Jump to content

[BETA] Patch Notes for October 4th, 2022 - Issue 27: Second Chances, Page 5 (Powers Preview)


Recommended Posts

  • Developer

 Patch Notes: Issue 27, Page 5

Powers Preview


  • Known issues are listed in purple.

 


What's New in Issue 27, Page 5?

NOTICE: This build's primary purpose is to focus test Page 5's power changes as there are a large number of them. The remainder of Issue 27, Page 5's additions will be detailed at a later time in future patch notes.

Marquee Features

  • Sentinel Archetype Revamp
  • Sentinel Proliferation: Seismic Blast and Stone Armor
  • Dominator Proliferation: Illusion Control

Powers & Gameplay Adjustments

  • Powerset Revamps:
    • Masterminds: Mercenaries, Necromancy, Ninjas, and Robotics.
    • Melee: Battle Axe and Fiery Melee
    • Armor: Fiery Aura
    • Support: Force Fields
  • Quality of Life Changes:
    • Level Availability Changes
    • Stealth Toggle Exclusivity Removal

Marquee Features


Sentinel Archetype Revamp [Focused Feedback: Sentinel Archetype Revamp]

Changes to Sentinel Attributes:

  • Ranged and Melee Damage Modifiers increased from 0.95 to 1.10 (15.8% base damage increase to all attacks).
  • Fixed PvP Ranged Damage Modifier (50% stronger). Adjusted any damage scales that were set 50% too high to compensate.
  • Base Perception increased from 500' to 550' (10% base perception increase, all other ATs are 500').
  • Max Perception increased from 1153' to 1268.3' (10% max perception increase, matches Soldiers of Arachnos).

Changes to Sentinel Inherent:

  • Sentinels have an inherent resistance to Perception and ToHit debuffs (10%).
  • Opportunity builds automatically at a rate of 100% per minute.
  • Sentinels now have an inherent power called Vulnerability:
    • Vulnerability consumes 50% of your Opportunity to debuff a single target for 15 seconds.
    • Vulnerability is Auto-Hit.
    • Vulnerability ignores level differences.
    • Vulnerability debuffs the following:
      • Damage Resistance
      • Defense
      • Mez Resistance
      • Stealth
      • Resistance to Endurance, Endurance Discount, Recovery, Regeneration, ToHit, and Recharge
  • Removed old Opportunity Debuff Effects/Modes from T1/T2 powers.
  • Removed old Inherent Proc.
  • Removed old Offensive/Defensive Opportunity Modes.

 

Sentinel Proliferation: Seismic Blast [Focused Feedback: Sentinel Seismic Blast]

  • New primary for Sentinels. This version does not have the Tombstone power. Instead it is replaced with Gravestone.

You can manipulate earth and stone to defeat your foes. The crushing force of many Earth Powers can reduce a target's Defense.

Being of the Earth, you are the most powerful while on the ground. While grounded, your attacks increase Seismic Pressure. As your Seismic Pressure increases, the cooldown of other Seismic Blast attacks is reduced and your chances of triggering Seismic Shockwaves around you also increase. These Seismic Shockwaves will have a chance of knocking back foes and, while standing on the ground, empower some of your attacks. Rock Shards will have its area and damage increased. Seismic Force will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount. Stalagmite will deal a large amount of damage.

 

Powers:

  • SeismicBlast_Encase.png.a87e2bfd4b4b3ab3e3cfe73abd0d2bea.png  Encase  Ranged, DMG(Smash), Foe -Jump, -Fly, -DEF
    • Encase a foe in stone for a short moment, dealing damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. 

    • Encase grants two stacks of Seismic Pressure.

  • SeismicBlast_Shatter.png.4a0cf159bd6aab458f4966500f460ad7.png  Shatter  Ranged, DMG(Smash), Foe -Jump, -Fly, -DEF
    • Cover a foe in stone shards and shatter them, inflicting light damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. 
    • Shatter grants two stacks of Seismic Pressure.

  • SeismicBlast_RockShards.png.2e9f1a3b6cdef030692fcc36ab5611b5.png  Rock Shards  Ranged Cone, DMG(Lethal), -Defense, Special
    • You launch a volley of stone shards at your target in a sweeping cone. These shards stab into the target, causing lethal damage. They will also continue to suffer additional lethal damage over time.
    • SeismicBlast_RockShards_Mega.png.09cad0b47ad40d910d0b7f764595eb09.png  If affected by Seismic Shockwaves, this power will halt the shockwaves, the up front damage will be increased and damage over time accelerated, foes will be knocked down, range will be increased to 60ft and arc to 40 degrees.

    • Rock Shards grants two stacks of Seismic Pressure.

  • SeismicBlast_Entomb.png.dea8a9c67c6a49f4f635aec00c1936d1.png  Entomb  Ranged, DMG(Smash), Foe -Jump, -Fly, -DEF
    • Entomb foes in a big boulder, dealing high damage and lowering their defense. They will also become heavy, limiting their ability to jump and fly for a short time. 

    • Entomb grants two stacks of Seismic Pressure.

  • SeismicBlast_Aim.png.3e75eb69e2f7790872bce161844b48b3.png  Seismic Force  Self +To Hit, +DMG, +Range, +Special
    • Greatly increases the chance to hit of your attacks for a few seconds. Slightly increases damage and range.

    • SeismicBlast_Aim_Mega.png.ac6c589ec0d726f4bb84221e967181bf.png  If affected by Seismic Shockwaves, this power will halt the shockwaves and will decrease the cooldown of all recharging Seismic Blast attacks by a moderate amount.

  • SeismicBlast_UpThrust.png.674778cfec4e658504b7873b7ba0d49d.png  Upthrust  Targeted AoE, DMG(Smashing), -Fly, -Defense, Chance to Knockdown
    • You channel seismic energy into the earth, causing a micro-fault to erupt under your target. This causes a shard of rock to thrust upward out of the ground, dealing smashing damage and lowering their defense. Affected foes will become heavy, limiting their ability to jump and fly for a short time. The force of the eruption can knockback enemies.
    • Upthrust grants two stacks of Seismic Pressure.

  • image.png.1b366f41d44a5f3cf500428b422d5454.png  Gravestone  Ranged, DMG(Smash), Foe -Jump, -Fly
    • Create a giant pillar of stone, creating a Gravestone around your target dealing extreme damage and limiting their ability to jump and fly for a short time. 
    • Gravestone grants two stacks of Seismic Pressure.

  • SeismicBlast_Stalagmite.png.8d530aa2d1b330022171ff7b753caa8a.png  Stalagmite  Ranged, DMG(Smash), Foe Disorient, Special
    • You can cause a Stalagmite to erupt under an enemy dealing minimal Lethal damage and Disorienting them for a good while. You must be on the ground to activate this power.
    • SeismicBlast_Stalagmite_Mega.png.fd167698cd204341c11a1dfc18556568.png  If affected by Seismic Shockwaves, this power will halt the shockwaves and deal extreme damage. 

    • Stalagmite grants two stacks of Seismic Pressure.

  • SeismicBlast_Meteor.png.0ff72e7a1ced036ae81e3ddd4a953fa0.png  Meteor  Ranged (Location AoE), DMG(Smashing) Foe Knockback
    • You call down a meteor strike from the sky at a specified location. All targets within 30' are caught in the blast radius, taking extreme damage and being knocked back.
    • Note: This power uses the knock vector system. You'll notice the foes will be knocked up and back.

 

Sentinel Proliferation: Stone Armor [Focused Feedback: Sentinel Stone Armor]

  • New secondary for Sentinels. This version of the set does not get access to Mud Pots. Instead, it has a new power called Terra Firma.

You can transform your skin into various forms of rock and stone. Stone Armor is one of the few Sentinel Defensive Power Sets that offers defense to Psionics.

 

Powers:

  • stonearmor_stonearmor.png.51130b790bb1bf4dda116969a5296320.png  Rock Armor  Toggle: Self +DEF(Lethal, Smashing), Res(DeBuff DEF)
    • Your skin becomes stone while this power is active. Stone Armor protects you from Smashing and Lethal attacks. They are less likely to land and affect you. Stone Armor also grants you resistance to Defense DeBuffs.

  • stonearmor_stoneskin.png.ba7ab58400b9efe6deac61679ec22631.png  Stone Skin  Auto: Self +Res(All but Psionics), +DEF(All but Psionics)
    • Your tough skin is naturally resistant to most types of damage. This power is always on and costs no Endurance.
  • stonearmor_earthsembrace.png.49c08f4adf9f1eb0374b7d6b2cb2811f.png  Earth's Embrace  Self +HP, Res(Toxic)
    • You are so connected to the Earth, you can draw upon its power to add to your health. Activating this power increases your maximum Hit Points, and grants you resistance to Toxic Damage.
  • image.png.b8dd9e2a0a21beaf18bf477b36d68740.png  Terra Firma  Auto: Self + To Hit, +ACC, +Range, Res(ToHit)
    • Being on solid ground allows you to more carefully aim your attack for optimal range. This power increases your chance to hit, accuracy, and range of your attacks and makes you more resistant to To-Hit debuffs, but only applies when you are near the ground.

  • StoneArmor_Rooted.png.30421bf6a4f701b33f03e6a6be34d32f.png  Rooted  Toggle: Self +Res(Knockback, Sleep, Disorient, Hold, End Drain, DeBuff DEF), +Regeneration
    • While this power is active, you merge with the Earth and draw forth its power to become resistant to Knockback, Sleep, Hold, Disorient and Endurance Drain effects, and increase your Hit Point Regeneration rate. Rooted also grants you resistance to Defense DeBuffs.

  • stonearmor_crystalarmor.png.42f9339ab888174a533f157e75b9dc17.png  Crystal Armor  Toggle: Self +Recovery, +DEF(Energy, Negative), Res(DeBuff DEF)
    • While this power is active, your skin becomes encrusted in various quartz crystals. Crystal Armor makes Energy and Negative Energy attacks less likely to hit. This power also grants you an Endurance recovery buff and resistance to Defense DeBuffs.

    • Crystal Armor also adds an Elusivity defense bonus to Energy and Negative Energy Attacks in PVP zones.

  • stonearmor_mineralcrust.png.0baec0d6c8abf91f319ebb83acfe4eb9.png  Minerals  Toggle: Self +Recharge, +DEF(Psionic), Res(Confuse), +Perception
    • Activating this power summons several rare earth rock Minerals to orbit around you. These Minerals can disperse thought patterns and make Psionic attacks less likely to hit. They also bring clarity of the mind increasing the recharge time of your powers, increasing your perception, and making you resistant to Confusion. 
  • stonearmor_magmaarmor.png.e79b1e65e7d4c3638b0ed183fd6b000f.png  Brimstone Armor  Toggle: Self +Res(Fire, Cold, Toxic), +Special
    • While this power is active, your skin becomes encrusted in cracked magma. Brimstone Armor makes you highly resistant to Fire, Cold and Toxic damage, and helps your attacks set enemies on fire, delivering damage over time.
    • Notes on the damage over time from Brimstone Proc:
      • The DoT damage uses AT modifiers: Ranged_Damage for attacks with base ranges > 20 ft and Melee_Damage otherwise.
      • The DoT damage is scaled based on the attack's cast time (scales between 0 and 3 seconds). This mostly ensures a constant DPS increase despite the speed of one's attacks.
  • StoneArmor_Geode.png.3a685418bd5cc23cb7d48527253b6c91.png  Geode  Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold
    • When you activate this power, you encase yourself in various protective mineral layers that can absorb incoming damage while you heal and recover endurance at an incredible rate. You can emerge at will by deactivating the power, but you cannot stay in this Geode for more than 30 seconds. If enemies inflict enough damage, they might break you out of this effect.

    • If Brimstone Armor is owned, this power will also grant Geothermal Power every 2 seconds, increasing the damage inflicted by Brimstone's Fire by 8% per stack. 

    • Note: The Geothermal Powers should last for 60s and can stack up to 15 times. This gives the Brimstone Proc damage a 2.2x boost at max strength.

Dominator Proliferation: Illusion Control [Focused Feedback: Dominator Illusion Control]

  • New primary for Dominators. This version of the set does not get access to Spectral Wounds nor Group Invisibility. Instead, it has new powers called Spectral Wall and Gleam. Also, Dominator's version of Phantom Army has its pets not taunt, but rather have attacks utilizing mez and soft control effects.

You can manipulate light and sound to manifest all sorts of Illusions, aiding your allies as well as deceiving your foes.

 

Powers:

  • image.png.2cc7a519a4f0e30dde1ea440f5f56a23.png  Blind  Ranged (Targeted AoE), DMG(Psionic), Foe Hold/Sleep
    • Painfully Blinds a single targeted foe so severely that they are rendered helpless. Blind is so bright that additional foes may also be blinded, though they will not take any damage, and attacking them will free them from the effects.

  • image.png.e5f0998bcb46d187ed3be9b53b8c5059.png  Spectral Wall  Ranged, DoT (Psionic), Foe Immobilize, -ToHit
    • Creates an illusionary wall of specters that prevents enemies from moving. As the foe is surrounded, they take psionic damage over time.
  • image.png.8668782b9b09c8444ac7a8707a248718.png  Deceive  Ranged, Foe Confuse
    • You can Deceive an enemy into believing their friends are not who they appear to be. If successful, the enemy will ignore you and attack their own allies. If you Deceive someone before they have noticed you, your presence will continue to be masked. You will not receive any Experience Points for foes defeated by a Deceived enemy.
  • image.png.02cae67867563200764381537803c1d5.png  Spectral Terror  Summon Terror: Ranged Fear, -ToHit
    • You can create an illusion of unspeakable Terror. The manifestation is so horrible that it caused most foes to tremble helplessly in terror. The Spectral Terror may also Terrify individual foes, causing them to run away in panic.
  • image.png.63c3c7e297397ba1235b3285156661ca.png  Superior Invisibility  Toggle: Self Stealth, +DEF(All)
    • You can bend light around yourself to become completely Invisible. While this power is active, you are all but impossible to detect, and have an extremely high Defense bonus to all attacks. Superior Invisibility is the only toggle invisibility power that allows you to attack while it is active, although you will lose some of your defense bonus if you do so.

  • image.png.31c960a62402d58729216a3bd8f88d70.png  Gleam  Ranged (Targeted AoE), DMG(Psionic), Foe Disorient
    • Multiple flashing lights go off around enemies, disorienting and damaging them. Gleam deals minimal Psionic damage, and can Disorient all affected targets for a good while.

  • image.png.1fabbdb5a80b6f022a8b2929ba01ff37.png  Phantom Army  Summon Decoys: Ranged DMG(Psionic)
    • You can fabricate 3 Phantom heroes around a targeted foe. These Phantoms are not real, and are indestructible. Though they deal damage, it is illusory and will heal if the victim survives long enough. Phantoms are short lived and cannot be buffed or healed.

  • image.png.873715c711d4c04ffe32217b6528128d.png  Flash  PBAoE, Foe Hold
    • Generates a brilliant flash of light around you that blinds nearby foes. Flashed foes are rendered helpless and unable to defend themselves.
  • image.png.a5e0d9f236ef5c1580fe26dc88e6405c.png  Phantasm  Summon Phantasm: Ranged, DMG(Smash/Energy/Psionic)
    • You can construct a powerful entity composed of pure light. Although made of light, the Phantasm is tangible and has powerful Energy attacks. The Phantasm can also fly and summon duplicates of itself. The duplicates are intangible, and cannot be harmed. The duplicates' attacks deal illusory damage similar to that dealt by Spectral Wounds. Only the original Phantasm can be healed and buffed. Type ''/release_pets'' in the chat window to release all your pets.

 


Powers & Gameplay Adjustments


Powerset Revamps

Mercenaries [Focused Feedback: Mercenaries Revamp]

Burst, Slug, and M30 Grenade

  • Each of these attacks applies a Focused Fire tag on the target for 30s.
  • Each power's tag will increase Mercenary ranged damage by 3.33%, up to a maximum of 10%.

Equip Mercenary

  • Henchmen passive resistances have been moved to this upgrade.
  • Equip Mercenary now accepts Resistance sets and enhancements.
  • By slotting this power with resistance enhancements, players will be able to improve the henchmen's passive resistances.

Tactical Upgrade

  • This power now grants henchmen passive Ranged and AoE defenses.
  • Now accepts Defense sets and enhancements, will boost henchmen defenses.
  • By slotting this power with defense enhancements, players will be able to improve the henchmen's passive defenses.

Serum

  • Power can now only be activated when targeting a mercenary, can no longer be accidentally wasted by targeting a different pet like Dark Servant
  • Power now buffs all henchmen (animation only plays on main target).
  • Recharge reduced from 1000 seconds to 500 seconds.
  • Power no longer has a crash.
  • The power now grants strong defensive and offensive buffs that slowly decay over a 2 minute window.

Henchmen

  • Their entire power repertoire revamped.
  • Powers have been added, adjusted, and replaced.

Necromancy [Focused Feedback: Necromancy Revamp]

Dark Blast, Gloom, Life Drain

  • These powers now have a 70% chance to summon a Spectral Minion to your side!
  • These Specters are temporary, lasting a maximum of 90 seconds as their health fades away by the second.
  • These Specters cannot be healed or regenerate, but have decent resistance to all damage and defense against AoE attacks.
  • These Specters cannot be commanded or upgraded, but slotting your personal attacks will improve their attack stats.
  • Each attack can only summon one Specter, for a maximum of 3 if all attacks are used.

Henchmen (general)

  • Powers have been adjusted for area and duration.

Zombie Horde

  • Can no longer be slotted with heal enhancements or sets.

Grave Knights

  • Can no longer be slotted with heal enhancements or sets.

Lich

  • Can no longer be slotted with heal enhancements or sets.

Enchant Undead

  • Henchmen passive resistances have been moved to this upgrade.
  • Enhant Undead now accepts Resistance sets and enhancements.
  • Lich's Petrifying Gaze has been moved to this upgrade, no longer grants Life Drain to the Lich.
  • Resistances now grant mag 1 Hold and Immobilize protection, as well as 50% resistance to Stun/Hold/Immobilize.

Dark Empowerment

  • Now accepts Healing sets and enhancements.
  • Lich's Life Drain have been moved to this upgrade, no longer grants Petrifying Gaze to the Lich.
  • Slotting this power with heal enhancements will enhance Life Drain's heal.
  • Dark Empowerment range increased from 30' to 50'.

Soul Extraction

  • Recharge lowered form 600s to 300s.
  • Only works on active Henchmen, not Specters.
  • Will extract the soul from each Henchman for 60s before the Souls vanish.
  • The extracted souls are still linked to their bodily hosts, if the host of a soul is defeated, the soul will also be defeated.

Extracted Souls

  • Phase Shift's heal has been increased to a 12s duration from 6s. Scale lowered to 0.5 per tick from 1.0.
  • Now have 13% positional defenses, not enhanceable.

Ninja [Focused Feedback: Ninja Revamp]

Snap Shot, Aimed Shot, and Fistful of Arrows

  • Each of these attacks now grants a 3% chance for henchmen to crit for 30s.
  • The chance does not stack from the same power but each power can stack together, for up to +9% chance if all powers are used.

Smoke Flash

  • Recharge increased to 90s from 20s
  • Duration lowered from 10s to 3s
  • No longer requires a target
  • Now hides all Ninja Henchmen, providing 100% chance to crit to the squad for 3s.

Kuji-In Zen (now Kuji-In Sha)

  • This power now grants Kuji-In Sha (self heal) to all ninjas.
  • This power can be slotted with heal sets and enhancements, those will enhance your ninja's passives.
  • This power increases ninjas chance to crit by an additional 3% at all times.

Train Ninjas

  • This power now grants +defense passives to ninjas.
  • This power can now be slotted with defense sets and enhancements, those will enhance your ninja's passives.
  • This power increases ninja's chance to crit by an additional 3% at all times.

Henchmen

  • All ninjas now have a chance to crit at all times
  • This chance starts at 0% but can be increased via upgrades and personal attacks
  • Maximum crit chance outside of smoke flash is 15%

Robotics [Focused Feedback: Robotics Revamp]

Pulse Rifle Blast, Pulse Rifle Burst, and Photon Grenade

  • These powers all now apply a -200% regeneration debuff
  • Pulse Rifle Blast cast time lowered from 1.87s to 1s
  • Pulse Rifle Burst cast time lowered from 1.87s to 1.1s

Repair (now Maintenance Drone)

  • Power has been replaced by Maintenance Drone.
  • Maintenance Drone will use its own health to heal your other robots. It can't be healed and does not regenerate HP.
  • Once it depletes its health, it will self destruct dealing minor damage.

Equip Robot

  • Now grants passive resistances to henchmen.
  • Can be enhanced by slotting the power with resistance sets and enhancements.

Upgrade Robot

  • Now grants Repair to Protector Bots
  • Can be enhanced by slotting the power with Healing sets and enhancements.

Henchmen

  • Cast Times trimmed across the board (including personal attacks)
  • Assault Bot no longer applies -regen, this effect is now applied by the Mastermind personal attacks.
  • Henchmen have had their list of powers revamped, adding a few new powers to improve overall damage.
  • Protector Bots summon power no longer accept heal enhancements.
  • Henchmen no longer have resistances out of the box, Equip Robot is needed to get them.

Battle Axe [Focused Feedback: Battle Axe Revamp]

Power Order

  • Brutes/Scrappers: Beheader, Chop, Gash, Build Up, Pendulum, Taunt/Confront, Swoop, Axe Cyclone, Cleave.
  • Tankers: Beheader, Chop, Gash, Taunt, Build Up, Pendulum, Swoop, Axe Cyclone, Cleave.

Beheader

  • Now have a chance to apply a defense debuff, chance is tied to the chance to knockdown.
  • Cast Time lowered from 1.33 seconds to 1.0 seconds.

Chop

  • Now have a chance to apply a defense debuff, chance is tied to the chance to knockdown.
  • Cast Time lowered from 1.33 seconds to 1.2 seconds.

Gash

  • Cast Time lowered from 1.5 seconds to 1.27 seconds.

Swoop

  • Cast Time lowered from 1.83 seconds to 1.23 seconds.

Whirling Axe (now Axe Cyclone)

  • Renamed Axe Cyclone.
  • New visual FX.
  • Now has a tractor effect that pulls enemies into melee range.
  • Cooldown increased to 18 seconds. (Damage remains unchanged)
  • Radius is 15ft for all ATs.
  • Cast Time lowered from 2.67 seconds to 1.76 seconds.

Pendulum

  • Changed from a cone to a targeted AoE sphere attack with a 7ft radius.

Cleave

  • Changed from a cone to a targeted AoE sphere attack with a 3ft radius.
  • Range increased to 40ft (not enhanceable).

Fiery Melee [Focused Feedback: Fiery Melee Revamp]

Combustion

  • Cast Time lowered from 3 seconds to 2.4 seconds.

Cremate

  • Now can knockdown foes.
  • Now can be slotted with knockback enhancements and sets.

Breath of Fire

  • Increased up-front damage.
  • Power now applies a 45s non-stacking DoT.

Fire Sword

  • Now does pure fire damage.
  • Now grants a small defense debuff.
  • Now accepts accurate defense debuff and defense debuff enhancements and sets.

Greater Fire Sword

  • Cast Time lowered from 2.33 seconds to 1.37 seconds.
  • Now does pure fire damage.
  • Now grants a small defense debuff.
  • Now accepts accurate defense debuff and defense debuff enhancements and sets.

Fire Sword Circle

  • Now does pure fire damage.
  • Now grants a small defense debuff.
  • Now accepts accurate defense debuff and defense debuff enhancements and sets.

Fiery Aura [Focused Feedback: Fiery Aura Revamp]

Rise of the Phoenix (now Phoenix Rising)

  • Renamed Phoenix Rising.
  • This power can now be used when alive.
  • The effects of this power (damage, healing, endurance) will be stronger the closer the user is to death.
  • The player power can't be used if the player has more than 75% health.
  • The power will only make the player invulnerable and grant XP protection if the power is used after death.
  • Damage increased when used while dead, relative to Live.

Burn

  • This power should no longer summon multiple burn patches.
  • This power should now hit 5 enemies instead of 4.
  • Up-Front damage radius increased to 15ft.
  • Procs should no longer trigger multiple times per target when using this power.
  • Burn Flames should now inherit the power Accuracy enhancements.
  • Burn Flames now inherit AT classes, caps, and modifiers.
  • Cast time lowered from 2.03s to 1.47s
  • Recharge increased from 25s to 45s

Consume

  • Power now grants a small Max HP buff even if no targets are available or hit.
  • Power no longer needs a target to grant End Drain protection. (+End still requires targets)
  • Power no longer claims it is auto-hit.
  • This power now takes Healing sets and enhancements.

Temperature Protection

  • This power now grants Mag 1 Knock protection in PvE. (This is strong enough to prevent most knockdowns and some weak knockback).
  • This power now grants unenhanceable +regeneration.

Healing Flames

  • Cast Time lowered from 1.5 seconds to 0.73 seconds.

Force Fields [Focused Feedback: Force Fields Revamp]

Force Bolt (now Repulsion Bolt)

  • Now applies -20% (Defender Values) Resistance to all damage for 30s.
  • Recharge increased to 10s.

Dispersion Bubble

  • Dispersion buff lasts for 15s, allowing it to apply if you leave its radius or the toggle drops briefly.

Repulsion Field

  • Combined with Force Bubble, now includes a 20ft radius Repel aura alongside a 9ft radius Knockback aura.
  • The larger repel area acts just as Force Bubble does.
  • No longer drains endurance per target hit in PvE.
  • If slotted for KB2KD, the repel is also disabled.

Repulsion Bomb (now Force Bomb)

  • Activation time lowered to 1.67s from 3.07s.
  • Damage lowered to Scale 0.6 from Scale 1. 
  • Stun chance lowered to 10% from 40%
  • Now uses Vectored Knockdown
  • Now applies -15% (Defender Values) Resistance to all damage for 30s.

Force Bubble (now Dampening Bubble)

  • Now a Click power with 90s rech, and 5.2 Endurance cost.
  • Summons a Pseudopet at your location that casts a 55ft radius Dampening Bubble for 45s.
  • Applies +Special Resistance to yourself and allies (Defender Values):

    • 43.25% res to ToHit, Accuracy, Perception, Slow, Recharge, and Regeneration debuffs

    • 21.63% res to Defense Debuffs. This is enhanceable with Defense enhancements.

  • Applies -Special to a max of 16 enemies inside the field:

    • -43.25% ToHit, Slow, Perception, Regeneration

    • -23.63% Defense

  • The Dampening Bubble will move to your location if summoned again during it's duration.

Quality of Life Changes

Level Availability Changes [Focused Feedback: Level Availability Changes]

Primary Sets (non-Epic ATs)

  • Tier 8 powers moved from level 26 to level 22
  • Tier 9 powers moved from level 32 to level 26

Secondary Sets (non-Epic ATs)

  • Tier 2 powers moved from level 2 to level 1 (character creation)
  • Tier 7 powers moved from level 28 to level 24
  • Tier 8 powers moved from level 35 to level 28
  • Tier 9 powers moved from level 38 to level 30

Epic Pools

  • Tier 3 powers moved from level 41 to level 38

Hero Epic ATs

  • Nova moved from level 6 to level 4
  • Inner Light and Sunless Mire moved from level 12 to level 10
  • Incandescent Strike and Gravity Well moved from level 18 to level 16
  • Glowing Touch and Gravitic Emanation moved from level 26 to level 20
  • Solar Flare and Unchain Essence moved from level 26 to level 22
  • Photon Seekers and Dark Extraction moved from level 32 to level 24
  • Dawn Strike and Quasar moved from level 32 to level 26
  • Shining Shield and Gravity Shield moved from level 2 to level 1 (character creation)
  • Quantum Acceleration and Shadow Slip moved from level 24 to level 26
  • Restore Essence and Stygian Return moved from level 25 to level 30
  • Light Form and Eclipse moved from level 38 to level 32

Arachnos Soldiers

  • Placate and Frenzy moved from level 26 to level 22
  • Crowd Control and Omega Maneuver moved from level 32 to level 26
  • Call Reinforcements moved from level 38 to level 30
  • Surveillance and Serum moved from level 28 to level 24
  • Web Cocoon and Summon Spiderlings moved from level 35 to level 28

Arachnos Widows

  • Eviscerate moved from level 26 to level 22
  • Placate and Confuse moved from level 28 to level 24
  • Psychic Scream moved from level 32 to level 24
  • Psychic Wail moved from level 32 to level 28
  • Vengeance moved from level 35 to level 28
  • Aura of Confusion and Elude moved from level 38 to level 30

Stealth Toggle Exclusivity Removal [Focused Feedback: Stealth Toggle Exclusivity Removal]

Player Stealth Toggles, with the exception of temporary powers, are no longer exclusive. Players can now use multiple stealth toggle powers at the same time, however the stealth radius, defense, and threat level of these powers will not stack. Instead, the strongest effect from these powers will be used (much like how travel power stacking currently works). The powers that fall within these stealth toggle rules are listed below.

List of Stealth Toggles

  • Arctic Fog
  • Cloak of Darkness
  • Cloaking Device
  • Energy Cloak
  • Field Operative
  • Infiltration
  • Mask Presence
  • Shadow Fall
  • Shinobi
  • Shinobi-Iri
  • Stealth
  • Steamy Mist
  • Super Speed
  • Superior Invisibility

Various Power Changes

  • All/Radiation Melee/Irradiated Ground: This power can now only proc once every 10 seconds and hit up to 5 targets.
  • Blaster Manipulation/Fire Manipulation/Burn:
    • No longer summons multiple burn patches (summon on self only).
    • Power now hits 5 enemies instead of 4.
    • Up-Front damage radius increased to 15ft.
    • Burn patch no longer triggers procs (the up-front damage still does).
    • Burn Flames now inherit the power Accuracy enhancements.
    • Burn patch now inherit AT classes, caps and modifiers.
    • Burn cast time lowered from 2.03s to 1.47s.
    • Recharge changed from 25s to 45s.
  • Blaster Manipulation/Fire Manipulation/Combustion: Cast time lowered from 3s to 2.4s.
  • Call to Arms: No longer grants base defense. Now it grants defense to all types.
  • Edict of the Master: Now grants toxic defense.

Power Bug Fixes

  • Dominator Assault/Sonic Assault/Shriek: Can no longer be used while mezzed.
  • Dominator Assault/Sonic Assault/Scream: Can no longer be used while mezzed.
  • Prestige Utility/Renewal of Light and Return to Battle: These powers now share a Recharge Group and should no longer cause doubly long cooldowns when used.
  • Procs from Bombardment, Sudden Acceleration, and Power Transfer: No longer boostable.
  • Munitions Mastery/Freeze Ray: Tintable version FX now always fires from the correct point of the rifle.
  • Like 9
  • Thanks 3
  • Thumbs Up 13
Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...