Issue 26, Page 5
These are the patch notes for Issue 26, Page 5 from the Homecoming servers of City of Heroes. Which introduces the Electrical Affinity powerset as well as the Experimentation Power Pool.
Issue 26, Page 5 was released on March 31st, 2020.
Safe Mode Discontinuation
As we announced in January, Safe Mode is being discontinued with the release of Page 5
If you are unable to play the game on the 32-Bit or 64-Bit clients, please post in the relevant support threads (Windows support thread, Mac support thread)
Costume Editor Update
Auras have been separated into two slots: Auras and Path Auras
Boots and gloves now have an asymmetrical toggle, which can be toggled on to allow separate left and right glove and boot selection
Not every set of gloves and boots are available in asymmetrical mode, more will be added in future updates
All sets of gloves and boots remain available in symmetrical mode
New Support Powerset: Electrical Affinity
See more about Electrical Affinity here.
You are able to control and manipulate electricity to aid your allies and weaken your enemies. Some Electrical Affinity powers build Static, which increases the number of targets your Circuit powers can chain to.
The set has been built around chaining powers and a stacking / combo system that’s similar to those found in many of the more modern melee and ranged damage sets, with a focus on wide variety of buffs for the whole team as well as damage and endurance debuffs for your enemies.
Electrical Affinity also introduces and makes use of a brand new mechanic which allows powers to dynamically change the number of targets they can hit – in this case, the four Circuit powers hit more targets for every stack of Static that you currently have.
Electrical Affinity is available for Defenders, Corruptors, Controllers and Masterminds.
Electrical Affinity has both a Hero (blue) and Villain (red) default theme available for all ATs, along with the light and dark customisation themes.
Powers
T1: Shock (Ranged, Foe -DMG, -End, -Recovery, -Regen)
Strike a single foe with a highly-charged electrical shock, draining some endurance and moderately reducing their recovery, regeneration and damage output. Recharge: Slow
T2: Rejuvenating Circuit (Ranged (Chain), Ally Heal, Self +Static)
Create a circuit of healing energy between several nearby allies, healing them for a small amount. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Rejuvenating Circuit grants 1 stack of Static. Recharge: Moderate
T3 (Defenders, Controllers and Corruptors): Galvanic Sentinel (Summon Galvanic Sentinel: Ranged Debuff Special)
Summons a Galvanic Sentinel to your aid. The Galvanic Sentinel shocks and weakens your foes, draining some endurance and reducing their regeneration, recovery, and damage output. The Galvanic Sentinel can be buffed and healed, and may be targeted with your Circuit powers. Recharge: Slow
T3 (Masterminds): Discharge (Ranged (Targeted AoE), Foe -Dmg, -End, -Recovery, -Regen)
Unleash a blast of electrical energy around your target, draining them and all nearby enemies of some endurance. This will also reduce their regeneration, recovery, and damage dealt for a short period of time. Recharge: Slow
T4: Energizing Circuit (Ranged (Chain), Ally +End, +Recharge, Self +Static)
Create a circuit of pure energy between several nearby allies, restoring a small amount of their endurance and significantly increasing their attack rate for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Energizing Circuit grants 1 stack of Static. Recharge: Slow
T5: Faraday Cage (Location (PBAoE), Team +Res(All DMG but Toxic, Status, Knockback, -Rech, -Rec, -End))
Create a large energy barrier at your location which provides all allies within resistance to all damage except Toxic. They are also protected from status effects, knockbacks, endurance drain, recovery debuffs and recharge debuffs. Casting this power again will move the energy barrier to your location. Standing inside your own Faraday Cage will grant you a stack of Static every 5 seconds. Recharge: Moderate
T6: Empowering Circuit: (Ranged (Chain), Ally +DMG, +Tohit, Self +Static)
Create a circuit of empowering energy between several nearby allies, increasing their damage output and chance to hit for a short time. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Empowering Circuit grants 1 stack of Static. Recharge: Slow
T7: Defibrillate (Melee (Targeted AoE), Ally Rez, Foe Sleep, -End, -Recovery)
Strike a target with a highly-charged jolt of electricity, reviving all nearby allies and draining all nearby foes. Any enemies affected will be drained of some endurance, have their recovery reduced and be put to sleep for a short time. Defibrillate consumes all stacks of Static, and the strength of the offensive component of this power scales with the number of stacks consumed. Allies will always be revived with full health and endurance regardless of the number of Static stacks consumed. Recharge: Long
T8: Insulating Circuit (Ranged (Chain), Ally +Absorb, Self +Static)
Create a circuit of protective energy between several nearby allies, granting them a small protective shield. Every stack of Static you have will cause this power to chain to additional allies. The first few targets in the chain receive a more potent effect. Insulating Circuit grants 1 stack of Static. Recharge: Slow
T9: Amp Up (Ranged, Ally +Special, +Recharge)
Empower an ally with raw energy, causing all of their abilities to unleash chained bolts of electricity at nearby foes. These bolts drain a small amount of endurance and have a chance to knock up the target. Amp Up also moderately increases their attack rate and greatly boosts the secondary effects of their powers. Their power effects like heals, defense debuffs, endurance drains, disorients, holds, immobilizes and more, are all improved. Recharge: Very Long
Static (Circuit Boost)
Every stack of Static you have increases the number of targets your Circuit powers can chain to by 3.
New Origin Power Pool: Experimentation
See more about the Experimentation Power Pool here.
“Experimentation gives you access to poisonous ranged attacks as well as powers that boost your attack power and the survivability of your allies. This pool’s travel power is Speed of Sound. While active, this power allows you to run at incredible speeds and also gives you access to the Jaunt power. Jaunt allows you to quickly teleport long distances once every so often.”
As a reminder: Only one Origin Pool (Sorcery, Force of Will, Experimentation) can be active in a build at any one time.
Powers
T1: Experimental Injection (Melee Ranged, Ally +Regeneration, +Recovery, +Res(Status))
You inject an ally with a compound that greatly boosts their regeneration, recovery and resistance to status effects for a short time. Recharge: Long
T2: Toxic Dart (Ranged, Minor DMG(Lethal), High DMG(Toxic))
You fire a toxic dart at your target causing an very minor amount of immediate lethal damage followed by a High amount of toxic damage over time. Recharge: Moderate
T3: Speed of Sound (Toggle: Self +Speed, (Special))
Your experiments have yielded incredible results. By activating this power, you’re able to run at incredible speeds. In fact, while this power is active, you gain access to the Jaunt power. Jaunt allows you to teleport to a distant location once every short while.
Jaunt (Click, Self Teleport)
Clicking on this power and then selecting a location will cause the caster to vanish and reappear at their target location. Recharge: Moderate
T4: Corrosive Vial (Ranged (Targeted AoE), High DoT(Toxic), -Defense)
You hurl a vial of toxic fluid that explodes upon impact leaving a corrosive puddle at your target’s feet. Any foe that stands within the puddle will take toxic damage and have their defense reduced for a short while. Corrosive Vial requires you to have 2 powers from the Experimentation power pool. Damage: High (DoT), Recharge: Slow
T5: Adrenal Booster (Self, +To Hit, +Recharge, +Damage, +Special)
You inject yourself with a concentrated experimental serum that boosts your damage, recharge, chance to hit and secondary effects for a short time. Adrenal Booster requires you to have 2 powers from the Experimentation power pool. Recharge: Very Long
New IO Sets
Synapse’s Shock (Endurance Modification, Rare, 21-50)
The first of two new Endurance Modification sets with a damage focus, designed to be useful in endurance-draining attack powers.
Enhancements:
Endurance Modification
Damage / Recharge
Endurance Modification / Recharge
Damage / Recharge / Accuracy
Damage / Accuracy / Endurance Reduction
UNIQUE: Endurance Modification / 15% Increased Run Speed
Set Bonuses:
2: 7.5% Movement Speed
3: 10% Slow Resistance
4: 8% Regeneration
5: 6.25% Recharge
6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
Power Transfer (Endurance Modification, Rare, 21-50)
The second damage-focused Endurance Modification set.
Enhancements:
Endurance Modification
Damage / Recharge
Endurance Modification / Damage
Damage / Accuracy / Endurance Reduction
Damage / Recharge / Accuracy / Endurance Reduction
Chance to Heal Self (3 PPM)
Set Bonuses:
2: 6% Regeneration
3: 1.35% Max Endurance
4: 1.875% Max Health
5: 9% Accuracy
6: 7.5% Recharge
Preemptive Optimization (Endurance Modification, Uncommon, 21-50)
An Endurance Modification set with a focus on ally buff abilities that don’t deal damage.
Enhancements:
Accuracy / Recharge
Endurance Modification / Endurance Reduction
Endurance Modification / Recharge
Endurance Modification / Accuracy / Endurance Reduction
Endurance Modification / Accuracy / Recharge
Endurance Modification / Endurance Reduction / Recharge
Set Bonuses:
2: 1.8% Max Endurance
3: 1.5% Max Health
4: 3% Toxic / Psionic Resistance + 5% Mez Resistance
5: 3.75% Recharge
6: 3.75% Ranged Defense + 1.875 Energy / Negative Defense
Bombardment (Targeted AoE, Rare, 30-50)
Enhancements:
Damage
Accuracy / Recharge / Endurance
Damage / Recharge
Accuracy / Damage / Recharge
Accuracy / Damage / Recharge / Endurance Reduction
Chance for Fire Damage (3.5 PPM)
Set Bonuses:
2: 5% Increased Range
3: 2.25% Smashing / Lethal Resistance + 3.75% Mez Resistance
4: 7% Accuracy
5: 5% Recharge
6: 4.5% Energy / Negative Resistance + 7.5% Mez Resistance
Artillery (Targeted AoE, Uncommon, 30-50)
Targeted AOE set with a Range component and two sources of Ranged Defense.
Enhancements:
Accuracy / Damage
Damage / Endurance
Damage / Recharge
Accuracy / Damage / Recharge
Accuracy / Recharge / Range
Endurance / Recharge / Range
Set Bonuses:
2: 8% Regeneration
3: 1.88% Energy / Negative Defence + 0.94% Ranged Defence
4: 2% Damage Buff
5: 9% Accuracy
6: 3.13% Ranged Defence + 1.565% Energy / Negative Defence
Powers
The following powers now ignore outside buffs (they all provide enhanceable resistance and should’ve always ignored buffs)
Controller > Darkness Affinity > Fade
Controller > Poison > Elixir of Life
Defender > Poison > Elixir of Life
Corruptor > Poison > Elixir of Life
Mastermind > Poison > Elixir of Life
Sentinel > Bio Armor > Genomic Evolution
The following Scrapper and Stalker Epic Pools powers have been modified:
Mace Mastery > Web Cocoon: This power now does Toxic Damage over time. Now accept damage enhancements and sets.
Leviathan Mastery > Spirit Shark Jaws: This power can now land critical hits.
Mu Mastery > Electric Shackles: This power can now land critical hits.
Soul Mastery > Soul Storm: This power can now land critical hits.
Weapon Mastery > Shuriken: This power was erroneously set at half the intended recharge for it’s damage. Recharge has now been increased from 3 to 6 seconds.
Weapon Mastery > Explosive Shuriken: This power was doing 85% the damage it was meant to do in PvE, damage has been increased.
The following powers are now disabled whilst in Arena matches:
Mystic Fortune (and buffs)
Secondary Mutation (and buffs)
Jump Pack
Steam Jump
Leadership
The following Leadership powers have had their activation time reduced from 3.63 seconds to 1.5 seconds:
Pools > Leadership > Maneuvers
Pools > Leadership >Assault
Pools > Leadership >Tactics
Invention Procs
Call of the Sandman: Chance for Heal
No longer procs multiple times per power
Heal increased from 5% to 15%
This proc is now unique
Gaussian’s Synchronised Fire Control: Chance for Build Up
Should now once again work on pets to-hit powers, but will not proc on the pet owner when using pet-summoning powers
Edict of the Master
Now shows defense under all defense types instead of under base defense
Dark Miasma
The following powers were using Defender modifiers, they have been fixed to use their own AT modifiers
Controller > Darkness Affinity > Twilight Grasp
Controller > Darkness Affinity > Tar Patch
Corruptor > Dark Miasma > Twilight Grasp
Corruptor > Dark Miasma > Tar Patch
Mastermind > Dark Miasma > Twilight Grasp
Mastermind > Dark Miasma > Tar Patch
Pets > Dark Servant > Twilight Grasp
Incarnate > Lore > Demons > Support > Twilight Grasp
Incarnate > Lore > Vanguard > Support > Twilight Grasp
Mission Maker > Dark Miasma > Twilight Grasp
Signature Summons > Ghost Widow > Twilight Grasp
All versions of Twilight Grasp
Accuracy increased from 1.0x to 1.2x
Power Customization
Updated Electrical Blast for Blasters and Corruptors to be able to select from both the default Hero (blue) and Villain (red) options, along with other customisation options
Fixed the default Villain (red) theme Electrical Blast having a Hero (blue) Voltaic Sentinel
Update: This is actually something coming in Page 6!
Katana Animations
Katana powers no longer have a “No Redraw” theme. These powers now will execute an interruptible draw animation only in the following conditions:
Out of combat
Out of range from the target
Power still has not recharged
These changes impact the following sets:
Blaster > Ninja Training
Brute > Katana
Mastermind > Ninjas > Jounin
Tanker > Katana
Scrapper > Katana
Sentinel > Epic > Ninja Tools
Stalker > Ninja Blade
Should these changes work as intended, other weapon sets will get similar treatment as time permits
Dark Melee
Shadow Maul (Tanker, Scrapper, Brute, Stalker) is now a much larger, faster cone that’s actually capable of easily hitting multiple targets – especially on tanks!
Arc increased from 45 to 120 degrees
Recharge increased from 8 to 11 seconds
Cast Time reduced from 3.07 to 2.35 seconds
Damage lowered from scale 2.156 to 1.6184
DPS reduction is minor, it has only been lowered from scale 0.653 to scale 0.645
Target Cap increased from 10 to 16 for Tankers
Target Cap increased from 5 to 10 for Scrappers, Brutes and Stalkers
Dark Melee was under-performing in the AoE department. The aim of this change is to increase the AoE potential of the set whilst having minimal impact on the single target potential.
Powers Bug Fixes
Tanker > Super Reflexes > Evasion: Fixed a bug where this power would not maintain its Defense Resistance 100% of the time.
Fixed several villain powers being tagged as both Ranged and AoE:
5th Column > Missile Launcher
Banished Pantheon > Musket
Event Zombies > Musket
Generic Guns > Missile Launcher
Temporary Powers > Particle Cannon
Crey > Sleep Gas
Axis America > Missile Launcher
Vahzilok > Venomous Spray
Paragon Police > Smoke Grenade
Snakes > Venomous Spray
Secondary Mutation > Devolution: Fixed an issue that caused you to not change your shape and prevent all powers from being usable until zoning
Pool > Invisibility > Phase Shift: This power’s effect should no longer cancel if stunned, held or slept by a delayed mez effect.
Incarnate > Hybrid > Melee: This tree no longer grants mez protection in PvP zones, instead, it grants mez resistance.
The following powers Soul Noir theme of this power was executing the wrong animation and missing FX. This has been fixed:
Sentinel > Dark Blast > Abyssal Gaze
Defender >Dark Blast > Petrifying Gaze
Scrapper > Epic > Darkness Mastery > Petrifying Gaze
Stalker > Epic > Darkness Mastery > Petrifying Gaze
Incarnate > Interface > Degenerative: Should once again work on raid targets
Invulnerability > Unstoppable: This power no longer accepts Endurance Mod enhancements or sets. The Recovery buff in this power has never been enhanceable
Stalker > Ice Melee > Ice Patch: This power no longer states that it accepts Universal Damage or Stalker Archetype Origin sets, it has never accepted these enhancements
Savage Melee > Savage Leap: Should inflict damage much more reliably when used from maximum range on moving targets or while jousting
Blaster > Support > Devices > Targeting Drone: This power’s text should no longer state it grants a recharge buff
General
Powers with redirects will now display numbers properly in the detailed information window
Standardized combat spam for heal and endurance modification attributes
Standardized the text description denoting the recharge time of player powers:
Less or equal to 3s: Very Fast
More than 3s, less or equal to 6s: Fast
More than 6s less or equal to 10s: Moderate
More than 10s, less or equal to 60s: Slow
More than 60s, less or equal to 240s: Long
More than 240s, less or equal to 600s: Very Long
More than 600s: Extremely Long
All players can now move through Mastermind henchmen and push them out of the way, not just their owners
Null the Gull now has options to disable the additional power tray popup for all Origin Pool travel powers
Updated the “incorrect password” login error message to prompt the player to check they aren’t using their forum account info
Influence gain can no longer be increased by disabling XP
General Chat Channel
A new ‘General’ channel has been added to the game
This is a new shard-wide channel like LFG and Help. The goal with adding this is to ensure that LFG and Help remain focused on their specific topics, with everything else being discussed in General
/general, /gen and /z can be used to send messages to General
The new channel will automatically be added to the appropriate chat tabs after a character has re-logged twice.
Mastermind Henchmen AI Updates
Melee Mastermind Henchmen set to Go To are now free to move within a 30′ radius of the selected position in order to attack foes
Ranged Mastermind Henchmen set to Go To are now free to move within a 5′ radius of the selected position in order to attack foes
Mastermind Henchmen set to Go To strongly prefer targets closer to the location they are supposed to be guarding
When Mastermind pets are teleported to their owner due to being out of range, they now reset their orders to Follow to avoid odd Stay/Goto behavior
Login Screen Update
The login screen has been updated to feature the new Homecoming logo
Goldie’s red sleeve has finally been fixed and is now actually gold
Bug Fixes
Alpha > Vigor Boost: Icon replaced with a colour corrected version that matches the rest of the Vigor powers
Sorcery > Rune of Protection: VFX no longer persists after the power expires
Fixed an issue preventing some power customisation files from loading properly
Fixed Medium Dual Team inspirations being tagged as Small inspirations in AE
Positron should no longer teleport all over the place in the Mortimer Kal Strike Force
Fixed a crash relating to combining enhancements
Fixed an issue that could cause boosters and catalysts to not show up in the combination screen
Fixed clipping issue for Huge > Pants > Gunslinger Boots
Find the original patch notes for Issue 26, Page 5 here.