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Icons on effect rows describe PvE/PvP scope, per-caster stacking, and stack behavior (stack, ignore, or replace). Other badges mark special flags such as copied boosts, ignored strength/resistance, or combat scaling. Hover or focus an icon for its full meaning.

Sentinel Defense / Regeneration

Second Wind

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Enhancement types allowed
Enhance RechargeEnhance Endurance CostEnhance HealingRecovery
Enhancement Sets Allowed
EndMod PowersHealing Powers

When you use this power you will recover a percentage of your missing health, in addition to increasing your maximum hit points. Should you fall in battle after using this power, you can stand up and fight again. If used while defeated, you will stand back up and be protected from XP Debt for 90 seconds and immune to most damage for 15 seconds.

Note: the self resurrect granted if this power is activated while alive can not be enhanced.

Activation Details

Modes disallowed
Available Level
28
Type
Click
Accuracy
1
Range
0 ft
Cast Time
0.73 sec
Cast Arcanatime
0.924 sec
Root Time
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Animation Time
0.733 sec
Animation Time Before Effect
0.667 sec
Interrupt Time
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Activate Period
0 sec
Recharge Time
360 sec
Endurance Cost
10.4 endurance
Attack Types
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Effect Area
Single Target
Radius
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Arc
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Max Targets Hit
0
Cast When
DeadOrAlive
Near Ground
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Entities Affected
Self (Alive)
Entities Autohit
Self (Alive)
Target
Self (Alive)
Target Requires
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Modes Required
Modes Disallowed
Disable All
Strengths Disallowed
Ignore Strength
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Raw source fields
{
  "Name": "\"Second_Wind\"",
  "DisplayName": "\"P4167089063\"",
  "ModesDisallowed": "kDisable_All",
  "Type": "kClick",
  "Accuracy": "1",
  "EntsAffected": "kCaster",
  "EntsAutoHit": "kCaster",
  "Target": "kCaster",
  "EnduranceCost": "10.4",
  "TimeToActivate": "0.73",
  "RechargeTime": "360",
  "EffectArea": "kCharacter",
  "CastableAfterDeath": "kDeadOrAlive",
  "BoostsAllowed": "kRecharge_Boost, kEnduranceDiscount_Boost, kHeal_Boost, kRecovery_Boost",
  "HighlightEval": "kHitPoints% auto> 0 > !",
  "HighlightIcon": "Regeneration_Revive.tga",
  "VisualFX": "\"menu\\Powers\\AnimFX\\PlayerPowers\\ScrapperDefense_Regeneration_Revive.PFX\"",
  "include": "menu\\Powers\\AnimFX\\PlayerPowers\\ScrapperDefense_Regeneration_Revive.PFX",
  "DisplayShortHelp": "\"P4197834741\"",
  "DisplayHelp": "\"283U8HPR9YQ3YMBNZCEZ3LFJ8S\"",
  "DisplayAttackerHit": "\"P1268453332\"",
  "IconName": "\"Regeneration_DullPain.tga\"",
  "DisplayTargetShortHelp": "\"P2015651842\"",
  "DisplayTargetHelp": "\"P1268453332\""
}

Effects (2)

Player character
Target enemy

Choose a player archetype to resolve effects. Enemy level 50.

Damage estimates are before enemy resistance and assume the attack hits. Mez duration is before target-specific mez resistance; rank settings show protection thresholds. Damage over time totals use listed duration, initial delay, tick interval, and per-tick chance.

Redirects (2)

Redirect to Redirects.Regeneration.Second_Wind_Defeated

When cur.kHitPoints source> 0 ==

Raw redirect fields
{
  "Power": "Redirects.Regeneration.Second_Wind_Defeated",
  "Requires": "cur.kHitPoints source> 0 =="
}

Redirect to Redirects.Regeneration.Second_Wind_Awake

When Always (Default if no others apply)

Raw redirect fields
{
  "Power": "Redirects.Regeneration.Second_Wind_Awake",
  "Requires": "1"
}