this power applies the Defiance buff has been changed. It will no longer stack the Defiance buff, instead, it will apply 1 stack of Defiance if no stack currently exists, or refresh any number of existing applications of Defiance.
  • Defensive Combo: Surge of Strength has been changed to function the same way, and now guarantees an application or refresh of Defiant on every swing.

Munitions

  • Power Replace: Energy Pistol: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.
  • Power Replace: Energy Sniper Rifle: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.

Power Armor

  • Chest Beam: Corrected rank 2 and 3 descriptions for Chest Beam. Previously these descriptions were indicating Chest Beam was a column power when it was a single target power only.
  • Gauntlet Chainsaw: Fixed a bug preventing it from scaling with Strength, as all Melee powers do.
  • Power Gauntlet: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.

Single Blade

  • Scything Blade: Swallow Tail Cut: This advantage now affects Master Villains (in addition to players, henchmen, and villains). Additionally, the bleed inflicted by this advantage may now be Ruptured (such as with Reaper's Embrace), though doing so only deals normal bleed damage, not a percentage of the target's life.
  • Dragon's Bite: Attack now does damage in two small (dare I say “bite sized”?) chunks. The actual damage per attack is unchanged; this is a purely cosmetic change.
  • Dragon's Bite: Cull the Weak: This advantage now deals +30% damage (up from +20%) to enemies that are at 25% or lower health (up from 20%). This bonus damage is now folded into the attack's base damage, instead of appearing as a distinct damage amount. This advantage also inflicts instant kills on Henchmen and Villains that are at 25% or lower health (up from 20%). It no longer inflicts instant kills on players, but it does inflict the bonus 30% damage.

Sorcery

  • Skarn's Bane no longer interrupted by damage (actually, this time).

Unarmed

  • Lightning Reflexes - Aura for Lightning Reflexes power can now have its color customized.

Critters

  • After careful consideration, and much consultation with Medusa, Psimon has come to the conclusion that it would be better tactics for him to use his power, Reflective Psionic Shield, to protect HIMSELF, rather than his enemies. As an act of cross - villain good will, he has passed this idea on to the VIPER Psionic Directors.
  • Chimera: Attacks are no longer interruptable. Now has a 100ft range attack.

Devices

  • Changed duration on Psionic Storm power used by the Psi Storm Crystal so that it correctly matches the duration of the Storm and shows you the actual range of damage pulses, not what it could get up to at 1000 seconds (not actually possible with the 30 second duration of the item).

Missions/Environments

  • Patrol Missions now drop items as loot rather than inserting them directly into your inventory.
  • Add subtitles to all flyover cutscenes.

Tutorial

  • Updated lighting (made it more neutral, like character creator).
  • Non-shareable missions can now be set to the Primary Mission.
  • When a Primary Mission is set, teammates who don't have the mission will see the objectives in their mission tracker and will see the waypoints for that mission.
  • When a Primary Mission is set, all teammates will only see the waypoints of the furthest-behind team member for that mission.
  • You can now see the mission progress of your teammates next to their portraits. If a primary mission is set, this shows the primary mission. Otherwise, it shows the last mission that made progress on.
  • Most mission rewards should now be equippable regardless of level so that if you can complete the mission you can equip the reward.
  • Defender was given a new expression to allow his Voice Over to originate from his position even while moving!

Desert

  • Deadbeat now correctly responds to players that are outside his level range.
  • The Uranium Strapped Irradiates in the Desert Crisis correctly re-enter combat after a player leaves the combat radius and a new or same player enters the combat radius while the first bomb is still counting down.

Millennium City

  • My Lost Foot: Fixed another bug that could cause Xiress to get stuck or fail to spawn.
  • Waterfront Watcher: Fixed another bug that could cause James Harmon to become unresponsive.
  • "Jailbreak" - changed the ringleaders to run to a point when they spawn so that they are separated from one another. Also made the critters around the reward bag despawn when the mission is completed.
  • "Discord and Harmony": Cleans itself up after the mission.
  • Xiress's escort mission will clear correctly on completion so that others can play.
  • "Hyperborean Warding": Fixed an issue preventing more than one player from completing the mission.

Monster Island

  • A large amount of new content has been added to Monster Island, including new missions, instances, and rewards.
  • Burden of Beastmen: changed the cooldown on the open mission to be 30 min instead of 10.
  • Swine's Secret: Some of the maps were on top of throwable tables, so the player was prompted to throw the table before picking up the map. The tables are no longer throwable.

Nemesis

  • Players should no longer have issues when trying to complete the Nemesis mission, Decrowning the Aegir.
  • Fixed a bug preventing the creation of a Nemesis with Sorcery powers.
  • Violent Majority: The bug with the open mission not updating properly when the player destroys the door debris before freeing the receptionist has been fixed.
  • "Fool's Gold": Field Researcher Viera should have less issues patrollling. The proper Nemesis minions should also spawn correctly now.
  • Rocket Hawk and Lady Rocket Hawk were way too strong in the Volcanic Lair. Now you'll actually have to try to beat your Nemesis instead of letting them do the work.
  • Fixed issue with Greater Lava Beast in the Volcanic Lair that was preventing players from continuing through the mission.
  • "Bunker Buster" should now complete correctly.
  • "Bait and Switch" should now update Draysha Canisters properly.

Crafting

  • Dimensional Alliance Imbuement no longer generates error message when player attempts to learn it.
  • Secondary Upgrades economic/research value reduced to 25% to match their deconstruction component values and relative value to Primaries.
  • Custom crafting blueprints will now say that they are custom along with what specialization they are.
  • Fixed bug where Timeless enhancement was requiring Arms components instead of Mysticism components.

Costume Creator/Tailor

  • Changing genders will no longer clear the costume undo history.

Hero Games

  • Hero Games: Increased Hero Games XP and Acclaim rewards for all Hero Games matches (UTC, BASH, and Apocalypse).
  • Hero Games matches now give more XP when games last longer (30-minute scenario games now give more XP than 10-minute arena matches). HOWEVER, you'll get more XP per hour if you win your current match and start another than if you drag it out. AFK players still receive no rewards.
  • Stronghold Apocalypse: Added pre-game respawn lobbies to Stronghold: Apocalypse, to prevent spawn camping.

lunes, 28 de septiembre de 2009

Chat con Cryptic

Transcripcion del chat que mantuvo la gente de Cryptic con jugadores el dia 24 de Septiembre:

[14:03] <~Cryptic_Daeke> Hello everyone! Thanks so much for joining us today!

[14:03] <~Cryptic_Daeke> We've got a bunch of questions from you, so let's do some quick introductions and then hop right into it.

[14:03] <~Cryptic_Daeke> I'm David Bass, Community Representative.

[14:04] <~Cryptic_Daeke> And apparently I'm the only one here.

[14:04] <+Cryptic_Balseraph> Brian Urbanek, Systems Team

[14:04] <+Chronomancer> Welcome to the chat, everyone! Bill Roper, here - Executive Producer and bender of time.

[14:04] <+Cryptic_Arkayne> Hey folks, I'm Randy Mosiondz, Lead Designer and Keeper of Arcane Lore

[14:04] <+Cryptic_Antiproton> hey all, Cormac Russell, Rewards System Designer and forum junkie

[14:04] <~Cryptic_Daeke> If you have questions to ask during the chat, join #COquestions and submit them in chat. If you want to talk during the chat, go over to #COchat

[14:05] <~Cryptic_Daeke> Okay! Let's get started.

domingo, 27 de septiembre de 2009

CRAFTING FOCUSES

Arms
Utility Major - END, EGO, INT
Utility Minor - CON, END, EGO
Defense Major - CON
Defense Minor - STR, DEX, REC
Offense Major - STR, DEX, REC
Offense Minor - CON, STR, DEX

Mysticism
Utility Major - EGO, INT, END
Utility Minor - EGO, PRE, INT
Defense Major - PRE
Defense Minor - EGO, END, INT
Offense Major - REC, DEX, STR
Offense Minor - PRE, REC, STR

Science
Utility Major - INT, END, EGO
Utility Minor - INT, END, CON
Defense Major - PRE/CON
Defense Minor - INT, END, EGO
Offense Major - DEX, REC, STR
Offense Minor - REC, DEX, CON

ROLES

Guardian (Balanced)

* Standard Damage
* Standard Bonus Hit Points
* Potency of Healing powers are standard
* Potency of Hold and Root powers are standard
* Resistance to Hold and Root powers are standard
* Power decays at normal rate
* Energy generated when blocking incoming attacks is standard
* Standard Threat generation
* 1 Versatile Passive slot

Avenger (Offense)

* + All damage is increased by 20%
* - Bonus Hit Points are reduced by 50%
* - Potency of Healing powers and effects are reduced by 20%
* - Potency of Hold and Root powers are reduced by 20%
* - Resistance to Hold and Root powers are reduced by 20%.
* + Power decays at 50% normal rate
* - No energy generated when blocking incoming attacks
* Standard Threat generation
* 1 Offensive Passive Slot

Sentinel (Defense)

* Standard Damage
* + Bonus Hit Points are increased by 25%
* Potency of Healing powers are standard
* Potency of Hold and Root powers are standard
* + Resistance to Hold and Root powers are increased by 20%.
* - Power decays at twice normal rate
* + Energy generated when blocking incoming attacks is doubled
* + Bonus to Threat generation
* 1 Defensive Passive Slot

Protector (Support)

* - All damage is reduced by 20%
* - Bonus Hit Points are reduced by 25%
* + Potency of Healing powers are increased by 20%
* + Potency of Hold and Root powers are increased by 20%
* + Resistance to Hold and Root powers are increased by 20%.
* + Power decays at 50% normal rate
* Energy generated when blocking incoming attacks is standard
* Standard Threat generation
* 1 Support Passive Slot

(informacion extraida de los foros del Champions Online)

POWER BONUSES

Certain powers are made stronger by certain stats. They will list the effect in the description. Here is a list of which powers scale based on which stats:
1. Electricity
1. Electric Form
* End - Increases Energy damage (Electricity, Sonic, Particle) buff.
* Rec - Increases Energy damage resistance.
2. Fire
1. Fiery Form
* Pre - Increases Elemental damage (Fire, Ice, Toxic) buff.
* Rec - Increases Elemental damage resistance.
3. Force
1. Personal Force Field
* End - Increases the amount of damage the force field can absorb.
* Ego - Increases the amount of health the force field regains every 3 seconds.
4. Ice
1. Ice Form
* End - Increases Elemental damage buff.
* Dex - Increases Elemental damage resistance.
5. Archery
1. None
6. Gadgeteering
1. None
7. Munitions
1. Holdout Pistol
* Dex - Increased damage when landing a critical hit.
2. Killer Instinct
* Dex - Returns Energy when you land a critical hit with a munitions power.
* Ego - Increases the amount of Energy returned by critical hits.
8. Power Armor
1. Invulnerability
* Str - Increases the fixed damage reduction.
* Con - Increases the percentage damage reduction.
9. Martial Arts (Claws, Single Blade, Dual Blades, and Unarmed)
1. Lightning Reflexes
* Dex - Increases dodge and avoidance.
10. Telekinesis
1. Telekinesis (the power)
* Ego - Increases the size of objects that can be lifted and damage done.
2. Ego Form
* Con - Increases damage reduction.
* Ego - Increases the damage of second blade.
3. Ego Surge
* Ego - Increases the damage of second blade.
11. Telepathy
1. None
12. Might
1. Defiance
* Con - Increases defense gained.
2. Enrage
* Str - Increases damage buff.
13. Darkness
1. Shadow Form
* Con - Increases defense gained.
* End - Increases damage buff.
14. Sorcery (all)
1. None
* However, Int increases pet damage and Pre increases pet health, heals, and buffs. This set is almost entirely pets, heals, and buffs.
15. Supernatural
1. Regeneration
* Con - Regeneration does NOT heal based on total health, CON has no impact on this power. You can see my test results here.
* Rec - Improves the regeneration rate.
* Dex - Is NOT supposed to allow Regeneration to crit, confirmed by a developer here.
2. Resurgence
* Con - Resurgence appears to heal based on total hitpoints, so higher Con indirectly improves Resurgence.

(informacion extraida de los foros del Champions Online)

sábado, 26 de septiembre de 2009

INNATE BONUSES

Every stat provides some sort of benefit to your character. These are described in game and you can place your cursor over the stat in your Character window to see how much of a benefit they provide to each thing. These benefits are the same for everyone, regardless of powers. Here is the list:
1. Strength

o Increases Knockback strength for all knockback attacks. -- 1 Str = 1% Knockback strength
o Increases resistance to Knockback. -- 1 Str = 1% Knockback resistance
o Increases ability to break from tangible holds.
o Increases melee damage (excluding Ego Blades). The damage bonus caps at 20% and should a

Super Stat.

o Increases the weight that can be lifted by "Pickup and Throw" ability.

2. Constitution

o Increases Health. -- 1 Con = 10 Health

3. Ego

o Increases critical strike damage. -- Critical Severity = (EGO * 20)/Level
o Increases ability to break from intangible holds.
o Ego does NOT universally improve the strength or duration of holds. Confirmed by a developer here.

4. Recovery

o Increases Energy Equilibrium. -- Equilibrium = Base Eq + (REC * 0.71)
o Increases the percentage of your Total Energy gained when using Energy Building attacks, requiring fewer attacks to reach full Energy.

5. Dexterity

o Increases critical strike chance. -- Varies logarithmically level to level. @ 40 - Crit Chance = 0.161 * (DEX - 39.03)
o Increases effectiveness of stealth powers.

6. Intelligence

o Reduces Energy costs.
o Reduces cooldown times. -- Power recharge bonus = INT*0.0015
o Increases Pet damage.
o Increases stealth detection.

7. Presence

o Increases threat in Defensive role. -- Percent Threat Gain = PRE/10
o Decreases threat in Balanced, Offensive and Support roles. -- Percent Threat Reduction = PRE/5 in Balanced Role
o Increases Pet health.
o Increases Healing and Buffing effects.

8. Endurance

o Increases maximum Energy. -- 1 END = 1 Energy
o Increases the numerical amount of Energy gained by Energy Building attacks, but you still take the same number of hits to fill your Energy.


(informacion extraida de los foros del Champions Online)

CHAMPIONS ONLINE POWERSET ANALYSIS

POWERSET ANALYSIS


First off, I would like to say: Darkness rocks! If you're looking for a powerset with good damage, versatility, good synergy (especially with Telepathy/Telekinesis), and little redundancy, look no further. It does, unfortunately, have two major drawbacks: 1. Unlike some other powersets, it doesn't have that many powers, so you will definitely have to dip into some other powersets. 2. A couple of the powers are JUST BAD (see below). Without further adieu, the powers:

Shadow Bolt: As far as energy builders go, this one isn't bad. Decent damage and energy generation. The Despondency advantage is great for keeping fear up on your main target, which helps out a great deal with several other powers.

Shadow Blast: A good bread n' butter single target attack. However, not so great that you can't replace it with another power (Ego Blast is a bit slower but hits harder). The advantage Psychotic Break is nice for the stun and works great with Despondency. Unfortunately, the DoT it adds is a bit lackluster. So, unless you want the stun for utility, consider getting rank 3 instead.

Shadow Embrace: A GREAT aoe. The damage on this power will easily kill most henchman squads and take a nice chunk away from a villain's health. The damage is so nice, in fact, I frequently find myself using it on single targets instead of Shadow Blast when I have a lot of energy and I want something to die fast. The Fatal Allure advantage is great if you want to add cc to the power. It will knock your enemies all over the place while you continue to melt their faces off and is great for pvp. However, if you have another aoe cc/dmg (like ego storm) or don't plan on pvp'ing, consider grabbing rank 3 instead for even more damage.

Life Drain: A MUST for any Darkness build, but it requires a few advantage points to make it shine. Rank 2 is, of course, nice to have but the Vampiric Sympathy advantage is what really makes this power outstanding. When coupled with Despondency and used against a Feared target, this power will easily heal you to full (even while MV's are beating on you) while still damaging your target. Definitely get Vampiric Sympathy instead of rank 3. Note: the healing of this ability functions independently of the damage and will heal you for the regular amount with or without shadow form or other damage buffs.

Ebon Rift: Eww. Remember when I said some Darkness powers are just bad? This is one of them. The damage is subpar, for a tier 3 power, it is difficult to aim, it is useless for pvp, and provides no cc. Shadow Embrace is a much better aoe. That being said, this power does have one use: a glitch that lets it kill enemies immune to knockback with the Vengeful Shadows advantage. Other than that, skip it.

Ebon Void: An ok shielding power. Definitely looks cool at the higher ranks but the lack of a lingering effect hampers it. If you do get it, then definitely pick up the Voracious Darkness advantage which increases its defense the longer you block. As a side note: if you have Regeneration as a passive, this is the shield for you! Whenever the fight doesn't go your way, start blocking, regain more health, and get more defense the longer you block/heal!

Shadow Shroud: A nice dps buff. If you don't have something to break out of holds, consider it. However, it offers no damage mitigation and the only defense it does give comes from its advantage Terrifying Visage, which is useless against ranged attackers.

Spirit Reverberation: As far as secondary energy unlocks go, this one is nice. Almost all your non-henchman opponents will be feared (if you have despondency), so it will constantly be giving you energy. However, as a Darkness toon you won't have too many problems with energy, so you can skip this if needed.

Dark Transfusion: A situationally beneficial power. The damage it causes you isn't huge, but the fact that it blocks most forms of healing can be very detrimental. If you are on a team and not getting hit, it can help out your damage, but using it while you have aggro is very risky. If you do pick it up, definitely grab Blood Sacrifice for the free damage.

Shadow Form: Freaking awesome. Stylish and effective. The damage buff is very nice and applies to Ego damage as well, making it work great with Telekinesis and Telepathy attacks. Unfortunately, the damage resistance of this energy form is next to useless. Personally, I run Shadow Form instead of a defensive passive and have no problem soloing, though I do have some healing spells for backup.

Grasping Shadows: The other BAD power in this set. Though the animation is cool and the energy cost is decent, there are very few situations in which you can actually use it. There are two reasons for this: 1. the area it effects is based on the charge time. So for it to effect its full area you have hold it for the full charge time. 2. It fails if you take any damage and expends the cooldown of the power anyway. Definitely skip .


Recommended powers from other frameworks:

Ego Storm: A great tier3 aoe dmg/cc. Much better and more reliable than Ebon Rift AND it scales with Shadow Form

Ego Sprites: Another aoe that scales with Shadow Form. The energy cost is next to nothing so it is basically free damage on long fights. Take it with the Slave Mentality and using it with Life Drain can make you nigh-unkillable in pvp.

Regeneration: If you want a defensive passive to take with darkness, this is the one. It works fine without superstatting recovery and combining its healing with life drain and/or ego sprites is another way to ensure you survivability.


(informacion extraida de los foros del Champions Online)