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Epic / Ancillary Power Pools

This feature addresses inconsistencies with Epic Pool powers with regards to rules around their stats and penalties, as well as general bug-fixes. These powers have been swept through in order to consistently follow these rules so that all epic powers are at a shared baseline for their power type. This should mitigate many imbalances between epic pools where arbitrarily one had better or worse versions of a type of power than another due to recharge, damage, or area coverage. This should create more diverse and viable build options available to players instead of them feeling funneled towards the “best” ones even if it is against their chosen theme. This in turn allows us to introduce many new epic pools in this page and in the future that follow these standards across all Archetypes.

 

New Epic/Ancillary Power Pools

New Dark Mastery Epic pool for Blasters:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
  • Possess (Ranged, Target Confuse)
  • Black Hole (Ranged (Targeted AoE), Foe Intangible)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

New Dark Mastery Epic pool for Controllers:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

New Dark Mastery Epic pool for Dominators:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)
  • Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

New Dark Mastery Epic pool for Masterminds:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Shadow Binds (Ranged, Moderate DoT(Negative), Foe Immobilize, -To Hit, -Fly)
  • Dark Pit (Ranged (Targeted AoE), Foe Disorient)
  • Possess (Ranged, Target Confuse)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

New Dark Mastery Epic pool for Tankers and Brutes:

  • Penumbral Grasp (Ranged, DOT(Negative), Foe Immobilize, -To Hit)
  • Petrifying Gaze (Ranged, DMG(Negative), Foe Hold)
  • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
  • Night Fall (Ranged (Cone), DMG(Negative), Foe -To Hit)
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)

New Ice Mastery Epic pool for Defenders and Corruptors:

  • Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))
  • Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)
  • Hoarfrost (Self Heal, +Max HP, Res(Toxic))
  • Build Up (Self +Damage, +To-Hit)
  • Hibernate (Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold)

New Ice Mastery Epic pool for Scrappers and Stalkers:

  • Ice Bolt (Ranged, DMG(Cold), Foe -Recharge, -SPD)
  • Frozen Spear (Sniper, DMG(Cold), Foe Sleep, -Recharge, -SPD)
  • Shiver (Ranged (Cone), Foe -SPD, -Recharge)
  • Frigid Wind (Close (Cone), DoT(Cold), Foe -Recharge, -SPD)
  • Ice Elemental (Summon Ice Elemental: Melee DMG(Lethal/Cold))

New Psionic Mastery Epic pool for Brutes and Tankers:

  • Mesmerize (Ranged, DMG(Psionic), Foe Sleep)
  • Dominate (Ranged, DMG(Psionic), Foe Hold)
  • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
  • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
  • Psionic Tornado (Ranged (Targeted AoE), DoT(Psionic), Foe Knockback)

New Psionic Mastery Epic pool for Scrappers and Stalkers:

  • Mental Blast (Ranged, DMG(Psionic), Target -Recharge)
  • Psionic Lance (Sniper, DMG(Psionic), Target -Recharge)
  • Psychic Scream (Ranged (Cone), DMG(Psionic), Foe -Recharge)
  • Harmonic Mind (Auto: Self, +Recovery, Endurance Discount)
  • Psionic Nexus (Summon Psionic Nexus: Ranged DMG(Psionic))

 

Set Names

Global Epic Pool Thesaurus Nerf:

  • Flame Mastery Renamed to Fire Mastery.
  • Heat Mastery Renamed to Fire Mastery.
  • Pyre Mastery Renamed to Fire Mastery.
  • Blaze Mastery Renamed to Fire Mastery.
  • Darkness Mastery renamed to Dark Mastery.
  • Stone Mastery renamed to Earth Mastery.
  • Electrical Mastery renamed to Electricity Mastery.
  • Charge Mastery renamed to Electricity Mastery.
  • Primal Forces Mastery renamed to Energy Mastery.
  • Power Mastery renamed to Energy Mastery.
  • Body Mastery renamed to Energy Mastery.
  • Cold Mastery renamed to Ice Mastery.
  • Chill Mastery renamed to Ice Mastery.
  • Arctic Mastery renamed to Ice Mastery.
  • Psychic Mastery renamed to Psionic Mastery.
  • Ninja Tool Mastery renamed to Weapon Mastery.


Leviathan Mastery

New Mechanic for Leviathan Mastery > Spirit Shark:

  • When you own Spirit Shark, most actions that cost endurance will have a chance of granting a Leviathan Hunger stack.
  • The damage over time increases the more hunger stacks you have. All hunger Leviathan Hunger stacks are consumed when you successfully hit an enemy with this power.
  • Total damage ranges from scale 1.56 with no Hunger stacks to scale 3.4 with 5 Hunger stacks

 

Epic Hold Attacks

Instead of Epic Hold attacks having their standard 4.0x cooldown penalty for hard mez, these attacks will now have a 3.0x cooldown penalty. Previously, this penalty was overlooked for a few hold attacks, but now all should be following the same set of design rules.

 

Epic Immobilization Attacks

Instead of Epic Immobilization attacks having their standard 2.5x cooldown penalty for soft mez, all these attacks will now have the same 2.0x cooldown penalty as regular attacks. To compensate, damage and endurance costs are lowered. Typically, this change will look like:

  • Single Target Attacks
    • Recharge lowered form 10s to 8s
    • DoT ticks lowered from 0.20 scale to 0.1724 scale
    • End cost lowered from 9.75 to 8.405
  • AoE Attacks
    • Recharge lowered from 20s to 16s
    • DoT ticks lowered from 0.10 scale to 0.0837 scale
    • End cost lowered from 12.74 to 10.751

Dark Mastery > Spirit Drain (replaces Soul Drain)

This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.

 

Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty

 

Summary of details:

  • 120s cooldown, 2.37s cast time
  • 60 foot range
  • 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets
  • 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets
  • 0.40 scale damage (Negative Energy)

 

Epic / Ancillary Power Pool Adjustments

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  • Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s.
  • Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic.
  • Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage.
  • Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact.
  • Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74
  • Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s
  • Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration.
  • Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales.
  • Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s.
  • Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth.
  • Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft
  • Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s
  • Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost decreased from 11.7 to 10.66
  • Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10.
  • Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower.
  • Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost lowered from 19.5 to 18.98, range increased from 70ft to 80ft
  • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 8s to 16s, Endurance cost lowered from 19.5 to 10.751
  • Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances
  • Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s
  • Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s
  • Epic > Electricity Mastery > Shocking Bolt  (Corruptor/Defender) - Recharge increased from 16s to 24s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s
  • Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958
  • Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements
  • Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s.
  • Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s
  • Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements
  • Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft
  • Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel)  - Recharge reduced from 32s to 24s
  • Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft
  • Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s
  • Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s
  • Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2.
  • Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component)
  • Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10
  • Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected.
  • Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll
  • Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s
  • Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5
  • Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s
  • Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s
  • Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s
  • Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s
  • Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195
  • Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 1.5s
  • Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s
  • Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets
  • Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) -  Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets
  • Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob
  • Patron > Leviathan Mastery > Water Spout (Controller/Dominator) - Now accepts Pet and recharge intensive sets, no longer accepts Ranged AoE Sets
  • Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets
  • Patron > Levitehan Mastery  > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s.
  • Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32
  • Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets
  • Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets.
  • Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 480s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
  • Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements
  • Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements.
  • Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements.
  • Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements.
  • Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements
  • Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s
  • Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements
  • Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s
  • Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s
  • Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s
  • Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s
  • Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10
  • Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft
  • Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP.
  • Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets
  • Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets
  • Booper changed the title to Focused Feedback: Epic / Ancillary Power Pools
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Posted

I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone.  Is this because you have removed the -to hit resistance?  If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.

  • Confused 5

Who run Bartertown?

 

Posted (edited)
On 11/22/2023 at 11:44 AM, The Curator said:

New Dark Mastery Epic pool for Blasters:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
  • Possess (Ranged, Target Confuse)
  • Black Hole (Ranged (Targeted AoE), Foe Intangible)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

Soul consumption looks like it will be a great addition to Blasters, since they are inherently very squishy.  For controllers and dominators, it feels very out of place.  Controllers have plenty of ways to obtain self sustain and dominators have enough CC that it's really unnecessary.  Dominators have mild - mediocre damage so it really feels like Soul Consumption should do something in the way of helping them obtain a little boost in the wave clear department.

 

Edited by Mezicus
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Posted
2 minutes ago, Lost Cosmonaut said:

I just checked on Brainstorm and Spirit Drain for Corrupters is still taking Melee AOE enhancement sets instead of Targeted AOE.

Thanks, that is fixed internally. I am not sure how it missed this release.

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Posted (edited)
21 hours ago, Mezicus said:

New Dark Mastery Epic pool for Blasters:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Fearsome Stare (Ranged (Cone), Foe Fear, -To Hit)
  • Possess (Ranged, Target Confuse)
  • Black Hole (Ranged (Targeted AoE), Foe Intangible)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

 

Hear me out: If you turn that black hole power into a vacuum like axe cyclone instead of a clone of the worst intangible power in the game: this pool will be really fun.

 

Good proof of concept for dark miasma, if it works well enough.

Edited by ScarySai
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Posted
1 minute ago, ScarySai said:

 

Hear me out: If you turn that black hole power into a vacuum like axe cyclone instead of a clone of the worst intangible power in the game: this pool will be really fun.

 

Like a dark beanbag of singularity reverse repel?

 

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Posted
On 11/22/2023 at 4:44 PM, The Curator said:

New Dark Mastery Epic pool for Controllers:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Dark Blast (Ranged, DMG(Negative), Foe -ACC)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Midnight Grasp (ST DMG(Negative, Foe Immob, -To Hit)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

New Dark Mastery Epic pool for Dominators:

  • Murky Cloud (Toggle: Self +Res(Fire, Cold, Energy, Negative))
  • Tar Patch (Ranged (Location AoE), Target -Speed, -Res, -Fly)
  • Darkest Night (Toggle: Ranged (Targeted AoE), Foe -DMG -To Hit)
  • Umbral Torrent (Ranged (Cone), DMG(Smashing), Foe -To Hit, Knockback)
  • Soul Consumption (PBAoE DMG(Negative), Self +HP, +End)

 

New Ice Mastery Epic pool for Defenders and Corruptors:

  • Frozen Armor (Toggle: Self +Def(Smash, Lethal), +Res(Cold, Fire))
  • Flash Freeze (Ranged (Targeted AoE), DMG(Cold), Foe Sleep)
  • Hoarfrost (Self Heal, +Max HP, Res(Toxic))
  • Build Up (Self +Damage, +To-Hit)
  • Hibernate (Toggle: Self +Regeneration, +Recovery, Invulnerable; Self Hold)

 

Dark Mastery > Spirit Drain (replaces Soul Drain)

This power replaces Soul Drain from the Dark Mastery epic pool (Defenders, Corruptors). Soul Drain had ignored the standard epic cooldown penalties while also obtaining a larger than standard radius, making it a superior power to even the AT-specific version. Instead of applying the appropriate penalties (which would have made it a 240s cooldown and 10' radius power), we have taken this opportunity to rebalance it into a unique power (separating itself from Soul Mastery which also has the Soul Drain power) that trades some of its former potency for increased utility.

 

Spirit Drain is a 60' ranged attack that can hit up to 5 targets within a 15' radius. Unlike Soul Drain, these targets can be alive or defeated. The cooldown remains 120s, however the buff duration will now be 15s instead of 30s. This power is still quite potent as it can do the same amount of self-buff as Build Up, while having a longer duration, can be used as an attack from distance, and have a very minor cooldown penalty

 

Summary of details:

  • 120s cooldown, 2.37s cast time
  • 60 foot range
  • 4.8 scale damage buff from 1 target, 8.0 scale damage buff from 5 targets
  • 1.2 scale to-hit buff from 1 target, 2.0 scale to-hit buff from 5 targets
  • 0.40 scale damage (Negative Energy)

 

 

Giving soul consumption to controllers is a strange move, especially when they already have plenty of options for healing and end recovery. If you were to pair this with Soul Absorption from Dark Affinity, it seems like a strange move. It would be better to give them a ranged aoe attack instead.

 

on Dominators though, this is a great selection. To the point id be stuck with which powers not to take!

 

Ice Mastery for Def & corr, why include build up? Flash Freeze? No, how about Ice Slick? or Frozen Aura?

 

Spirit Drain? ABSOLUTELY NOT! This is an awful idea! Leave Soul Drain alone!!!

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Posted
On 11/22/2023 at 8:44 AM, The Curator said:

       Set Names

Global Epic Pool Thesaurus Nerf:

  • Flame Mastery Renamed to Fire Mastery.
  • Heat Mastery Renamed to Fire Mastery.
  • Pyre Mastery Renamed to Fire Mastery.
  • Blaze Mastery Renamed to Fire Mastery.
  • Darkness Mastery renamed to Dark Mastery.
  • Stone Mastery renamed to Earth Mastery.
  • Electrical Mastery renamed to Electricity Mastery.
  • Charge Mastery renamed to Electricity Mastery.
  • Primal Forces Mastery renamed to Energy Mastery.
  • Power Mastery renamed to Energy Mastery.
  • Body Mastery renamed to Energy Mastery.
  • Cold Mastery renamed to Ice Mastery.
  • Chill Mastery renamed to Ice Mastery.
  • Arctic Mastery renamed to Ice Mastery.
  • Psychic Mastery renamed to Psionic Mastery.
  • Ninja Tool Mastery renamed to Weapon Mastery.
  Reveal hidden contents
  • Epic > Psionic Mastery > Telekinesis: This power should now behave similarly to the new controller/dominator version of the power, albeit with a 5 foe target cap and smaller radius. Recharges in 240s, max toggle duration 20s.
  • Epic > Munitions Mastery > Body Armor (Blaster): This power now grants resistance to all damage types expect psionic.
  • Epic > Munitions Mastery > LRM Rocket (Blaster): Interrupt reduced from 4s to 2s, if used in mid combat, the power will not have an interrupt window but inflict significantly reduced damage.
  • Epic > Electricity Mastery > Lightning Field (Sentinel): Power renamed to Shocking Field. Power now applies an energy DoT for 10s after contact.
  • Epic > Dark Mastery > Dark Blast (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Epic > Dark Mastery > Netherworld Grasp (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Dark Mastery > Netherworld Tentacles (Sentinel) - Recharge increased from 16s to 20s, endurance cost reduced from 16.25 to 12.74
  • Epic > Dark Mastery > Oppressive Gloom (Defender/Corruptor) - Recharge increased from 8s to 16s
  • Epic > Dark Mastery > Petrifying Gaze (Mastermind) - This power now inflicts damage over time. Range increased from 50ft to 60ft, endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Petrifying Gaze (Scraper/Stalker) - Range increased from 50ft to 60ft, Endurance cost increased from 9.75 to 10.66, recharge lowered from 32s to 24s
  • Epic > Dark Mastery > Soul Drain (Defender/Corruptor) - Renamed Spirit Drain. Now is Target AoE, accepting Target AoE sets instead of Melee AoE sets. Range is 60', hits up to 5 targets (hits foes both alive and defeated), buffs damage and to-hit for 15s duration.
  • Epic > Dark Mastery > Tenebrous Tentacles (Scrapper/Stalker): Fixed critical hit damage scales.
  • Epic > Dark Mastery > Torrent (Scrapper/Stalker) - Renamed Umbral Torrent. Damage increased from scale 0.4 to scale 1. Recharge increased from 15s to 30s.
  • Epic > Earth Mastery > Earth's Embrace (Controller/Mastermind): Renamed Embrace of the Earth.
  • Epic > Earth Mastery > Fossilize (Brute/Tanker) - Range reduced from 80ft to 60ft
  • Epic > Earth Mastery > Fossilize (Tanker/Brute) - Recharge reduced from 32s to 24s
  • Epic > Earth Mastery > Hurl Boulder (Controller) - Range increased from 40ft to 80ft, Recharge increased from 10s to 16s, Cast Time reduced from 2.5s to 2.0s, endurance cost increased from 11.7 to 18.98
  • Epic > Earth Mastery > Quicksand (Brute/Tanker) : Recharge increased from 30s to 50s, end cost increased from 7.8 to 9.75, radius decreased from 25' to 15', target cap reduced from 16 to 10.
  • Epic > Earth Mastery > Salt Crystals: Sleep scale reduced from 20 to 10, no longer can overpower.
  • Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 35.62, range increased from 70ft to 80ft
  • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Electricity Mastery > Chain Fences (Sentinel) - Recharge increased from 16s to 20s, endurance lowered from 19.5 to 12.74
  • Epic > Electricity Mastery > Charged Armor (Blaster/Corruptor/Defender) - Recharge increased from 2s to 8s, energy resistance now matches smash/lethal resistances
  • Epic > Electricity Mastery > ESD (Mastermind) - Removed self -recovery penalty, reduced recharge from 800s to 180s, reduced radius from 40ft to 25ft, reduced target cap from 16 to 10, reduced Stun from scale 15 to scale 8, reduced -regen debuff duration from 15s to 5s
  • Epic > Electricity Mastery > Electric Fence (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Endurance cost increased from 8.58 to 10.66
  • Epic > Electricity Mastery > Electric Shackles (Mastermind) - Recharge reduced from 32s to 24s
  • Epic > Electricity Mastery > Shocking Bolt  (Corruptor/Defender) - Recharge increased from 16s to 24s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Range reduced from 80s to 60s
  • Epic > Electricity Mastery > Shocking Bolt (Blaster/Corruptor/Defender) - Recharge reduced from 32s to 24s
  • Epic > Electricity Mastery > Static Discharge (Blaster/Mastermind) - Recharge increased from 12s to 24s, end cost increased from 14.82 to 27.3, damage increased from scale 0.91 to scale 0.958
  • Epic > Energy Mastery > Energy Transfer (Dominator) - This power no longer accepts Taunt enhancements
  • Epic > Energy Mastery > Explosive Blast (Dominator): Recharge increased from 16s to 32s.
  • Epic > Energy Mastery > Focused Accuracy (Brute/Scrapper/Stalker/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Energy Mastery > Temp Invulnerability (Corruptor/Controller/Defender/Dominator/Mastermind) Recharge increased from 2s to 8s
  • Epic > Fire Mastery > Bonfire (Blaster/Mastermind) - Knockdown rate has been reduced while using KB2KD enhancements
  • Epic > Fire Mastery > Char (Blaster/Corruptor/Defender) - Recharge increased from 16s to 24s, range lowered from 80ft to 60ft
  • Epic > Fire Mastery > Char (Brute/Corruptor/Defender/Scrapper/Stalker/Tanker/Mastermind/Sentinel)  - Recharge reduced from 32s to 24s
  • Epic > Fire Mastery > Char (Brute/Mastermind/Scrapper/Sentinel/Stalker/Tanker) - Range increased from 50ft to 60ft
  • Epic > Fire Mastery > Fire Blast (Brute/Scrapper/Stalker/Tanker) - Recharge increased from 6s to 8s
  • Epic > Fire Mastery > Fire Cages (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Fire Mastery > Fire Shield (Blaster/Controller/Coruptor/Defender/Dominator) - Recharge increased from 4s to 8s
  • Epic > Fire Mastery > Melt Armor (Blaster/Brute/Scrapper/Stalker/Tanker) - -res Scale increased from scale 1.5 to scale 3. -Defense scale increased from scale 1 to scale 2.
  • Epic > Force Mastery > Repulsion Bomb (Blaster) - Power has been changed into Force Bomb (now has -res component)
  • Epic > Force Mastery > Repulsion Field (Blaster) - Power no longer drains endurance per target hit in PvE. Target cap reduced from 16 to 10
  • Epic > Force Mastery > Temp Invulnerability (Blaster) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Block of Ice (Brute/Tanker/Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Ice Mastery > Frostbite (Sentinel) - Recharge increased from 16s to 20s, Endurance cost lowered from 19.5 to 12.74
  • Epic > Ice Mastery > Frozen Armor (Blaster/Controller/Dominator/Mastermind) - Recharge increased from 2s to 8s
  • Epic > Ice Mastery > Sleet (Dominator) - Power was summoning the defender version of Sleet. This has been corrected.
  • Epic > Laser Beam Eyes (Brute/Scrapper/Stalker/Tanker) - Power is now auto-hit, but damage inflicted is randomized based on the hit-roll
  • Epic > Laser Beam Eyes (Brute/Tanker) - Recharge increased from 6s to 8s
  • Epic > Laser Beam Eyes (Scrapper/Stalker) - Endurance Cost reduced from 8.07575 to 6.5
  • Epic > Mace Mastery > Focused Accuracy (Brute/Controler/Corruptor/Defender/Tanker) - End Cost reduced from 0.39 to 0.195
  • Epic > Psionic Mastery > Dominate (Corruptor/Defender/Sentinel) - Recharge increased from 16s to 24s
  • Epic > Psionic Mastery > Mind Over Body (Controller/Corruptor/Defender/Dominator) - Recharge increased from 2s to 8s
  • Epic > Psionic Mastery > Psionic Tornado (Controller/Dominator) - Cast Time reduced from 2.37s to 1.83s, radius decreased from 20ft to 15ft, DoT reduced from scale 5 ticks of 0.175 damage over to 4.1s to 3 ticks of 0.201 damage over 2.1s
  • Epic > Weapon Mastery > Exploding Shuriken (Scrapper/Stalker) Cast Time reduced from 1.07s to 1.0s
  • Epic > Weapon Mastery > Paralizing Dart (Sentinel) - Recharge reduced from 32s to 24s
  • Epic > Weapon Mastery > Targeting Drone (Scrapper/Stalker) - End Cost reduced from 0.39 to 0.195
  • Epic > Weapon Mastery > Web Grenade (Scrapper/Stalker) - This power now deals smashing damage on impact. Now accepts damage enhancements and sets, recharge increased from 8s to 10s
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (Brute/Tanker/Sentinel/VEAT) - Cast Time lowered from 2.67s to 1.5s
  • Patron > Leviathan Mastery > Arctic Breath (Sentinel) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Arctic Breath (VEAT) - Fixed a bug where the knockdown would only check once on the initial tick instead of every tick
  • Patron > Leviathan Mastery > Bile Spray (Blaster/Brute/Controller/Dominator/Mastermind/Tanker/VEAT) - Cast time lowered from 2.6 to 1.6s
  • Patron > Leviathan Mastery > School of Sharks (Blaster/Mastermind) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Brute/Tanker) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (Corruptor/Defender) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > School of Sharks (VEAT) - Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Shark Skin (Blaster/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Controller/Dominator) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Shark Skin (Corruptor/Defender) - Recharge increased from 4s to 8s
  • Patron > Leviathan Mastery > Spirit Shark (Brute/Tanker/Scrapper/Stalker/VEAT) - Recharge increased from 9s to 13s, End cost increased from 8.58 to 15.86, Cast Time reduced from 3s to 2s, base damage scale increased from scale 1.4 to 1.56
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Blaster/Mastermind) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Controller/Dominator) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Scrapper/Stalker) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Spirit Shark Jaws (Sentinel) - Range reduced from 80ft to 60ft, Damage increased from scale 0.935 to scale 1
  • Patron > Leviathan Mastery > Summon Coralax (Corruptor/Defender) - Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Coralax (Sentinel) - Now accepts Universal Damage and Disorient sets
  • Patron > Leviathan Mastery > Summon Guardian (Brute/Tanker) -  Now accepts Immob sets
  • Patron > Leviathan Mastery > Summon Guardian (Scrapper/Stalker) - Now accepts Hold sets
  • Patron > Leviathan Mastery > Summon Guardian (VEAT) - Now accepts Immob
  • Patron > Leviathan Mastery > Water Spout (Controller/Dominator) - Now accepts Pet and recharge intensive sets, no longer accepts Ranged AoE Sets
  • Patron > Leviathan Mastery > Water Spout (Scrapper/Stalker) - Now accepts Pet sets, no longer accepts Ranged AoE Sets
  • Patron > Levitehan Mastery  > Spirit Shark Jaws (Blaster/Corruptor/Defender/Mastermind/Scrapper/Sentinel/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Mace Blast (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s.
  • Patron > Mace Mastery > Mace Blast (Scrapper/Stalker) - Recharge increased from 6s to 12s, damage increased from scale 1 to scale 1.32
  • Patron > Mace Mastery > Scorpion Shield (Blaster/Controller/Corruptor/Defender/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mace Mastery > Summon Tarantula (Sentinel) - This power now accepts Universal Damage sets
  • Patron > Mace Mastery > Web Cocoon (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - This power now inflicts toxic damage over time, accepts Ranged and Universal damage sets, recharge reduced from 32s to 24s
  • Patron > Mace Mastery > Web Envelope (Blaster/Brute/Corruptor/Defender/Mastermind/Sentinel/Tanker/VEAT) - This power now inflicts toxic damage over time. Power now accepts damage enhancement and sets.
  • Patron > Mu Mastery > Charged Armor (Blaster/Corrouptor/Defender/Controller/Dominator/Mastermind) - Recharge increased from 4s to 8s
  • Patron > Mu Mastery > Conserve Power (Corruptor/Defender) - Changed to Energize. Recharge lowered from 600 to 480s, end cost increased from 9.75 to 13. Now accept Healing enhancements and sets
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Scrapper/Stalker) - Endurance cost increased from 8.58 to 10.66
  • Patron > Mu Mastery > Electric Shackles (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s
  • Patron > Mu Mastery > Mu Bolts (Scrapper/Stalker) - Recharge increased from 6s to 8s
  • Patron > Mu Mastery > Mu Lightning (Brute/Tanker/VEAT) - Recharge increased from 9s to 12s
  • Patron > Mu Mastery > Power Sink (Controller/Corruptor/Defender/Dominator) - No longer accepts Taunt enhancements
  • Patron > Mu Mastery > Summon Adept (Blaseter/Corruptor/Defender/Stalker/Scrapper) - Power now accepts Hold, Sleep and Universal Damage sets, no longer accepts Healing enhancements.
  • Patron > Mu Mastery > Summon Guardian (Dominator) - Power now accepts Hold sets, no longer accepts healing enhancements.
  • Patron > Mu Mastery > Summon Striker (Brute/Tanker/VEAT) - Power now accepts Hold sets, no longer accepts healing enhancements.
  • Patron > Mu Mastery > Thunder Strike (Mastermind) - No longer accepts Taunt enhancements
  • Patron > Soul Mastery > Dark Blast (Stalker) - Recharge increased from 6s to 8s
  • Patron > Soul Mastery > Dark Consumption (Dominator) - Power should no longer accept Taunt enhancements
  • Patron > Soul Mastery > Dark Embrace (Blaster/Mastermind) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Defender/Corruptor) - Recharge increased to 8s
  • Patron > Soul Mastery > Dark Embrace (Dominator) - Recharge increased to 8s
  • Patron > Soul Mastery > Darkest Night (Brute/Tank) - Recharge increased from 10s to 20s
  • Patron > Soul Mastery > Darkest Night (Sentinel) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Darkest Night (VEAT) - Recharge increased to 20s, Radius decreased from 25 to 15 degrees, Target cap lowered from 16 to 10
  • Patron > Soul Mastery > Gloom (Brute/Tank) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Gloom (VEAT) - Recharge increased from 12s to 16s
  • Patron > Soul Mastery > Midnight Grasp (Sentinel) - End Cost increased fro 11.96 to 14.95, Recharge decreased from 34s to 30s
  • Patron > Soul Mastery > Oppressive Gloom (Blaster/Mastermind) - Recharge increased from 8s to 16s
  • Patron > Soul Mastery > Soul Drain (Defender/Corruptor) - Moved to T4, target cap increased from 7 to 10
  • Patron > Soul Mastery > Soul Drain (Dominator) - Radius decreased from 15ft to 10ft
  • Patron > Soul Mastery > Soul Storm (Blaster/Corruptor/Defender/Mastermind/Sentinel/Scrapper/Stalker) - Recharge reduced from 32s to 24s, Post-Held kockdown animation should now be interruptable in PvP.
  • Patron > Soul Mastery > Soul Storm (Blaster/Mastermind) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Defender/Corruptor) - Moved to T1, range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Sentinel) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Soul Storm (Stalker) - Range reduced from 80 to 60ft
  • Patron > Soul Mastery > Summon Mistress (Defender/Corruptor) - Should now accept Disorient, Immobilize, Sleep and Universal Damage sets
  • Patron > Soul Mastery > Summon Seer (Dominator) - Should now accept Immobilize sets

 

Is this really necessary?  The old names are fine; do we really need change for change's sake?

  • Like 2
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Posted
On 11/22/2023 at 11:44 AM, The Curator said:

Epic > Earth Mastery > Stalagmites (Brute/Tanker) - Recharge reduced from 64s to 32s, Accuracy increased from 0.8 to 1, Endurance Cost increased from 19.5 to 35.62, range increased from 70ft to 80ft

 

That much endurance for a low damage AoE with a piddling 10% chance to Stun is batshit, even if it is in a *PP pool.  For 35.62 endurance, that thing'd better cook my dinner and do the washing up.

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Get busy living... or get busy dying.  That's goddamn right.

Posted
1 hour ago, Yomo Kimyata said:

I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone.  Is this because you have removed the -to hit resistance?  If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.

Am I missing a patch note about that being removed?  Or are you saying that it should be removed?

  • City Council
Posted
11 minutes ago, Luminara said:

 

That much endurance for a low damage AoE with a piddling 10% chance to Stun is batshit, even if it is in a *PP pool.  For 35.62 endurance, that thing'd better cook my dinner and do the washing up.

I think that was a bug and an outdated patch note. Please check it in game, but I believe the end cost might have actually been reduced slightly, to 18.98

  • Like 3
Posted
1 hour ago, Yomo Kimyata said:

I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone.  Is this because you have removed the -to hit resistance?  If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.

 

IMO the old end cost was way out of line for what the power provides.

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Posted
25 minutes ago, WitchofDread said:

 

Giving soul consumption to controllers is a strange move, especially when they already have plenty of options for healing and end recovery. If you were to pair this with Soul Absorption from Dark Affinity, it seems like a strange move. It would be better to give them a ranged aoe attack instead.

 

on Dominators though, this is a great selection. To the point id be stuck with which powers not to take!

 

Ice Mastery for Def & corr, why include build up? Flash Freeze? No, how about Ice Slick? or Frozen Aura?

 

Spirit Drain? ABSOLUTELY NOT! This is an awful idea! Leave Soul Drain alone!!!

 

Soul Consumption also as an initial recharge time of 10 mins?!

Posted
1 hour ago, Yomo Kimyata said:

I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone.  Is this because you have removed the -to hit resistance?  If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.

Not really. FA was never OP. Was it decent? Sure, but extremely niche.

Aspiring show writer through AE arcs and then eventually a script 😛

 

AE Arcs: Odd Stories-Arc ID: 57289| An anthology series focusing on some of your crazier stories that you'd save for either a drunken night at Pocket D or a mindwipe from your personal psychic.|The Pariahs: Magus Gray-Arc ID: 58682| Magus Gray enlists your help in getting to the bottom of who was behind the murder of the Winter Court.|

 

 

Posted
1 hour ago, Yomo Kimyata said:

I'm not able to log onto beta at this point in time, but one change that seems very overpowered is the drop in endurance cost for Focused Accuracy/Targeting Drone.  Is this because you have removed the -to hit resistance?  If so, then I can understand the balancing act, but otherwise it's just incredibly overpowered.


Actually I had to test this because those numbers are off, unless they're calculating it as... end per half second? It says it's reduced from 0.39 to 0.195, but it's actually been reduced TO 0.39 FROM 0.78, which is what it is on live. 0.78 is ABSURDLY expensive for a toggle, more than twice what even penalized extra cost of armor toggles like Tough (0.33) and is now just as expensive as something like Tactics.

 

Honestly it's been ridiculously expensive since it got nerfed from 20% ToHit to 5% (with 20% ACC), as ToHit is significantly more useful and accuracy is easy to get. Even then, at 0.39 it's strictly worse than Tactics, which gives more ToHit and buffs your team. So I'd still say it's actually not very good. But at least it's not laughably expensive anymore.

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Posted
1 minute ago, Dispari said:


Actually I had to test this because those numbers are off, unless they're calculating it as... end per half second? It says it's reduced from 0.39 to 0.195, but it's actually been reduced TO 0.39 FROM 0.78, which is what it is on live. 0.78 is ABSURDLY expensive for a toggle, more than twice what even penalized extra cost of armor toggles like Tough (0.33) and is now just as expensive as something like Tactics.

 

Honestly it's been ridiculously expensive since it got nerfed from 20% ToHit to 5% (with 20% ACC), as ToHit is significantly more useful and accuracy is easy to get. Even then, at 0.39 it's strictly worse than Tactics, which gives more ToHit and buffs your team. So I'd still say it's actually not very good. But at least it's not laughably expensive anymore.

Yeah, the activate period on it is probably 0.5 seconds. It certainly makes the power more appealing as a way of skipping Tactics. I usually shy away from it because its end cost was enormous.

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Posted
54 minutes ago, WitchofDread said:

Spirit Drain? ABSOLUTELY NOT! This is an awful idea! Leave Soul Drain alone!!!

I agree, but I'd rather have spirit drain than some overnerfed clone of soul drain that follows a broken formula that produces bad powers.

 

Ideally? They just bring back pre-patch soul drain and leave it alone.

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Posted
4 minutes ago, Dispari said:


Actually I had to test this because those numbers are off, unless they're calculating it as... end per half second? It says it's reduced from 0.39 to 0.195, but it's actually been reduced TO 0.39 FROM 0.78, which is what it is on live. 0.78 is ABSURDLY expensive for a toggle, more than twice what even penalized extra cost of armor toggles like Tough (0.33) and is now just as expensive as something like Tactics.

 

Honestly it's been ridiculously expensive since it got nerfed from 20% ToHit to 5% (with 20% ACC), as ToHit is significantly more useful and accuracy is easy to get. Even then, at 0.39 it's strictly worse than Tactics, which gives more ToHit and buffs your team. So I'd still say it's actually not very good. But at least it's not laughably expensive anymore.

I think the patch notes are referring to the "per tick" endurance cost or something. We can see in City of Data that there are two different end cost values listed: 

 

https://cod.uberguy.net/html/power.html?power=epic.body_mastery.focused_accuracy&at=scrapper

 

It's definitely a confusing way to convey the patch notes. 

Closed Beta Discord Invite: https://discord.gg/DptUBzh

 

Posted
48 minutes ago, Lazarillo said:

Am I missing a patch note about that being removed?  Or are you saying that it should be removed?

 

No, but that was the only thing that made sense to me for that tradeoff.

 

45 minutes ago, Vanden said:

 

IMO the old end cost was way out of line for what the power provides.

 

I clearly disagree -- -to hit resistance is incredibly valuable, and in order to fit in that power you needed to make balance choices.  No longer -- now it's pretty much free.

 

34 minutes ago, Seed22 said:

Not really. FA was never OP. Was it decent? Sure, but extremely niche.

 

It wasn't OP before, imo.  Now it certainly is, imo.

Who run Bartertown?

 

Posted
2 minutes ago, Yomo Kimyata said:

It wasn't OP before, imo.  Now it certainly is, imo.

 

It wasn't, and it still isn't.

 

Not worth debating this further.

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