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Trickshooter

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  1. I don't believe any of the initial Origin contacts are, well, contacts anymore. Pretty sure Matthew Habashy is the only contact for levels 1-4 now. No, they still work, you can still walk up to them if you have the "right" origin and level range, and they'll still give you missions. They just aren't handed to you as initial contacts anymore. Good to know. Paragonwiki states they were disabled in Issue 21, so I guess SCORE reenabled them?
  2. I don't believe any of the initial Origin contacts are, well, contacts anymore. Pretty sure Matthew Habashy is the only contact for levels 1-4 now.
  3. Issue 13: Power And Responsibility • Merit Rewards • Day jobs • Multiple builds • Mac Version • New Powers Shield Defense for Tankers, Scrappers and Brutes Pain Domination for Corruptors and Masterminds • Leveling Pacts • Patron Power Respecs • Supergroup base repricing • Base Raiding is disabled • Infamous Issue 13 PvP Changes • Elusivity • Defensive toggle suppression when mezzed, rather than shutting off • 5th power added to Ancillary/Patron power pools • Invulnerability/Unyielding Self Defense debuff removed, Invincibility Defense buff lower to offset, debuff resistances added to passives • War Mace buffs • New Invention Set Types Recharge Intensive Pets Accurate Healing Accurate Defense Debuff Accurate To-Hit Debuff Universal Travel • Peacebringer buffs Dwarf form can be activated while mezzed Melee Damage mod increased from 0.75 to 0.85 Ranged Damage mod increased from 0.625 to 0.8 Dwarf Form Melee Damage mod increased from 0.85 to 1.0 Epic ATs now affect Cosmic Balance Cosmic Balance now affects Nova and Dwarf forms • Warshade buffs Dwarf form can be activated while mezzed Melee Damage mod increased from 0.75 to 0.85 Ranged Damage mod increased from 0.625 to 0.8 Dwarf Form Melee Damage mod increased from 0.85 to 1.0 Epic ATs now affect Dark Sustenance Dark Sustenance now affects Nova and Dwarf forms • Dark Melee buffs • First pass of Energy Aura buffs • Assault Rifle buffs • Melee range increased to 7 feet Issue 14: Architect • Mission Architect/Architect Entertainment • BUTTCAPES • PvP Invention Sets • +/- Recharge no longer affects Pet attack power Issue 15: Anniversary • New Task/Strike Forces Thus Spoke the Reichsman – Barracuda in Grandville Return of the Reichsman – Dr. Kahn in Founders’ Falls • Dominator Revamp Damage bonus removed from Domination Ranged damage mod increased from 0.65 to 0.95 Melee damage mod increased from 0.75 to 1.05 Assault sets rebalanced • Many AE badges removed • Hall of Fame and Dev’s Choice in Mission Architect • Arachnos Soldier animation buffs Issue 16: Power Spectrum • Revamped Character Creator • POWERSET CUSTOMIZATION! • Second round of POWERSET PROLIFERATION Blaster - Radiation Blast Controller - Cold Domination Defender - Traps, Assault Rifle Scrapper - Electric Melee, Electric Armor Tanker - Electric Armor, Electric Melee Brute – Claws Corruptor - Archery, Trick Arrow Dominator - Earth Assault Mastermind - Thermal Radiation Stalker - Broad Sword • Blaze Mastery Ancillary Power Pool added to Scrappers • Enhanced mission difficulty settings • Pets can zone! • Electric Armor/Conserve Power replaced with Energized for all ATs • Super Sidekicking • Many Badge requirements lowered • Minimum levels removed from Hazard and Trial Zones • Brawl endurance cost removed • Corruptor Trick Arrow endurance costs reduced (previously used the MM end costs) • Controller Kinetics/Fulcrum Shift now uses Controller Damage Buff Mods • Walk... • All references to ‘Talsorian’ in-game changed to ‘Vanguard’ • “Cape Mission” updated • New Powerset Dual Pistols for Blasters, Corruptors and Defenders (for those that preordered Going Rogue) Issue 17: Dark Mirror • New Powerset Demon Summoning for Masterminds (for those that preordered Going Rogue) • New Enemy Group Doppelgangers • ULTRA MODE • Positron Task Force split in two • Silver Mantis Strike Force no longer restricted to Supergroups • Animated Tails • Vigilance 2.0 Vigilance now grants a 30% (by level 20) damage buff to Defenders that scales down by 1/3 for each teammate to a minimum of 0%. • Epic ATs now unlocked by getting a character to level 20, rather than level 50 Issue 18: Shades of Gray • Launch of Going Rogue! • Alignment System • New Alignments Rogue Vigilante • New Powersets Kinetic Melee for Stalkers, Scrappers, Brutes and Tankers Electric Control for Dominators and Controllers • New Zones Fort Trident (only for Heroes) The Crucible (only for Villains) Nova Praetoria Underground Nova Praetoria Imperial City Underground Imperial City Neutropolis Precinct Five (Praetorian Tutorial) • New Enemy Groups Ghouls Praetorian Police Department Praetorian Clockwork The Resistance Seers Syndicate Destroyers • Auction houses merged for all sides • The Cathedral of Pain Trial relaunches, no longer tied to Base Raids or Items of Power • Archery/Trick Arrow powers sped up • Brute Fury Updated Upper end of Fury generation harder to achieve, lower end easier to maintain Higher rank enemies generate more Fury • Fiery Embrace now adds Fire damage to all attacks in PvE instead of a damage buff • Base flight speed of all flight powers increased by 50% • Pop Help! • Ancillary Powers for all! Villains and Heroes now both have access to the Ancillary Pools, and can choose to take the Patron Pools optionally • Martial Arts buffs • Stalker Offensive toggles suppress while Hidden • Oil Slick Arrow finally works 100% of the time • Combat Mode option for Auras Issue 19: Alpha Strike • INHERENT FITNESS • THE INCARNATE SYSTEM The Alpha Slot is now partially available Cardiac, Musculature, Nerve and Spiritual are the original 4 Alpha Slot trees • New Incarnate Task Forces Alpha Strike – Apex in the Rikti War Zone The Praetorian Offensive – Tin Mage Mark II in the Rikti War Zone • New Enemy Group Imperial Defense Force • Alternate animations for some powersets • Merged Monorail Lines, Ferries and Helicopters • Hospitals are now available in most zones, with someone selling Inspirations • Primal Earth characters can now get to Praetoria through Pocket D • New Auras Fireflies Snow • Calvin Scott’s Task Force is readded as a Flashback Arc • New Zone Events The Protest – Nova Praetoria Syndicate Takedown – Imperial City The Great Escape – Neutropolis • Praetorians now have Repeatable Missions • Third Build available Issue 19.5: Strike Pack • Weekly Strike Targets • The upper tiers of the Alpha Slot are now available • New Aura Wisp Issue 20: Incarnates • New Incarnate Slots Interface Judgement Lore Destiny • Black Helicopter available in all Villain zones • Team Up Teleporter • Leagues (up to 6 teams of 8 characters) • Incarnate Trials (accessed via Team Up Teleporter) Behavioral Adjustment Facility Trial Lambda Sector • New Task/Strike Forces The Sky is Falling – Admiral Sutter in Independence Port The Fire and the Flames – Mortimer Kal in Sharkhead Island Issue 20.5: Incarnates Ascend • New Incarnate Trial (accessed via Team Up Teleporter) Keyes Island • More Lore Pets added • New Merit Vendors to trade Astral and Empyrean Merits for new costume parts, emotes, super inspirations and IO recipes • Leagues can now be Open Leagues or Closed Leagues • Some ST buffs are now AoE to be easier for League use Cold Domination/Ice Shield and Glacial Shield Force Field/Deflection Shield and Insulation Shield Kinetics/Speed Boost and Increase Density (only the +Res is AoE, Mez Res/Prot is ST) Sonic Resonance/Sonic Barrier and Sonic Haven Thermal Radiation/Fire Shield and Plasma Shield • Null the Gull Allows players to select whether or not they are affected by the movement-affecting components of certain player powers (Speed Boost, Increase Density, Inertial Reduction, Enforced Morale and Accelerate Metabolism) Offers control options for Mystic Fortune Informs players which Praetorian AVs they need to defeat for Dimensional Warder Offers control options for Group Fly, Team Teleport, and similar powers • Cut-scene Skipping! • ToHit Penalty removed from Group Fly/Group Energy Fly • Mastermind Upgrade powers endurance cost halved • Mastermind Pets now gain Incarnate Shifts from Supremacy Issue 21: Convergence • Launch of City of Heroes Freedom Free accounts Subscription accounts now “VIP” and gain access to all Going Rogue content without having to buy the expansion • Introduction of the Paragon Market • Metric Analyzing Reward Throttle • VIP Server: Exalted • Revamped Tutorial Characters now begin as Neutral alignment in the ruins of a destroyed Galaxy City • Atlas Park/Mercy Island Makeover Tailors New Contacts New Music •New Trial Death from Below • Ongoing Training Missions Twinshot for Heroes Dr. Graves for Villains • Ancillary/Patron Pools levels adjusted • Travel Power Pool adjustments Tier 1-3 powers now available at level 4 Tier 4 powers available at level 14 Tier 5 power added • Other Power Pool adjustments Tier 1-2 powers available at level 4 Tier 4 powers available at level 14 • Improvements to Contacts Floating Icons Contact Finder • Veteran Rewards replaced with Paragon reward Program • Circle of Thorns revamped • New Incarnate Trial (accessed via Team Up Teleporter) The Underground Trial •New Powersets Time Manipulation for Defenders, Controllers, Corruptors and Masterminds Beam Rifle for Blasters, Corruptors and Defenders Street Justice for Scrappers, Tankers, Brutes and Stalkers Titan Weapons for Scrappers, Tankers and Brutes • Third round of POWERSET PROLIFERATION Blaster - Dark Blast, Darkness Manipulation Controller - Poison Defender - Thermal Radiation, Fire Blast Scrapper - War Mace, Battle Axe, Energy Aura Tanker - Super Reflexes, Martial Arts Brute - Katana, Broadsword, Regeneration Corruptor - Psychic Blast, Poison Dominator - None  Mastermind - Sonic Resonance Stalker - Ice Armor • Energy Aura revamped (now pretty AND strong) • Earth Control, Earth Assault and Plant Control now work on all flying creatures • Peacebringers and Warshades revamped • Cancelable Buffs • Poison revamped • New Zone First Ward • New Enemy Groups Apparitions Carnival of Light Carnival of Vengeance Carnival of War D.U.S.T. Talons of Vengeance The Awakened • Leveling Pacts are disabled • New Incarnate Abilities Alpha – Vigor Alpha – Agility Alpha – Intuition Alpha – Resilient Interface – Cognitive Interface – Degenerative Interface – Preemptive Interface – Spectral Judgement – Vorpal Destiny – Incandescence Issue 21.5: Media Blitz • New Incarnate Trials (accessed via Team Up Teleporter) The TPN Campus Trial Minds of Mayhem Trial Issue 22: Death Incarnate • Dark Astoria Zone revamp Now a co-op Incarnate zone • New Trial Drowning in Blood Trial • Adamastor moved out of Dark Astoria, summoned with crafted recipe • New Incarnate Trial (accessed via Team Up Teleporter) Dilemma Diabolique • Incarnate Solo content in Dark Astoria • New Powersets Darkness Control for Controllers and Dominators Darkness Affinity for Controllers Dark Assault for Dominators Beast Mastery for Masterminds Staff Fighting for Tankers, Scrappers, Brutes and Stalkers • Stalker revamp • Gravity Control revamp • Trick Arrow/Poison Gas Arrow revamp • Enhancement Converters Issue 23: Where Shadows Lie • New Zone Night Ward • New Enemy Groups Animus Arcana Black Knights The Drudges Spirit Stalkers • New Incarnate Slot Hybrid • New Incarnate Trial Magisterium Incarnate Trial • New Powerset Water Blast for Blasters, Corruptors and Defenders Nature Affinity for Defenders, Corruptors, Controllers and Masterminds • “Absorb” Mechanic • The Inter-Dimensional Tunnel System • Summer Blockbuster Event adds –KB IO Issue 24: Resurgence (FIX EVERYTHING) • Epic/Patron/Pool Power Customization • New Powersets Martial Assault for Dominators Martial Combat for Blasters • New Zone Events Prison Break in Brickstown Family Raid in St. Martial Shining Star Showdown in Kings Row • Power Pools Revamped Many powers buffed/changed 5th power added to every pool • Ranged Set “Nukes” Rebalanced Recharge reduced Total End Drain removed Damage scale reduced • Epic AT “Nukes” updated as well • “Sniper” powers activate instantly when at 22% ToHit buff • All “tier 3” blasts with shorter ranges increased to 80 ft • Sustain for Blasters All Blaster secondaries changed to have a “sustain” power • Defender/Corruptor “pseudopets” updated to better reflect AT mods for damage and debuffs • Corruptor “nukes” normalized Scourge damage to 50% • Dual Pistols buffs Animations shortened Tier 1 attack now has Ammo effect • Spines buffs Barb Swipe animation shorted, damage increased, recharge increased and endurance cost increased Lunge damage increased, recharge increased and endurance cost increased • Origin powers significantly stronger, scales down till level 15 • More Lore Slot options • Existing Lore Pets reviewed and rebalanced • Intangible Duration removed from Alpha Slot abilities • Invention Set Bonus Adjustments XP Debt Redux bonuses all replaced Mez Resistance bonuses replaced with combination of Global Mez resistance and Damage Resistance Damage Resistance set bonuses increased New set bonus: Endurance Discount • Procs changed from % Chance to Procs Per Minute • New Enemy Groups The New Praetorians Unified People’s Army • Kings Row neighborhoods updated to align better with leveling Likely planned for Live release during/after Issue 24: • New Powersets Bio Armor for Brutes, Tankers, Scrappers and Stalkers Sorcery Power Pool Psionic Melee for Brutes, Tankers, Scrappers and Stalkers Savage Melee for Brutes, Tankers, Scrappers and Stalkers Radiation Melee for Brutes, Tankers, Scrappers and Stalkers Radiation Armor for Brutes, Tankers, Scrappers and Stalkers Wind Control for Controllers and Dominators Experimentation Power Pool Force of Will Power Pool Gadgetry Power Pool Utility Power Pool • New Zone Kallisti Wharf
  4. Issue 0: Launch! • Launch April 28, 2004 • Gravity Control/Fold Space is replaced by the new Singularity pet. Issue 1: Through the Looking Glass • Level Cap raised to 50 • New Zones Peregrine Island Rikti Crash Site • New Enemy Groups Malta Carnival of Shadows Praetorians • New Trial Abandoned Sewer Trial • Tailor Icon store added Issue 2: A Shadow of the Past • Capes • Auras • Badges! • Respecs • New Zones The Hollows Tunnels of the Trolls Firebase Zulu Cascade Archipelago The Chantry Storm Palace • New Task Forces Explorers and Exploiters – Dr. Quaterfield in Firebase Zulu The Legend of Ruladak – Sara Moore in Cascade Archipelago The Saga of Faathim – Justin Augustine in The Chantry The Saga of Lanaru – Faathim the King in The Chantry • New Enemy Groups Igneous Rularuu • New Trials Terror Volta (Respec Trial) Prisoners of Eden Transcendent Gateway • Exemplaring • The Purple Triangles of Doom! (AV Mez resistance) Issue 3: A Council of War • Official launch in EU • Kheldians! • Ancillary/Epic Power Pools • Zone Events Lusca the Giant Octopus in Independence Port Paladin Construction in Kings Row The Ghost Ship in Independence Port & Talos Island • New Enemy Group The Council is introduced replacing the 5th Column • New Zone Striga Island • New Task Forces The Kheldian War – Moonfire in Striga Isle The MegaMech Cometh – Ernesto Hess in Striga Isle • Notoriety/Mission Difficulty • THE PURPLE PATCH! (GMs always purple) • Fear – Afraid replaced by Terrorized • PunchVoke for Tankers • Toxic Damage • Armor toggles are no longer mutally exclusive • Global Chat • Calvin Scott Task Force Issue 4: Colosseum • PVP • Arenas • Bastion renamed to Citadel • Sister Psyche returned to her own body, Aurora Borealis becomes new trainer in Independence Port (Malaise becomes evil again) • Calvin Scott Task Force removed • Supergroup Coalitions & Coalition Chat Issue 5: Forest of Dread • New Zone Croatoa • New Enemy Groups The Cabal Fir Bolg Red Caps Tuatha de Dannan • New Giant Monsters Jack in Irons Sally Eochai (previously was in the 2004 Halloween Event) • New Powersets Archery for Blasters and Defenders Trick Arrow for Defenders and Controllers Sonic Attack for Blasters and Defenders Sonic Resonance for Defenders and Controllers Electric Mastery (Epic/Ancillary) for Blasters • New Zone Events Hellion Arson – Steel Canyon Troll Rave – Skyway City •New Task Force A Tangled Plot – Katie Hannon in Croatoa • Debt reduced inside mission maps and no debt is earned until level 10 • Cone Enhancements Removed • Blaster’s Defiance 1.0 (As health falls, damage increases) • Controller’s Containment added for more Controller damage, most Controller AoE controls increased in recharge time and reduced in duration • Scrapper’s Critical Hit and Tanker’s Gauntlet given names (but existed before this issue) • Max Targets added to powers that affect foes • Stacking of pets removed, increased duration of most Controller pets, powers that summon multiple pets now always summon 3 • Scrapper damage increased • Regeneration/Instant Healing now a Click Power • GLOBAL DEFENSE DECREASE • Resistance/Orange Inspirations • Defender’s Vigilance 1.0 • Sonic Attack and Sonic Resonance GFX toned down Issue 6: Along Came a Spider • Launch of City of Villains! • ENHANCEMENT DIVERSIFICATION https://paragonwiki.com/wiki/Enhancement_Diversification • PvP Zones Bloody Bay Siren’s Call Warburg • Gladiator PvP • Supergroup Bases! • Base Raid PvP • Aggro Cap (17 enemies on one character) • Recovery & Endurance Drain enhancements merged in to Endurance Modification enhancements • Forcefields/Repulsion Bomb changed to target Foes • Origin Powers (only last till level 10) Taser Dart Mutagen Apprentice Charm Throwing Knives Tranq Dart • Vengeance no longer stackable (or so they thought) • ToHit Debuff enhancements moved to Schedule B • Debt Cap reduced Issue 7: Destiny Manifest • Villain Level Cap raised to 50 • New Zone Grandville • New Strike Force The Future of Freedom – Lord Recluse in Grandville • New PvP Zone Recluse’s Victory • New Powersets Thugs for Masterminds Electric Melee for Brutes Electric Armor for Brutes Dark Melee for Stalkers Dark Armor for Stalkers • Patron Power Pools • Mayhem Missions • PvE accuracy formula modified to better accommodate Defense • OHKO Protection • Origin Powers made permanent • Psuedopet powers now affected by buffs on the caster • Stealth Suppression • First pass of Claws improvements • First pass of Trick Arrow improvements • Archery animations shortened and endurance cost reduced • PvP toggle Drop effects reduced • AVs/Heroes/GMs significantly buffed • Defender Slow Modifier raised to 1.25 • Mastermind Bodyguard mode • First pass of Dominator improvements Domination recharges faster Melee Damage modifier increased Domination now offers protection from Mez and can be used while Held/Slept/Stunned • AVs/Heroes/GMs Regen reduced from previous buff • Costume creator cleaned up, organized and textures improved • Female pronouns added to badges • Mission Dropping every 7 days • Cathedral of Pain Trial is launched, but not for long Issue 8: To Protect And Serve • Veteran Rewards (including WINGS) • Faultline revamped and made a City Zone with 15-25 level range • Police Band Missions for Heroes • Safeguard Missions for Heroes • “Dark” element powers updated visually for Villains • Second pass of Dominator improvements Domination will build faster on teams Base Domination gain increased to 3 points per attack (up from 2 points) • Fire Imps will always be -1 to Caster • Controller Ancillary attacks reduced in Damage Scale • Base Rent Overhaul • Animation rooting changes for Clicks and Toggles • Taunt animation normalization • Targeting Drone will buff damage for Assault Rifle/Sniper Rifle? Issue 9: Breakthrough • THE INVENTION SYSTEM Crafting/Recipes Invention Origin Enhancements MORE WINGS • New Task Force Statesman’s Task Force – Statesman in Independence Port • New Zone The Abyss (Villains) Monster Island (Villains) • Hamidon for Villains! • Hamidon Encounter Revamped • Auction House • Castle added as a Trainer on Peregrine Island Issue 10: Invasion! • Rikti Crash Site revamped in to Rikti War Zone, a Co-Op zone • New Zone Events Rikti Invasion – All Zones Mothership Raid – Rikti War Zone • New Task/Strike Force The Lady Grey Task/Strike Force – Lady Grey in the Rikti War Zone Completing this Task/Strike Force will trigger a Rikti Invasion in a random City Zone • Vanguard Merits Earned in Rikti War Zone content • Rikti Villain Group Revamped (much less naked) • Kheldian inherent now benefits from Villain teammates • Camera shake added to Super Strength powers • New GFX for Sonic Resonance (ORANGE) • Server Transfers Issue 11: A Stitch in Time • THE FLASHBACK SYSTEM • New Zone Ouroboros • New Powersets Dual Blades for Brutes, Scrappers, Stalkers and Tankers Willpower for Brutes, Scrappers, Stalkers and Tankers • Weapon Powerset Customization • Very Rare (PURPLE) Invention Enhancements • New Invention Set Types Taunt Knockback Endurance Mod ToHit Buff ToHit Debuff Defense Debuff • Respec Recipes • Supergroup Member limit doubled to 150 • Blaster Primary Tier 1 & 2 powers standardized to 1 second and 1.67 second activation times, respectively (carried over to other ATs if it was a buff to animation time) • Stalker Hide endurance cost removed • Defiance 2.0 Old Defiance replaced Blasters can now use tier 1 & 2 blast powers can be used while Helt/Slept/Stunned Every Blaster power used grants a damage buff • Blaster Ranged Damage Modifier increased from 1 to 1.125 • Combat Attribute Window and Attribute Monitoring • XP increased across nearly all levels • Debt lowered by 20% • Mission Dropping every 3 days (down from 7) • Regeneration/Moment of Glory Heal crash and Heal resistance removed, recharge reduced to 4 minutes, but only 15 second duration • Forcefields/Repulsion Bomb increased to a Scale 1 damage attack, knockback changed to Knockdown • Super Strength/Rage crashed changed to Self -Damage • Super Reflexes Res(DefDebuff) made enhanceable • Ice Melee/Frozen Aura now does damage Issue 12: The Midnight Hour • New Zones Midnighter Club Cimerora • New Task Force Time’s Arrow – Imperious in Cimerora • Soldiers of Arachnos! (VEATS) • The Hollows Revamp • First round of POWERSET PROLIFERATION Blaster - Psychic Blast, Mental Manipulation Controller - Plant Control, Thermal Radiation Defender - Cold Domination, Ice Blast Scrapper - Fiery Melee, Fiery Aura Tanker - Dark Armor, Dark Melee Brute - Battle Axe, War Mace, Super Reflexes Corruptor - Electrical Blast, Storm Summoning Dominator - Earth Control, Electricity Assault Mastermind - Storm Summoning Stalker - Electric Melee, Electric Armor • Purchasable Character Slots • Character selection screen reorganization • Player notes/rating • Detailed power information/Real numbers display • Info linking in chat • Leveling up refills health and endurance and applies Inspiration buffs • New, deformable Power Trays • Devices/Auto Turret is now Gun Drone, and can follow you and fly • Float text added for many effects • Unlockable weapons added for weapon sets • Abandoned Sewer Trial revamped • Flight/Hover animation updated, and now resists -Fly • First pass of Stalker improvements Stalker Melee Damage modifier increased from 0.9 to 1.0 Stalker HP modifier increased from 0.95 to 1.125 Stalker attacks have a 10% + 3% chance per teammate within 30’ chance to critical Missing with AS won’t suppress Hide Hide suppression reduced from 10 seconds to 8 seconds AS now causes Demoralize, an AoE ToHit Debuff and Chance to Fear • Corruptor Traps and Storm Summoning endurance costs reduced (previously used the MM end costs) • Martial Arts animation times reduced • Ninjas/Genin Archery powers replaced with Shurikens • Second pass of Claws improvements Animation deadtimes removed, the set is rebalanced around animation times
  5. There are lots of new and returning players who weren't around with the game all the way till sunset, and many of them have questions about when things happened and whether things are SCORE additions or were added after they stopped playing. So I thought I'd make a (not so) short list of all the big features and changes that came with each issue. I know I probably missed a lot (like Paragon Market items that aren't given patch notes), so please feel free to let me know if something is missing and you think it's significant enough to add a bullet point for.
  6. How does that work with corruptors / masterminds going FF? Are their FF only 58% as good as defenders? No, this was specifically relating to damage. All the Archetypes have damage modifiers for ranged and melee damage; for Blasters, their modifier for Ranged damage is 1.125, while Defender's is 0.65. At level 50, this translates to an attack with a damage scale of 1, with no buffs or enhancements, doing 62.56 damage for Blasters and 36.15 for Defenders. Like Adeon said, Mastermind and Corruptor (and Controller) Defense Buffs (so the two shields and Dispersion Bubble) function at 75% of Defender Defense Buffs.
  7. The Vigilance damage buff also scales with level and doesn't reach it's 30%-while-solo value until level 20. It scales down by about 1/3 per teammate; once you have 3 teammates, it's gone.
  8. Just wanted to say that this is no longer the case; Issue 24 added AT-scaled psuedopets for every blast power that used them.
  9. Damage scales with level, and the ATs don't reach their actual damage modifiers until level 20. At level 1, everyone's damage is practically the same, but by level 20, Defenders are doing about 58% of Blaster damage.
  10. Did the Issue 24 Nuke changes not make it to SCORE's Issue 25? I thought the full endurance drain was removed from these. If so, even at one slot it's still a really good tohit debuff if nothing else.
  11. Can't look it up in-game right now, and Pet powers can't be viewed on City of Data through Wayback machine, so I'm going off an old spreadsheet I had made to answer your questions. Steamy Mist and Arctic Fog are almost identical, except that Steamy Mist resists and protects against Confusion, while Arctic Fog resists Slows. Sleet and Freezing Rain are similar in effects, however a Defender version of the Sleet pet was never made, so Freezing Rain does everything Sleet does, but better. I prefer Storm because I like to play alone a lot and it's just more useful for me in that sense, but Cold is also a great set. It's all about what you want your focus to be when you play, though. If you want to focus on your foes and maybe that just happens to make your team a little safer, then Storm. If you want to more directly protect your teammates while also making life harder for your enemies, then Cold.
  12. There's actually a Jello Shooters channel and Supergroup in-game. I was friends on FB with Charlie and Kyo at some point, but sometime in the last 7 years they must've done some cleaning out of their friends lists.
  13. I'm wondering how well a Kin/Elec would work since Transference is amazing at reducing a Target's End, but Kin lacks a method of keeping the target's End suppressed. Also Kin loves being in close, and Kin helps alleviate the generally weak damage that Defender attacks are saddled with. I had an Elec/Kin Corruptor and playing it made me wish I was dead. I don't know what it was about the combo, but I hated it from level 1 to level 50. The damage, even with Kin, just never felt satisfying. And running in to Fulcrum Shift+Short Circuit was very unsafe a lot of the time.
  14. YES! Probability Manipulation for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905041804/http://boards.cityofheroes.com/showthread.php?t=249717 Magnetism for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905042054/http://boards.cityofheroes.com/showthread.php?t=249719 Hyper-Intellect for Defenders/Controllers/Corruptors/Masterminds http://web.archive.org/web/20120905224442/http://boards.cityofheroes.com/showthread.php?t=289632 I also wanted kind of like... Epic Powersets for each AT, as well. And by Epic, I don't mean OP, I meant you had to do something in-game to earn them, kind of like getting a level 50 to unlock the Epic ATs. Unfortunately, I've misplaced all the info I had on these ideas, so I'm going to have to go off memory and can't remember all of them. Carnival Performers for Masterminds 3 Clowns who attack with bats and seltzer water, light defense, disorients and -Damage aura for protection. 2 Acrobats with MA and higher defense. 1 Strongman with a Titan Weapon mallot. Biological Control for Dominators Less flashy set, the idea behind it was having control over bodily functions like releasing chemicals in the brain that cause sleep, upsetting inner ear balance to make enemies vomit (like Poison Trap) or become disoriented or fall down(KD), causing excessive sweating for like an AoE Heat Exhaustion, etc. Most attacks would cause -regen/-recovery. Hellfire Attacks for Corruptors Basically an attack set based around the attacks in Demon Summoning. It would include those whip attacks, but then other more blast-y looking attacks. Fire/Toxic damage, -Res on most attacks. I also planned it having some kind of "corrupting" effect on the Corruptor using it, basically exposure to hellfire affected the Corruptor in some way that was both a buff and a debuff, but I can't remember what I settled on. Light Bending for Defenders Kind of the opposite of Dark Miasma. +ToHit/+Perception for allies, a little -ToHit on enemies, +Defense on allies, group invisibility, a new "reflect" mechanic to return some damage dealt. Savage Melee for Brutes The name was a coincidence but the idea was that it would be a set more affected by Rage than others. I think my idea was that once Rage had reached a certain percent, the ST attacks would redirect to AoEs with different animations. Scythe for Stalkers Kind of Stalkers' version of Titan Weapons in the sense that it would have more AoEs than typical on a Stalker, but would have a "Marked for Death" effect that would boost your damage against foes marked for death, rather than Momentum. Throwing Blades for Scrappers The idea here was that the attacks would redirect to one of two different attacks depending on your distance from your foe. Ranged versions that did less damage and a little DoT, and Melee versions that did more damage and lowered Defense. I can't remember what I had for Controllers, Tankers and Blasters. :( And sort of related, I also wanted a Sand Armor set that was mostly just a reskinned Stone Armor for Stalkers, replacing the rocky graphics with effects in game that already looked kind of sand-y or wind-y. Mud Pots would be more like quicksand (in theme, not the actual Quicksand power). I thiiink I planned to replace Granite Armor with a Sand Clone, which was basically like the Phantasm but appearing to have all the Sand Armor toggles on. It would be very tough, no real attacks but a damage/taunt aura and AoE taunts.
  15. Defenders DO have the highest EndDrain modifier, 1.25 compared to Corruptors 1.1 and Blasters 1.0, but Elec Blast doesn't use the EndDrain tables. It uses the Ones tables, so Elec Blast drains the same on all ATs.
  16. Ice Control would also like this for it's AoE Sleep that includes a teeny tiny pointless tic of damage. Also, that single tic of damage seems to be the only reason Flash Freeze recharges in 90 seconds, instead of 45 seconds like Mind Control's Mass Hypnosis.
  17. We haven't had any info shared about powersets, but there was an announcement a little over a week ago with numbers for archetypes.
  18. Can't get in to the rest too much, as I don't have much experience with the set, however, I think the intended secondary effect of Mind Control was the lack of positional attack typing, so the only way to avoid Mind Control's effects were to have either a buff to Base Defense or a source of Psionic Defense. It's not great, but... it's there.
  19. The descriptions and data for the Origin pool powers was in the Issue 24 pigg files that were on Test when the game closed, yes. However, it's likely that they still need a lot of GFX work to be playable, and the game isn't at a stable enough point that the folks working on it will make finishing them a priority just yet. Specifically to answer your question, I'm sure there are definitely plans to include them, but if it were easy we'd probably already have them.
  20. I have only made one NEW character, a Nature Affinity user since I was still trying to come up with a concept for one when the game closed and never got to really use it outside of the Test Server. Besides that one, I've just been remaking old characters, but several with new/changed powersets that I kind of wanted to reroll them with years ago anyway, but didn't want to lose the time I had invested in them. WELP...
  21. I'm also not a fan of the change, but not because it's annoying. I just always felt, and could have sworn it was also the opinion of the original devs, that the toggles dropping when a target dies was intended to be a balancing point between toggle debuffs and click debuffs. I know it was brought up often about how frustrating it was for the anchor to be killed, and I have a vague memory of a redname saying that was the point, strategy/teamwork was necessary to leverage them and that was intended. BUT it's been 7 years, so who knows.
  22. Fearsome Stare is for both sets is a 45 degree cone with a 70 foot range. And I wouldn't drop either version from a build. It's just too useful of a power.
  23. I realize the graphic effects may not look it, but Living Shadows is actually a wider cone than Fearsome Stare.
  24. Isn't Tanker's Electric Armor an all resistance set? Or do you mean no heal either? Because I think it used to have no heal, but was considered the worst armor set until the heal was added.
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