The highly anticipated Issue 27 Page 1 has been released on the homecoming server, bringing with it new story arcs, new character customization options, a new secondary powerset for Blasters, and a whole lot more. In fact, so much more that there are more than 12,000 words in the patch notes! So grab yourself a drink and sit back, you’ve got some heavy reading to do.
New Story Arc: The Graveyard Shift (Hero, Level 20-29)
FBSA NetOps Agent Watkins has set up a small command station in North Steel Canyon, as an optimal location to investigate… something. Being somewhat dodgy about his assignment, he has constantly referred heroes to Positron first, to establish a reputation. The tasks that Agent Watkins has for you are no small feats, and involve the clean-up of one of the city’s most exciting showdowns. Heroes 20 and above should seek him out, and bring plenty of club soda to wash out any stains.
Contact: Agent Watkins, Steel Canyon
Listed in Ouroboros under Champion (Level 25-29) > The Graveyard Shift (27.01)
This arc features new maps, new environments, the return of the Vahzilok Wasting Disease (it missed you), interaction with the alignment system, an actual investigation with clues and interviews, new badges, three alternate endings depending on the choices you make in earlier missions and… dubstep
The Vahzilok enemy group has also been expanded with a wider level range with some additional tweaks for the higher levels
This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion
These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc
New Story Arc: The Freakish Lab of Dr. Vahzilok (Villain, Level 30-39)
A notorious and well-admired sociopath of the Rogue Isles has put out a straight-forward distress call through the Broker network, asking individuals of highly dubious moral constitution to save her neck in the name of Science. Doc Buzzsaw is being stalked by a notable ne’er-do-well and the price on her head is significantly less than the value of preserving it. Villains of level 30 and beyond should seek her out in Sharkhead Isle, in the usual place, and relief will wash over you after the discovery that her attachment to bank accounts has disappeared in the face of her mortality, as an added bonus.
Contact: Doc Buzzsaw, Sharkhead Isle
Listed in Ouroboros under Captain (Level 35-39) > The Freakish Lab of Dr. Vahzilok (27.02)
Chronologically this arc takes place after the Hero arc above
This arc features new maps, new environments, two new enemy factions, a prison break, new badges, several intricate missions with new spawn behaviours and a very, very cryptic poem
This story arc currently awards 20 merits for completion, and an additional 20 merits for the first completion
These values will be adjusted in a future update to line up with other content when we have enough data to calculate the average playtime for this arc
Costume Editor Update: Asymmetrical Shoulders
Shoulders now have an asymmetrical toggle, which can be toggled on to allow separate left and right shoulder selection
Not every set of shoulders are available in asymmetrical mode, more will be added in future updates
All shoulder options remain available in symmetrical mode
The Kitten and Panda shoulder options are now available for Male and Huge characters
Stance Selection
In the tailor, a new Stance power in the Inherent tab will allow you to select one of the following stances:
Default
Ninja
Beast
Slide
This stance will apply to your character at all times, unless you activate a toggle with its own stance (e.g. Beast Run)
As this stance is controlled by power customisation, you can select a different stance for each costume
A new non-stance version of Ninja Run is available from P2W: Athletic Run
Athletic Run leverages your athletic training, allowing you to move at a higher speed and jump greater distances. It is free if you do not already own Beast Run or Ninja Run; otherwise, it costs 1,000,000 inf.
Power Customisation Update
Support for customising Temporary, Day Job and Accolade powers has been added, and more inherent powers can now be customized. In this update only a few powers are supported, but we are looking to expand this in the future.
The following powers can now be customised in the “Inherent” tab:
Inherent
Sprint
Prestige Power Slide
Prestige Power Surge
Prestige Power Rush
Prestige Power Quick
Prestige Power Dash
The above all have original, light, dark, and minimal FX themes, and the customised versions of the prestige sprints have the dust cloud removed
The following powers can now be customised in the “Other” tab:
Accolades
Long Range Teleporter
Prestige Travel
Supergroup Portal
Base Transporter
Mission Transporter
Day Job Powers
Rapid Response Portal
Monitor Duty Teleporter
Temporary Powers
Boon of the Ancestor Spirits (from Graham Easton’s arc)
Nictus Shadow Step (from Dr. Shelly Percey’s arc)
Nictus Gravitic Emanation (from Dr. Shelly Percey’s arc)
Nictus Fragment (from the Moonfire Task Force)
Smoke Flash (from P2W)
Knight Errant (from the Paladin event in Kings Row)
New Blaster Secondary: Sonic Manipulation
Sonic Manipulation lets you control sonic forces to manipulate your foes, inflict damage and protect yourself.
Powers
T1: Sonic Thrust (Melee, Minor DMG(Smash/Energy), Foe Knockback)
A focused attack of intense sonic power that violently sends a nearby foe flying. Deals minimal damage, but can be very effective. Recharge: Fast
T2: Strident Echo (Melee, Moderate DMG(Smashing/Energy), chance for Hold)
Strident Echo deals minor damage over time. It has a low chance of causing a migraine, leaving the target shaking in pain and helpless. Recharge: Slow
T3: Echo Chamber (Ranged, Minor DMG(Energy), Foe Hold)
Encases the target in a field of sonic waves, dealing energy damage and holding them in place. Recharge: Slow
T4: Sound Booster (Self +DMG, +To Hit, +Special)
Greatly boosts your attacks for a few seconds. Slightly increases chance to hit. Moderately increases the duration of mez effects. Moderately increases the chance for Sound Manipulation powers to induce migraines. Recharge: Long
T5: Deafening Wave (Melee (AoE), High DMG(Sonic/Energy), chance for Hold)
You create a large field of sonic waves, causing damage to all foes around you. It has a moderate chance of causing migraines, leaving them shaking in pain and helpless. Recharge: Slow
T6: Sound Barrier (Toggle: Self +Absorb, +Recovery, +Res(Smashing, Energy, Sleep))
Creates a barrier around the caster which reduces incoming energy and smashing damage, provides protection against sleep effects and grants an absorption shield. Recovery is also increased. Recharge: Moderate
T7: Disruption Aura (Toggle: Foe -Res)
You emit a constant wave of sonic energy around yourself, weakening the Damage Resistance of all nearby foes. Recharge: Moderate
T8: Sound Cannon (Ranged (Cone), Foe Stun, Knockback)
You generate a powerful sonic wave that will knock back and disorient foes in front of you for a short time. Recharge: Long
T9: Earsplitter (Melee, Heavy DMG(Smashing/Energy), chance for Hold)
You generate an earsplitting sound wave right in the face of your foe, inflicting great damage. It has a good chance of causing a migraine, leaving them shaking in pain and helpless. Recharge: Slow
Powerset Revamp: Energy Melee
Energy Melee has received a series of changes aimed at improving the performance of the set. Total Focus now acts as an opener for three different Energy Focus combos, including a Total Focus > Energy Transfer combo which provides fast, potent single target damage. Stun has been reworked into Power Crash, a cone attack, in order to provide a small amount of additional AoE capability to the set.
Power Changes
Barrage
If used with Energy Focus: 100% chance for stun and applies a weakening (-special and -regen) effect to the target
Energy Punch
Recharge increased from 4s to 5s
End cost increased from 5.2 to 6.032
Damage increased from scale 1 to scale 1.16
Bone Smasher
Cast time reduced from 1.5s to 1.27s
Power Crash (Replaces Stun)
Power Crash is now a minor cone that can hit up to 5 targets (10 for Tankers)
No longer takes melee damage sets, now takes PBAoE damage sets (any existing enhancements will remain slotted until the character respecs)
If used with Energy Focus: Target cap increased to 10 targets (16 for Tankers)
If you previously had Stun in your build, you’ll now have Power Crash
Stalkers only:
This power has a 16s recharge (instead of a 9s recharge for other ATs), with proportional damage and endurance cost increases per the standard damage formulas
As Stalkers do not have Whirling Hands, they rely entirely on Power Crash for AoE damage
Whirling Hands
Damage increased from scale 1 to scale 1.1819 (it was slightly below what the damage formula dictated)
Total Focus
Cast time reduced from 3.3 seconds to 2.53 seconds
Total Focus grants a charge of Energy Focus (even if power misses)
Energy Focus
Energy Focus is consumed when casting certain Energy Melee powers in order to provide bonus effects (Energy Focus is not consumed if the power misses)
Energy Focus expires after 15 seconds
Stalkers / Scrappers only:
This power only crits for 28% additional damage, but when it crits, it will also generate a backup Energy Store that will re-activate Energy Focus after the current Energy Focus is used or expires (essentially it provides two stacks of Energy Focus)
Energy Transfer
Energy Transfer self damage is now 10% of base max HP for all ATs, and no longer costs any endurance
Damage is now 100% energy
Recharge lowered from 20s to 10s
If used with Energy Focus: Cast time reduced from 2.67s to 1.0s
Stalkers / Scrappers only:
This power only crits for 28% additional damage, but when it crits, it will not only avoid the self-damage, it will actually heal you for 10% of your base max HP
Stalker Power Order Changes
T1: Barrage
T2: Energy Punch
T3: Bone Smasher
T4: Assassin’s Strike
T5: Build Up
T6: Placate
T7: Power Crash (replaces Stun)
T8: Total Focus (moved from T9)
T9: Energy Transfer (moved from T8)
Tanker Power Order Changes
T1:Barrage
T2:Energy Punch
T3:Bone Smasher
T4:Taunt
T5:Whirling Hands
T6:Total Focus (moved from T9)
T7:Build Up
T8:Power Crash (replaces Stun, moved from T6)
T9:Energy Transfer (moved from T8)
Other Changes
The stun chance for Energy Punch, Barrage and Bone Smasher for Stalkers was lower than the Tanker and Brute versions – this has now been corrected
The AE version of this powerset has been updated with missing powers and to match current power effects
Powerset Proliferation: Energy Melee for Scrappers
Energy Melee has been proliferated to Scrappers, with all the changes mentioned above.
Power Order
T1:Energy Punch
T2:Barrage
T3:Bone Smasher
T4:Build Up
T5:Power Crash
T6:Confront
T7:Whirling Hands
T8:Total Focus
T9:Energy Transfer
Powerset Revamp: Titan Weapons
Titan Weapons was released less than a year before the game shut down, and never had the opportunity for much follow-up work. The set suffers from two problems. Firstly, the mechanics of the set make the set difficult to get started with. Secondly, when fully built, Titan Weapons massively overperforms compared to other melee set in almost every metric.
We’ve gone ahead and removed the arbitrary bonus damage the set has (bringing it in line with the standard damage formulas) in order to reign in the maximum performance bar the set can hit, whilst also refining the Momentum mechanic and redraw animations in order to reduce the clunkiness of the set.
Set Changes
Removed arbitrary bonus damage from all attacks (roughly 8-10%)
Now has the same redraw rules as Katana, and will only play an interruptible draw animation under the following conditions:
Out of combat
Out of range from the target
Power still has not recharged
Whilst Momentum is active, all Titan Weapons attacks will:
Recharge 25% faster, with proportional damage and endurance cost reduction per the standard damage formulas
Have an additional 25% endurance cost reduction
Momentum is now granted even if the attack misses all targets
Power Changes
Titan Sweep
Fast version cast time increased from 1s to 1.1s
Follow Through
Cast time increased from 1s to 1.1s
No longer inflicts additional damage over time
Confront / Taunt
Cast time reduced from 1.96s to 1.67s
Whirling Smash
Radius lowered from 15ft to 10ft (however, it remains at 15ft for Tankers)
No longer inflicts additional damage over time
Arc of Destruction
Recharge reduced from 20s to 16s
Damage decreased accordingly (per the standard damage formulas)
Fast version cast time shortened from 1.5s to 1.37s
Powerset Revamp: Trick Arrow
Trick Arrow has suffered with performance issues for a long time, primarily due to the strength of the debuffs against higher level enemies, but also due to redundancy between powers in the set. We’ve made a comprehensive suite of improvements, impacting almost every power in the set.
Power Changes (Numbers provided are Defender values)
Entangling Arrow
Immobilize duration reduced from scale 15 to scale 7
No longer has a -Recharge debuff
Now applies a 30s -Res debuff
PvP only: This effect is removed
Flash Arrow
Can now be slotted with Range enhancements
-ToHit increased from -6.25% to -18.76%
Half this debuff is now irresistible
Glue Arrow
-Recharge debuff increased from -20% to -40%
Debuff duration increased from 30s to 60s
This power is now location based
Ice Arrow
Increased the -Recharge debuff from -12.5% to 25%
Now applies a 60s -Special and -Damage debuff
PvP only: -Heal, -Absorb and -Damage removed, the remaining debuffs only last 10s
Poison Gas Arrow
-Damage debuff now lasts 60 seconds
PvP only: Debuff only lasts for 3s after you leave the cloud
-Damage debuff increased from -31.25% to -50%
Half this debuff is now irresistible
Acid Arrow
Debuff radius increased from 8ft to 15ft (damage still has an 8ft radius)
-Res debuff moved to Disruption Arrow
This power still has a -25% defence debuff
Now applies a heal resistance debuff (heals on the target will be less effective)
PvP only: Debuff halved
Now applies a -special resistance debuff (Endurance, ToHit, Regen, Recovery, Recharge Time, and Endurance Discount debuffs against the target will be stronger)
PvP only: Reduced to -20%
Debuff duration increased from 20s to 45s
PvP only: Duration is still 20s
This power has a new icon
Disruption Arrow
Target cap increased from 10 to 16
Now applies a -MaxEnd debuff and takes Endurance Modification enhancements and sets
-Res debuff doubled (moved from Acid Arrow)
Only one Disruption Arrow can be maintained at once
Recharge decreased from 60s to 30s
Duration increased from 30s to 45s
Oil Slick Arrow
Can now be slotted with Range enhancements
EMP Arrow
Can now be slotted with Range enhancements
No longer applies -recovery to the caster
Half of the -regen debuff now lasts 45 seconds (previously the entire -regen debuff dropped off after 15 seconds, now only half of it does)
Hold duration for non-robots reduced by roughly 50%
This power is now location based
This power now spawns an EMP Field at the target location that acts similarly to Electrical Affinity’s Faraday Cage and provides:
15% damage resistance to all but Toxic (not enhanceable)
Resistance against End Drain and Recovery Debuffs
Protection against status effects and knock back
Pool Powerset Revamp: Teleportation
Teleportation has been considered one of the least desirable pools for a while (outside of specific uses, like Stone Armor) due to the wide availability of other travel options. In order to make the set more appealing, we’ve added two new powers with new mechanics. Combat Teleport emulates the feeling of Speed of Sound’s Jaunt to quickly traverse the battlefield without the endurance cost burden of an active travel power, whilst Fold Space introduces a new way to play in melee – bring the enemies to you, instead of going to them!
To make room for these, Recall Friend and Teleport Foe have been combined into one power and Long Range Teleport has been removed from the set and is now an unlockable Accolade power.
Power Changes
Teleport Target (Replaces Recall Friend)
Now combines the functionality of Recall Friend and Teleport Foe
If you previously had Recall Friend, you’ll now have Teleport Target
Combat Teleport (Replaces Teleport Foe)
A quick-casting, short-ranged (100ft) teleport designed to be used in combat
The range of this power can be enhanced, but it cannot be buffed or debuffed by set bonuses or other powers
This power can be activated up to 3 times in a row before it triggers a cooldown
This power grants a small ToHit buff to your next attack
If you previously had Teleport Foe, you’ll now have Combat Teleport
Teleport
This power now grants a 4s untouchable buff
If you attack while this buff is active, both the Untouchable buff and the Hover buff will be cancelled
If you have been in combat in the last 10 seconds, phase will not be triggered
In PvP, using teleport 3 times within a 30 second window will trigger No Phase
Team Teleport
Endurance cost reduced from 20 to 16
Fold Space (Replaces Long Range Teleport)
This power will teleport foes from the nearby area into melee range
Line of sight is required
100ft range, 16 targets max, prioritizes closer targets
Long Range Teleport has been removed from the Teleportation pool and is now an Accolade power
If you previously had Long Range Teleport, you’ll now have Fold Space
See the Long Range Teleporter section below for more information
Warshades
Inherent / Umbral Aura > Shadow Recall
Now functions the same as Teleport Target, and has a new icon to match (previously this power mirrored Recall Friend)
Umbral Blast > Starless Step
Now functions the same as Combat Teleport, and has a new icon to match (previously this power mirrored Teleport Foe)
Umbral Aura > Shadow Slip
Now functions the same as Fold Space, and has a new icon to match (previously this power mirrored Long Range Teleport)
Blaster Secondary Revamp
After the game shut down, several new Blaster secondary sets were developed (e.g. Tactical Arrow, Atomic Manipulation, Plant Manipulation), but these sets were generally quite overtuned in the crowd control department, whilst also lacking in incentives to get into melee range – both of these factors contributed towards the sets being a tad too safe.
Additionally, most of the legacy sets received some changes in the i24 beta just before the game shut down that were never really followed up on. This ended up with several sets (e.g. Ice Manipulation, Electrical Manipulation, Energy Manipulation) being slight underperformers, especially compared to the new sets.
This round of changes aims to level the playing field for Blaster secondary sets, both towards each other and towards dedicated crowd control ATs. In general, you’ll see many of the underperforming sets receive several buffs (both in terms of damage and survivability), alongside some reductions in the crowd control capabilities of most sets.
Tactical Arrow
Electrified Net Arrow
Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Endurance cost increased from 5.2 to 7.8 to be in line with other Blaster Manipulation T1 Immobilize powers
Ice Arrow
Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation ST mez powers
Recharge increased from 12s to 16s
Hold changed from Mag 3, Scale 12 to:
Mag 2, Scale 10 (non stacking)
Mag 1, Scale 6 (stacking)
Upshot
+Recharge buff reduced to from 30% to 15%
+Damage buff reduced from 100% to 81.25%
+ToHit reduced from 20% to 15%
Flash Arrow
This power’s effects are no longer irresistible
This brings it in line with Smoke Grenade, which has always been resistible
Gymnastics (Replaces Agility)
Gymnastics and Agility have been merged into a new toggle power
Provides knockback protection, a 1.75% defence buff, a recharge bonus, a movement speed buff and some slow / mez protection
If you previously had Agility, you now have Gymnastics
ESD Arrow
Hold now only applies to robots
Hold changed from Mag 3, Scale 8 to:
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Added Stun against all foes (does not override the robot hold):
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Now accepts Stun enhancements and sets
Oil Slick Arrow (Replaced Gymnastics)
Similar to the Trick Arrow version, but with the following changes:
Has half the cooldown (90s vs 180s)
Does not have a defence debuff
Only has a 15ft radius
If you previously had Gymnastics, you now have Oil Slick Arrow
Recharge reduced from 180s to 90s
Power Order Changes
T1:Electrified Net Arrow
T2:Glue Arrow
T3:Ice Arrow
T4:Upshot
T5:Flash Arrow
T6:Eagle Eye
T7:Gymnastics (Replaces Agility, merged with T9)
T8:ESD Arrow
T9:Oil Slick Arrow (Replaces Gymnastics)
Atomic Manipulation
Electron Shackles
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Positron Cell
Hold changed from Mag 3, Scale 12 to:
Mag 2, Scale 10 (non stacking)
Mag 1, Scale 6 (stacking)
Radioactive Cloud
Hold effect has been adjusted:
50% chance of hold by choking – choking foes might actually counterattack if hit
50% chance of hold by barfing – barfing foes will continue emptying their stomachs until the duration of the hold expires
Darkness Manipulation
Penumbral Grasp
Range reduced from 80ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Touch of the Beyond
Increased the duration of the self buff from 60s to 120s
The self buff now also provides Fear protection
The self buff now auto-hits, regardless of if the enemy-targeting portion of this power hits
The base accuracy of the power has been reduced from 150% to 120% as it no longer needs to hit to apply the buff
Added a short, non-enhanceable Mag 3 Hold (in PvE only)
The regeneration buff should no longer be weaker when used against higher or lower level enemies
This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks)
Dark Pit
Recharge time increased from 60s to 90s
Endurance cost increased from 13 to 20.18
Stun changed from Mag 2, Scale 12 to:
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Devices
Toxic Web Grenade
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Taser
Fixed this power doing PvE damage in PvP
Field Operative
This power now has a No Fade customization them
Selecting this theme will stop the power from fading the player body
Gun Drone
Now has 80% resistance to all damage
Taunt aura reduced to 8ft, mag 3, max of 4 targets
Death explosion now has a knockup component
Electrical Manipulation
Electric Fence
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Thunder Strike
Cast Time reduced from 3.3s to 2.53s
Dynamo (renamed from Lightning Field)
Moved from T3 to T6 (see Power Order Changes below)
Is now the sustain power in the set (along with the existing damage aura component)
No longer has an endurance cost to run
Provides a Recovery and Regeneration buff
If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
If you had Force of Thunder, it will now be replaced by Dynamo and keep the same enhancements from Force of Thunder
Force of Thunder
Moved from T6 to T8 (see Power Order Changes below)
No longer provides a sustain buff
Stun changed from Mag 2, Scale 8 to:
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Knockback chance increased from 30% to 100%
If you had Lightning Field, it will now be replaced by Force of Thunder and keep the enhancements from Lightning Field
ElectricityManipulation_ShockingGrasp.png.60152ede4dc30e6d335177aadcec34dd.png Shocking Grasp
This power is now flagged as a Melee attack, not a Ranged attack (this only affects ToHit checks)
Power Order Changes
T1:Electric Fence
T2:Charged Brawl
T3:Build Up (moved down from T5)
T4:Havok Punch
T5:Thunder Strike (moved down from T7)
T6:Dynamo (moved up from T3, renamed from Lightning Field)
T7:Power Sink (moved down from T8)
T8:Force of Thunder (moved up from T6)
T9:Shocking Grasp
Fire Manipulation
Ring of Fire
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Cauterizing Aura
If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
Target cap has been corrected from 11 to 10
Energy Manipulation
Energize
Now provides a small amount of Stun protection (PvE only)
Stun
Recharge reduced from 20s to 14s
This power now has synergy with Power Boost and Boost Range
With Boost Range active, this power becomes a ranged Stun
With Power Boost active, this power becomes an AoE (instead of boosting its duration)
Stun will have an orange ring whenever either of these buffs are active
As highlight rings can only be one color, Power Boost and Boost Range are also getting a pale white ring to make it easier to know if their buffs are still active, without having to look at the buff bar
Full combo details:
Stun = 14s recharge, 7ft range, Mag 3 scale 10 stun, single target
Stun + Boost Range = 14s recharge, 60ft range, Mag 2 scale 10 stun + Mag 1 scale 6 stun, single targets
Stun + Power Boost = 90s recharge, 7ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets)
Stun + Power Boost + Boost Range = 90s recharge, 60ft range, Mag 2 scale 5 stun + Mag 1 Scale 2.5 stun, AoE (10 targets)
Total Focus
Cast time reduced from 3.3 seconds to 2.53 seconds
Ice Manipulation
Chilblain
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Frigid Protection
Absorb has been adjusted to match Cauterizing Aura’s Heal per Second and can now stack up for up to 12 seconds
No longer shows floating numbers by default
A new “Show Floaters” theme is available if you prefer seeing the Absorb numbers
If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
Target cap has been corrected from 11 to 10
Shiver
Half of the debuff now lasts 60 seconds (previously the entire debuff dropped off after 18 seconds, now only half of it does)
Freezing Touch
DoT on this power now lasts 10s, delivering additional cold damage ticks (11, up from 6)
Frozen Aura
This power now inflicts damage and accepts damage enhancements and sets
Sleep changed from Mag 2, Scale 20 to:
Mag 2, Scale 20 (non stacking)
Mag 1, Scale 12 (stacking)
Martial Combat
Ki Push
Damage increased from scale 0.8 to scale 1.0
Recharge time reduced from 6s to 4s
Reaction Time
Absorb has been adjusted to match Cauterizing Aura’s Heal per Second and can now stack up for up to 12 seconds
No longer shows floating numbers by default
A new “Show Floaters” theme is available if you prefer seeing the Absorb numbers
If you are concealed (from Stealth or a similar power) this power will not impact foes unless you are in combat (it will no longer accidentally break stealth)
Throw Sand
Stun changed from Mag 3, Scale 12 to:
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Eagles Claw
This power now has a chance to cause lethal internal bleeding damage over time, similar to the set’s Storm Kick
Mental Manipulation
Subdual
The range of this power is not being adjusted and will remain at 80ft as increased range is part of the secondary effects for Mental / Psionic powers
Telekinetic Thrust
Recharge increased from 6 seconds to 16s
Cast Time reduced from 2.07s to 1.67s
Damage Scale increased from 0.8 to 2.92 (per the standard damage formulas)
Moved from T3 to T9 (see Power Order Changes below)
World of Confusion
Moved from T7 to T3 (see Power Order Changes below)
Scare
Moved from T8 to T7 (see Power Order Changes below)
This power is now flagged as a Ranged attack, not a Melee attack (this only affects ToHit checks)
Psychic Shockwave
Moved from T7 to T8 (see Power Order Changes below)
Power Order Changes
T1:Subdual
T2:Mind Probe
T3:World of Confusion (moved down from T7)
T4:Psychic Scream
T5:Concentration
T6:Drain Psyche
T7:Scare (moved down from T8)
T8:Psychic Shockwave (moved down from T9)
T9:Telekinetic Thrust (moved up from T3)
Ninja Training
Immobilizing Dart
Toxic damage over time doubled to bring it in line with other single target immobilize powers
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Sting of the Wasp
Recharge increased from 5s to 10s
Damage increased accordingly (per the standard damage formulas)
Choking Powder
Hold changed from Mag 3, Scale 8 to:
Mag 2, Scale 10 (non stacking)
Mag 1, Scale 6 (stacking)
Shinobi
No longer grants a damage buff outside of stealth
Now grants the caster a 20% chance to inflict lethal criticals with every attack
The amount of damage will be based on the recharge time of the power
Usually this will be 80% of the standard damage formula
This bonus damage ignores enhancements and damage buffs
The Lotus Drops
Recharge decreased from 28s to 14s
This was much higher than intended
Blinding Powder
Sleep magnitude increased from 2 to 3
Chance for Confuse mag increased from 2 to 3
Chance for Confuse scale lowered from scale 20 to scale 8
Accuracy lowered to 0.8 (to match other AoE CC powers)
Golden Dragonfly
Recharge increased from 12s to 20s
Damage increased accordingly (per the standard damage formulas)
Plant Manipulation
Entangle
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Skewer
Cast Time reduced from 1.67s to 1.23
Strangler
Hold changed from Mag 3, Scale 12 to:
Mag 2, Scale 10 (non stacking)
Mag 1, Scale 6 (stacking)
Spore Cloud
Moved from T9 to T5 (see Power Order Changes below)
No longer grants a Defiance buff
As a toggle, it never should’ve given one
-Regeneration debuff now scales with player level
-59.32% at level 20
-80.33% at level 40
-90.83% at level 50
Wild Fortress
Absorb has been adjusted to match Cauterizing Aura’s Heal per Second and can now stack up for up to 12 seconds
No longer shows floating numbers by default
A new “Show Floaters” theme is available if you prefer seeing the Absorb numbers
VFX will now stay active as long as the toggle is active
Vines
Hold effect has been adjusted:
50% chance to hold foes at scale 8 mag 2 + scale 5 mag 1
Foes not held in this way will be held for scale 1.5 mag 2 and immobilized for 17.88s
This power can now be enhanced for immobilization
Thorn Burst
Moved from T5 to T9 (see Power Order Changes below)
Cast time reduced from 3s to 2s
Power Order Changes
T1:Entangle
T2:Skewer
T3:Strangler
T4:Toxins
T5:Spore Cloud (moved down from T9)
T6:Wild Fortress
T7:Ripper
T8:Vines
T9:Thorn Burst (moved up from T5)
Temporal Manipulation
Time Wall
Now inflicts scale 1 energy damage to bring it in line with other single target immobilize powers
Now accepts Damage enhancements and sets
Range increased from 50ft to 60ft to be in line with other Blaster Manipulation T1 Immobilize powers
Aging Touch
Base damage slightly reduced from 1.32 to 1.02
This power was doing more damage than intended
Time Stop
Hold changed from Mag 3, Scale 8 to:
Mag 2, Scale 10 (non stacking)
Mag 1, Scale 6 (stacking)
Temporal Healing
Absorb has been adjusted to match Cauterizing Aura’s Heal per Second and can now stack up for up to 12 seconds
No longer shows floating numbers by default
A new “Show Floaters” theme is available if you prefer seeing the Absorb numbers
Future Pain
Recharge increased from 11s to 18s
Endurance cost increased from 11.024 to 16.848
Damage increased accordingly (by about 52.8%, per the standard damage formulas)
End of Time
Recharge decreased from 22s to 17s
Endurance cost decreased from 20.176 to 16.016
Damage decreased from scale 1.552 to 1.232 (per the standard damage formulas)
Time Shift
Stun changed from Mag 3, Scale 8 to:
Mag 2, Scale 8 (non stacking)
Mag 1, Scale 5 (stacking)
Architect Entertainment
AE versions of these powersets have been updated with missing powers and to match current power effects
Other Powers Changes
Dark Melee
Shadow Maul
Target cap reduced from 10 to 5 (16 to 10 for Tankers)
Touch of Fear
Now a melee targeted AoE with a 10 target cap (16 for Tankers)
Now deals negative energy damage over time
Fear duration reduced by roughly 50%
Cast time increased from 1.17s to 1.97s
Only the main target will be affected by the Fear and ToHit debuff
Now accepts Melee AoE Damage sets
Taunt (Tanker / Brute)
Now has the correct icon border
AE versions of these powers have been updated with missing powers and to match current power effects
Energy Assault
Whirling Hands
No longer yields double damage with Energy Focus active
Instead it will instantly recharge the power
Energy Focus
Previously Energy Focus could only be acquired once every 15 seconds, regardless of if you used it or not – you can now regain it again immediately after it has been spent
Cleaned up some timing issues
Now shows up on the buff bar
AE versions of these powers have been updated with missing powers and to match current power effects
Kinetics
All versions of the following powers have been converted from old pseudopet mechanics to new execute power mechanics
Transfusion
Siphon Power
Transference
Fulcrum Shift
Player powers should notice no difference beyond faster application
Some NPC powers may become weaker or stronger depending on their rank
AE versions of these powers have been updated with missing powers and to match current power effects
Taunt Aura Slotting
Auras with a taunt component can now be slotted with Taunt sets
If a power could not taunt before, it still cannot taunt now – this change only impacts auras which could already taunt
The following powers are affected:
Bio Armor
Evolving Armor
Genetic Contamination (Tanker/Brute only)
Dark Armor
Death Shroud (Tanker/Brute only)
Cloak of Fear (Tanker/Brute only)
Oppressive Gloom (Tanker/Brute only)
Electric Armor
Lightning Field (Tanker/Brute only)
Energy Aura
Entropic Aura
Fiery Aura
Blazing Aura (Tanker/Brute only)
Ice Armor
Chilling Embrace (Tanker/Brute only)
Icicles (Tanker/Brute only)
Invulnerability
Invincibility
Radiation Armor
Beta Decay
Regeneration
Integration (Brute only)
Shield Defense
Against All Odds
Stone Armor
Mud Pots (Tanker/Brute only)
Super Reflexes
Evasion (Tanker/Brute only)
Willpower
Rise to the Challenge
Accolades
All active combat Accolade powers now recharge in 10 minutes (down from 25 minutes), but are no longer affected by global recharge buffs – this affects the following powers:
Crey CBX-9 Pistol / Stolen Immobilizer Ray
Eye of the Magus / Demonic Aura
Geas of the Kind Ones / Force of Nature
Vanguard Medal / Megalomaniac
Elusive Mind
Accolade powers with different alignment versions (e.g. Vanguard Medal / Megalomaniac) can now be activated regardless of alignment, but will force the other version of the power into cooldown
P2W Powers
Summon Workbench
Can now be summoned whilst flying (but must still target the ground)
Jump Pack / Steam Jump
These powers were intended to have a 30s lockout timer, but it never worked properly (on initial release, they had a 5 minute cooldown)
They sometimes were locked out permanently until you zoned, and sometimes could be used back-to-back
They also detoggled Intangibility powers on expiration, and were locked out for 2 minutes by NoPhase, despite having nothing to do with intangibility
The not-working lockout timer has been removed, and instead these powers now share a 30 second cooldown (which fixes all the above issues) using the new shared cooldown code tech developed for the accolades above
Renewal of Light (P2W) / Return to Battle
These powers are no longer mutually exclusive – you can own both at the same time
Instead they share a cooldown
The Winter Event version of Renewal of Light has been renamed to Light of Renewal to prevent confusion with the P2W version
Travel Updates: Base Teleportation, Long Range Teleporter Accolade, Special TP Powers
A strange energy spike in Galaxy City reached the old Supergroup Portal and caused a cascade overload in the entire Teleport network. Most of the damage has been repaired, but destinations in temporal flux have been lost to the past. DJ Zero was called in to establish the new portal in his Pocket Dimension, and as a courtesy he also set up portals in two other dimensions: Praetoria and The Shadow Shard. Vanguard has requested further restrictions of traffic near Paragon Heights while their investigation is in progress.
More information about these changes can be found in the Zone Travel Updates thread. Please also use the Zone Travel thread for any feedback related to these changes.
New Accolade Power: Long Range Teleporter
Long Range Teleporter
The Pocket D VIP Pass power has been significantly improved and is now the Long Range Teleporter
If you previously owned Pocket D VIP Pass, you will now have the Long Range Teleporter with Pocket D unlocked as a destination
Long Range Teleporter is unlocked by the Passport Accolade, which can be acquired by earning:
An exploration accolade in any zone with a Base Portal (see the “Complete Base Portal List” below for reference), or
The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D)
Long Range Teleporter can be used once to teleport you to any zone that you have unlocked
Collecting any exploration badge in a zone will unlock it as a destination
Pocket D can also be unlocked with the Pocket D VIP Gold Club Member badge
Only zones with base portals can be unlocked (see the “Complete Base Portal List” below for reference)
Long Range Teleporter has a 2s activation time and a 10 minute cooldown
Activation time is longer in PvP
If you activate Long Range Teleporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone
This is indicated by the red ring around the power
Note that even if you zone without using LRT, it will still go on cooldown – it’s not possible to determine if you zone with the power or not
Examples:
You activate the power. Spend 60 seconds looking at the options before clicking one. When you zone, the power will be on cooldown with 9 minutes left.
You activate the power. You don’t zone. Two minutes later you activate it again and zone. The power will go on cooldown with 10 minutes left (each activation resets the timer).
You activate the power, then keep running around the zone for five minutes. Then you use a monorail or whatever to go to a different zone. The power will go on cooldown with 5 minutes left
Long Range Teleporter allows you to use /enterbasefrompasscode to enter any base
Fast Travel Menu
By acquiring Long Range Teleporter or any of the powers in this menu you will unlock the Fast Travel macro accolade (similar to the Architect Commlink)
This lists the various unlockable zone teleportation powers so they don’t take up space in your power trays
Clicking the Fast Travel icon will open up this menu
Powers that are on cooldown or that you do not own (or have no charges of) will be greyed out
Portal powers (e.g. Ouro) will be automatically summoned at your feet so you don’t need to click again
Each option has a keyboard shortcut whilst the menu is open (the white letters)
You can also use /popmenu FastTravel in a keybind, macro, etc to access this menu
e.g. /bind t popmenu FastTravel will open this menu when you press T, so pressing “T, O” will quickly open an Ouro portal at your feet
Base Teleportation
The internal command /enterbasefrompasscode has been fixed, and now requires that you be able to enter a base normally before using it (this was always the intended functionality of the command), which includes any of the following:
Being within 45 feet of a base portal (including base portals summoned by the new powers detailed below)
Being anywhere inside a Supergroup base
Using Long Range Teleporter, Base Transporter (P2W) or Monitor Duty Teleporter (Day Job)
The command remains available to use until you move 20 feet from the location you used the power, or until you activate another power
The base teleportation network now includes many new zones, including zones in Praetoria and The Shadow Shard
In total, 16 new base portals have been added, and 7 new base beacons have been added (see the complete list below)
The only zones not included are time travel zones (e.g. Cimerora), a few small bases (e.g. The Midnighter Club), Hamidon zones, and layers of other zones (e.g. Underground Imperial City)
This same list of zones is also used by Long Range Teleporter
New powers which summon portable base portals have also been added (see below for more info)
Base teleportation is now more streamlined and consistent
Every zone with a base beacon now also has a base portal
Base beacons now drop you at the base portal instead of at a random location (Long Range Teleporter also uses the base portal locations)
Several base portals have been moved to more convenient locations
Base portals no longer have collision, so you can’t get stuck inside them
The Base Transporter P2W power has had its cooldown reduced from 30 minutes to 10 minutes, and Long Range Teleporter can also take you to your base
Base portals in the Rogue Isles are now red, and the new Praetorian base portals are gold
Complete Base Portal List
Paragon City
Atlas Park
Kings Row (Base Portal moved down to ground level)
The Hollows (Base Portal added)
Perez Park (Base Portal added)
Skyway City (Base Portal moved up to the small park with Synapse and Mynx, near the Monorail)
Steel Canyon
Boomtown (Base Portal added)
Faultline
Talos Island
Striga Isle (Base Portal added)
Independence Port (Base Portal moved slightly to be right next to the Monorail, allowing easy access to both sides of the zone)
Terra Volta (Base Portal added)
Croatoa
Brickstown
Crey’s Folly (Base Portal added)
Founders’ Falls
Eden (Base Portal added)
Rikti War Zone
Kallisti Wharf
Peregrine Island (Base Portal moved down to ground level)
Dark Astoria
Extradimensional
Pocket D
Cascade Archipelago (Base Portal & Beacon added)
Firebase Zulu (Base Portal & Beacon added)
The Chantry (Base Portal & Beacon added)
The Storm Palace (Base Portal & Beacon added)
The Rogue Isles
Mercy Island
Port Oakes
Cap au Diable
Sharkhead Isle
Nerva Archipelago (Base Portal moved slightly to be right next to the Black Helicopter line, allowing easy access to both sides of the zone)
St. Martial
Grandville (Base Portal moved down from the top of the tower to the main square)
Praetoria
Imperial City (Base Portal & Beacon added)
Neutropolis (Base Portal & Beacon added)
Nova Praetoria (Base Portal & Beacon added)
First Ward (Base Portal added)
Night Ward (Base Portal added)
The following zones have had their beacons removed:
Echo: Dark Astoria
These beacons will now be directed to Dark Astoria
Echo: Galaxy City
These beacons have been destroyed by an energy spike of unknown origin
Note: Both of these zones can still be accessed through Ouroboros
New Supergroup Portal Power
Supergroup Portal (New P2W Power)
Available from P2W for 10 million influence
Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone)
10 minute cooldown, unaffected by global recharge buffs
Cannot be used in Tutorial or PvP Zones
Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc)
Other Teleportation Powers
Base Transporter (P2W Power)
Recharge time reduced from 30 minutes to 10 minutes, and is no longer affected by global recharge buffs
Activation time reduced from 17s to 2s in PvE (still longer in PvP)
If you activate Base Transporter and do not use it, the cooldown will begin counting down but the power can still be used again until you zone
This uses the same behaviour listed above under Long Range Teleporter
Ouroboros Portal
Can now be summoned and entered from level 1, rather than level 14, and is much simpler to earn (see the badges section for more info)
Can now be summoned whilst flying (but must still target the ground)
Now lasts 2 minutes instead of 5 minutes, but will remain in place after you leave the zone
Can no longer be used inside mission maps while the “No Temporary Powers” flag is enabled (e.g. during Master Of attempts)
Summoning an Ouroboros Portal will now remove other summoned Ouroboros Portals within a 15ft radius (to avoid blocking contacts, doors, etc)
Can now be used in Ouroboros
This was a side-effect of allowing base portals to be summoned in Ouroboros, and any Ouroboros portals summoned within 15ft of the static Ouroboros portals in Ouroboros will be instantly destroyed (Supergroup portals are not affected by this)
Team Transporter (P2W Power)
Can now be summoned whilst flying (but must still target the ground)
This power has a new icon to match the other prestige teleportation powers
Mission Transporter (P2W Power)
Activation time reduced from 15s to 10s
This power has a new icon to match the other prestige teleportation powers
Assemble the Team (P2W Power)
This power has a new icon to match the other prestige teleportation powers
Auction House Teleporters
The purchasable Auction House teleporter powers have been removed from the Auction House
These powers had numerous bugs, and teleporting directly to the auction house isn’t that useful with the /ah command available
Day Job Teleportation Powers
These Day Job powers have been shuffled around:
The Monitor Duty Teleporter (teleport self to base) power can now be earned by logging off near a base portal, and no longer requires the Rapid Response Member Accolade
The Monitor Duty badge speeds up earning charges of this power, in line with other basic day job powers
Rapid Response Portal is a new day job power which summons a base portal, and is now earned by logging off near a base portal with the Rapid Response Member Accolade
With the Accolade you will earn charges of Monitor Duty Teleporter and the Rapid Response Portal
The old Monitor Duty day job (which a long time ago granted a Prestige buff, but now grants a Brain Storm bonus) was previously awarded for logging off near a base portal, but is now earned by the Day Trader (Wentworth’s) and Marketeer (Black Market) day jobs
The old Day Trader / Marketeer Teleporter day job powers can no longer be earned
Monitor Duty Teleporter
This power has been renamed from Base Teleporter to Monitor Duty Teleporter (to match the badge it is connected to)
Recharge time reduced from 600s to 30s (this would be 0s, but we wanted to prevent accidental double usage as this power has limited charges
Activation time reduced from 17s to 2s in PvE (still longer in PvP)
Rapid Response Portal
Summons a base portal on the ground that lasts for 2 minutes (even after you leave the zone)
90 second cooldown
Cannot be used in Tutorial or PvP Zones
Summoning a base portal will remove other summoned portals within a 15ft radius (to avoid blocking contacts, doors, etc)
TUNNEL Network
The Hero and Villain TUNNEL networks have been merged together
Vigilantes and Rogues will now see both Hero and Villain zones in the list
Heroes, Villains, Vigilantes, Rogues and Praetorians can now all use the same portals in co-op zones
TUNNEL can now be used by Praetorians
Praetorians will only be able to access zones in Praetoria
Free Fire Zone (PvP) Helicopter Line
All helicopters to and from PvP zones are now connected (including new helicopters in Siren’s Call near the hero hospital and in Peregrine Island near the arena)
You can also use it to travel between the connected PVE zones, but only those that match your current alignment
More information about these changes can be found in the Zone Travel Updates thread. Please also use the Zone Travel thread for any feedback related to these changes.
Enhancements
Enhancement Upgrade Button
Added an Upgrade button to the bottom left of the Enhancements screen
This will upgrade all your store-buyable enhancements to +3 of your level, to a maximum of level 50
It costs the same as purchasing the enhancements from a store, and it will not change the enhancement type; a low level DO will be upgraded to a high level DO, not a SO.
Combined enhancements will be replaced following the new Enhancement Combining rules described below
This means a level 48++ SO will be “upgraded” to level 50 and charge full price
Enhancement Combining
Combining enhancements now increases their level directly, instead of a combined level enhancement (ie: 33 instead of 32+1)
This means you can, through combination, get Titan, Hydra and Hamidon enhancements all the way to level 53
Existing combined enhancements are not affected, but another combination will increase their level and remove the combinations
Acquiring Enhancements
Single Origin enhancements can now be purchased from vendors at levels 5, 10, 15 and 20
This is meant to equalize the availability of those enhancements at low levels, which currently are mostly obtained through farming the Death From Below trial
DOs can now be purchased from vendors at levels 5 and 10, just for parity
TOs have been removed from regular vendors but can still be purchased from the Supergroup Base enhancements vendor if you’re into that kind of thing
Story Arc rewards that used to drop TOs and DOs will now always drop a SO of your origin
TOs and DOs will still drop from other sources as vendor trash
The tutorial zones now reward the player with Talisman of the Initiate (Damage) SOs instead of Damage TOs
Introductory tasks from City Hall reward the player with Damage SOs of their origin instead of Damage TOs
The Shop Keeper and Smuggler day jobs will now always award a SO
AoE Enhancement Set Categories
“Targeted AoE Damage” sets are now “Ranged AoE Damage” sets
“PBAoE Damage” sets are now “Melee AoE Damage” sets
These rules were already almost universally followed – no changes to which powers can accept which sets have been made at this time
Yin’s Market
Yin’s Talisman enhancements can now be used by characters of all origins and are available at level 5, 10, 15 and 20
They are also cheaper than SOs of the same level to purchase from Mr. Yin, although they will cost the same to upgrade
Yin’s Talisman enhancements now use a fancy golden border
There are currently no plans to make those enhancements available to Villains or Praetorians, as the store unlock is a reward for the Faultline arcs
Those characters can purchase the enhancements from the auction house, receive them via character email, or store and retrieve them from Supergroup storage if they wish
Badges
Several new badges have been added to the game!
New Defeat Badges
Brass Hunter
Defeat 1000 Nemesis Jaegers
Green Machine
Defeat 100 Nemesis Warhulks
Brute Forced
Defeat 500 points worth of Rularuu Brutes
Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges
Winged Nuisance
Defeat 500 Rularuu Natterlings of any rank
Running on Empty
Defeat 200 Malta Sappers
Womp Womp
Defeat 100 Immature Paragon Protectors
Assault and Battery
Defeat 50 Freakshow Super Stunners
New Story Arc Badges
The Uncivil War
Complete Agent Watkins’ arc
Patient Zero
Complete Doc Buzzsaw’s arc
Containment Specialist
Earned in Agent Watkins’ arc (Not going to spoil it here)
Went Off Script
Earned in Agent Watkins’ arc (Not going to spoil it here)
The Greater Good
Earned in Agent Watkins’ arc (Not going to spoil it here)
Tarnished Star
Earned in Doc Buzzsaw’s arc (Not going to spoil it here)
Other New Badges
On the Shoulders of Giants
Located in Kallisti Wharf
Behind Enemy Lines
Complete at least one door mission in Bloody Bay, Siren’s Call and Warburg (one mission per zone)
Existing Badges
Passport
Moved from Events to Accolades, and no longer awarded automatically on character creation
Now unlocked by earning either:
An exploration accolade in any zone with a Base Portal (see “Complete Base Portal List” above), or
The Pocket D VIP Gold Club Member badge (for spending 1 hour in Pocket D)
Grants the Long Range Teleporter accolade power
Hint text has been updated to explain exactly how you earn Long Range Teleporter
Pocket D VIP Gold Club Member
No longer unlocks the Pocket D VIP Pass power
Now unlocks Pocket D as a Long Range Teleporter destination (and unlocks Long Range Teleporter if you don’t already have it)
Loyal Customer
This badge now has new artwork (previously it was using the same artwork as the Air Pirate badge)
Unabashed
Can now be acquired in the instanced Rikti Mothership Raid instead of just in the zone version
Devilfish
Improved the reliability of this badge awarding when defeating Lusca
Along with awarding to anyone within X feet of Lusca dying, it now awards to anyone that receives kill credit (the normal method for awarding defeat badges)
Wincott’s Ally / Wincott’s Betrayer
Now correctly uses the Hazard Zone Exploration Accolade artwork
The exploration badges in The Hollows have also been updated to use the correct artwork
Burgermeister
Now shows as Burgermeisterin on female characters
Visionary
Changed from defeating 100 Rularuu Overseers bosses to 500 points worth of Rularuu eyes (Watchers, Observers and Overseers)
Bosses are worth 5 points, all others are worth 1, like the Praetoria and Dark Astoria defeat badges
Existing badge progress will be transferred (1 boss on the old tracker = 5 points on the new tracker)
Power Liberator / Master Thief
Moved from PvP to Accomplishment as the Cathedral of Pain Trial has no relation to PvP
Monitor Duty
No longer increases the rate at which you earn the Monitor Duty (Brain Storm Idea boost) day job power
Now increases the rate at which you earn the Monitor Duty Teleporter (Teleport self to base) day job power
Day Trader / Marketeer
No longer increases the rate at which you earn Day Trader Teleporter / Marketeer’s Teleporter day job power
Now increases the rate at which you earn the Marketeer (Brain Storm Idea boost) day job power
Rapid Response Member / Trouble Maker
No longer unlocks the Base Teleporter day job power (this power no longer requires unlocking)
Now unlocks the Rapid Response Portal (Summon supergroup portal) day job power
Entrusted with the Secret
Moved to the top of the Flashback badge list
Ouroboros Portals can now be summoned and entered by characters of any level
The requirements to earn this badge have been cleaned up:
Completing any Flashback story arc using the Pillar of Ice and Flame will award the badge
Completing any story arc given directly by a Mender will award the badge
Completing any of the following missions will award the badge:
Follow up on Holsten Armitage’s claim that Senator Dybalski has been kidnapped by Rikti
Defeat Ubelmann the Unknown in Ashwin Lannister or Laurie Pennington’s story arc
Recover the PsychoChronoMetron or Destroy the PsychoChronoMetron from Agent G
Find “The Magic Man” and recover the Devil’s Timepiece in Mercedes Shelton’s story arc
Meet with Botis during Vincent Ross’ story arc
Any mission with Professor Echo from Marshall Brass
Defeat Professor Echo when you encounter him during Pandora’s Box story arc
Confront Mender Silos in the final mission of the Pandora’s Box story arc
Travel to the ruined Cap Au Diable from the future in any Patron arc
Travel to the ruined Atlas Park from the Future in any Patron arc or the Lord Recluse Strike Force
Travel to the Dark Victory version of Atlas Park in Statesman’s Task Force
Entering any of the following zones will award the badge:
Cimerora
Ouroboros
Recluse’s Victory
Echo: Atlas Park
Echo: Galaxy City
Echo: Faultline
Echo: Dark Astoria
Echo: Rikti Crash Site
Entering one of these zones will also award the Ouroboros Portal power if you have somehow managed to lose it
PvP Updates
New PvP Accolades
Arena vendors now sell the following PvP-only fakkolades (fake knockoff accolades) for 10,000 influence each:
Veteran
Combined the four +HP / +End accolades
Indestructible
Combines Eye of the Magus / Demonic Aura and Elusive Mind
Supercharger
Copy of Geas of the Kind Ones / Force of Nature
Mind Games
Copy of Vanguard Medal / Megalomaniac
Nullifier
Copy of Crey CBX-9 Pistol / Stolen Immobilizer Ray
Justice
Copy of Call to Justice, the Hero alignment power, shares a cooldown with Rampage
Rampage
Copy of Frenzy, the Villain alignment power, shares a cooldown with Justice
Using a normal accolade will put the non-PvP version of it on cooldown (and vice-versa)
These can be deleted when you no longer want them
Normal accolade & alignment powers are now disabled in the Arena and in PvP zones
PvP Zone Vendors (All PvP Zones)
Added vendors selling the Arena temporary powers (which are now usable in PvP zones)
The Siren’s Call vendor still requires the zone event to unlock
PvP Zone Missions (Bloody Bay, Siren’s Call)
Missions in Bloody Bay and Siren’s Call are no longer limited to level 25 / 35 and can now be run all the way to level 50
Completing any door mission rewards the Veteran power
Completing any Longbow door mission rewards the Justice power
Completing any Arachnos door mission rewards the Rampage power
Completing the destroy / save outpost mission rewards the Indestructible power
Completing the plant / defuse bomb mission rewards the Supercharger power
Completing the kidnap / rescue officer mission rewards the Mind Games power
Completing the destroy / recover technology mission rewards the Nullifier power
Recluse’s Victory
All Incarnate powers apart from the Alpha slot are now disabled in Recluse’s Victory
Support AVs from the zone event now spawn at level 52 instead of level 54
Removed some references to Statesman (RIP)
Free Fire Zone (PvP) Helicopter Line
All helicopters to and from PvP zones are now connected (including new helicopters in Siren’s Call near the hero hospital and in Peregrine Island near the arena)
You can also use it to travel between the connected PVE zones, but only those that match your current alignment
PvP Power Restrictions (Arena & All PvP Zones)
PvP zones now obey the same rules as the arena when it comes to banning powers
This means that anything previously disabled in the Arena will now be disabled in PvP zones
Arena temporary powers now work in PvP zones
The following powers are now disabled in the Arena and in PvP zones:
Most Mayhem / Safeguard powers
Empowerment Station buffs crafted in bases
Most Day Job powers
Cathedral of Pain buffs
Various prestige / temporary powers
Complete list of disabled powers:
Increase_Recovery (from Mayhem/Safeguard)
Mayhem_Increase_Movement_Speed
Mayhem_Increase_Endurance
Mayhem_Increase_Health
Mayhem_Increase_Regeneration
prestige_InspirationGrant (Inner Inspiration)
Cryonite_Armor
Wedding_Band
Wedding_Band_FB
Mayhem_Cryonite_Armor
Mayhem_Store_Kinetic_Shield
Vanguard_Psionic_Shield
Invention_Kinetic_Dampener
Alt_LP_Kinetic_Dampener
Alt_Defense_Amplifier_1_hour
Alt_Defense_Amplifier_4_hour
Alt_Defense_Amplifier_8_hour
Alt_Offense_Amplifier_1_hour
Alt_Offense_Amplifier_4_hour
Alt_Offense_Amplifier_8_hour
Alt_Survival_Amplifier_1_hour
Alt_Survival_Amplifier_4_hour
Alt_Survival_Amplifier_8_hour
Alt_Frosty_Aegis
Day_Job_Movement_Increase_Lesser
Day_Job_Movement_Increase_Greater
Pilot_Lesser
Pilot_Greater
Day_Job_Increase_Regeneration_Lesser
Day_Job_Increase_Regeneration_Greater
Day_Job_Increase_Endurance_Lesser
Day_Job_Increase_Endurance_Greater
Day_Job_Increase_Recovery_Lesser
Day_Job_Increase_Recovery_Greater
Day_Job_Damage_Resistance_Lesser
Day_Job_Damage_Resistance_Greater
Day_Job_Psionic_Resistance_Lesser
Day_Job_Psionic_Resistance_Greater
Day_Job_ColdNegative_Resistance_Lesser
Day_Job_ColdNegative_Resistance_Greater
Day_Job_DPS_Buff_Lesser
Day_Job_DPS_Buff_Greater
Day_Job_Improved_Recharge_Time_Lesser
Day_Job_Improved_Recharge_Time_Greater
Combat_Shield
Increase_Attack_Speed (Empowerment Station)
Increase_Flight_Speed
Increase_Jump_Speed
Increase_Run_Speed
Increase_Perception
Grant_Invisibility
Smashing_Resistance
Lethal_Resistance
Cold_Resistance
Fire_Resistance
Energy_Resistance
Negative_Energy_Resistance
Toxic_Resistance
Psionic_Resistance
Endurance_Drain_Resistance
Slow_Resistance
Knockback_Protection
Knockback_Increase
Confusion_Resistance
Fear_Resistance
Disorient_Resistance
Hold_Resistance
Immobilize_Resistance
Sleep_Resistance
Arachnos_Power_Shield
I22_MissionReward_BoonSunXiong
The_Perfect_Eye
The_True_Furnace
Heart_of_a_Storm_Elemental
Anger_Monument
Crystal_of_Resilience
The_Atlas_Medallion
Super_Patriot
Freedom_Phalanx_Reserve
Task_Force_Commander
Portal_Jockey
Crey_CBX-9_Pistol
Eye_of_the_Magus
Vanguard_Medal
Geas_of_the_Kind_Ones
Marshall
High_Pain_Threshold
Born_In_Battle
Stolen_Immobilizer_Ray
Demonic_Aura
Megalomaniac
Invader
Force_of_Nature
Iron_Man
RIWE_Accolade_Power
GRHeroAlignmentPower
GRVigilanteAlignmentPower
GRRogueAlignmentPower
GRVillainAlignmentPower
Invention_Recovery_Serum
Alt_LP_Recovery_Serum
Alt_Frost_Bite_Granter
Alt_Frost_Bite
Alt_Winter_Ward
Flames_of_Prometheus
Other PvP Powers Changes
Trick Arrow
See the Trick Arrow section above
Fast Snipes
No longer grant a +50% range buff in PvP
Empathy / Pain Domination
Absorb Pain: -Heal / -Regeneration reduced to 50% in PvP
Share Pain: -Heal / -Regeneration reduced to 50% in PvP
Temporary Powers
Envenomed Dagger’s regeneration debuff is now Scale 1.0 non-stackable when used against players
-Jump Adjustments
Several adjustments to -jump powers in PvP have been made:
The following powers have been set to Scale -1 Melee_Jump in PVP:
Mastermind_Pets.Spec_Ops.Web_Grenade
Villain_Pets.Arachnobot_Blaster.Web
Villain_Pets.Toxic_Tarantula.Web
Temporary_Powers.Day_Job_Powers.Web_Weaver_Grenade
Temporary_Powers.Temporary_Powers.Web_Grenade
Temporary_Powers.Temporary_Powers.SC_Store_Web_Grenade
Temporary_Powers.Temporary_Powers.Mayhem_Web_Grenade
Temporary_Powers.Temporary_Powers.Alt_Web_Grenade
Mastermind_Pets.Spec_Ops.Web_Grenade
Villain_Pets.Arachnobot_Blaster.Web
Villain_Pets.Arachnobot_Disrupter.Web_Spitter
Villain_Pets.Toxic_Tarantula.Web
The following powers have been set to Scale -1.5 Melee_Jump in PVP:
Blaster_Support.Gadgets.Web_Grenade
Blaster_Support.Tactical_Arrow.Electrified_Net_Arrow
Epic.Blaster_Mace_Mastery.Web_Envelope
Epic.Blaster_Mace_Mastery.Web_Cocoon
Epic.Brute_Mace_Mastery.Web_Envelope
Epic.Corruptor_Mace_Mastery.Web_Envelope
Epic.Corruptor_Mace_Mastery.Web_Cocoon
Epic.Mastermind_Mace_Mastery.Web_Envelope
Epic.Mastermind_Mace_Mastery.Web_Cocoon
Epic.Sentinel_Mace_Mastery.Web_Envelope
Epic.Sentinel_Mace_Mastery.Web_Cocoon
Epic.Stalker_Mace_Mastery.Web_Cocoon
Epic.Weapon_Mastery.Web_Grenade
Epic.Weapon_Mastery_Stalker.Web_Grenade
The following powers have been set to Scale -2 Melee_Jump in PVP:
Epic.VEAT_Mace_Mastery.Web_Envelope
Arachnos_Soldiers.Arachnos_Soldier.WS_Wide_Area_Web_Grenade
Controller_Buff.Traps.Web_Grenade
Corruptor_Buff.Traps.Web_Grenade
Defender_Buff.Traps.Web_Grenade
Mastermind_Buff.Traps.Web_Grenade
Training_Gadgets.Bane_Spider_Training.Web_Cocoon
Epic.VEAT_Mace_Mastery.Web_Envelope
The following powers have been set to Scale -2.5 Melee_Jump in PVP:
Controller_Buff.Trick_Arrow.Entangling_Arrow
Corruptor_Buff.Trick_Arrow.Entangling_Arrow
Defender_Buff.Trick_Arrow.Entangling_Arrow
Mastermind_Buff.Trick_Arrow.Entangling_Arrow
Pets.StickyArrow_Blaster.StickyArrow
Redirects.Trick_Arrow.GlueArrow
The following powers now do direct -Jump instead of -Enhancement(Jump) in PVP:
Blaster_Support.Time_Manipulation.Time_Wall
Controller_Buff.Kinetics.Siphon_Speed
Corruptor_Buff.Kinetics.Siphon_Speed
Defender_Buff.Kinetics.Siphon_Speed
Mastermind_Buff.Kinetics.Siphon_Speed
Controller_Buff.Poison.Neurotoxic_Breath
Corruptor_Buff.Poison.Neurotoxic_Breath
Defender_Buff.Poison.Neurotoxic_Breath
Mastermind_Buff.Poison.Neurotoxic_Breath
Boosts.Attuned_Winters_Bite_F.Attuned_Winters_Bite_F
Boosts.Superior_Attuned_Winters_Bite_F.Superior_Attuned_Winters_Bite_F
The following power had its -Enhancement(Jump) reduced to 18s in PVP:
Blaster_Support.Ice_Manipulation.Shiver
Miscellaneous PvP Changes
Kicking a player from team during an Arena match now requires confirmation
Quitting an Arena team (via the quit button, /leaveteam or the Exit Map button) now requires confirmation
Fixed UI scaling for the “Score” button, and made it toggle the results window
Disabled the Quit button in Classic UI while on an Arena map
The arena map list is now sorted alphabetically
Fixed the minimap for Cage Match, Factory, Stadium, Atlas Park, Steel Canyon and Skyway City
New Arena Maps
9 new arena maps have been added.
Liberty Town (2-32 players)
A new arena map using an area from Founder’s Falls
Boomtown (2-16 players)
A new arena map using the construction site area of Boomtown
Ouroboros (2-10 players)
A new arena map featuring the destroyed version of Ouroboros
Last Bastion (2-16 players)
A new arena map set in a mostly-destroyed Praetoria
Praetorian Office (2-10 players)
A new arena map set inside a Praetorian Office
Industrial (2-16 players)
A new arena map set in an Industrial area
The old Industrial map is now named Factory
Council Earth (2-16 players)
A new arena map set on the Council Earth
Luna Square (2-16 players)
A new arena map set in a generic outdoor city area
Dam Interior (2-10 players)
A new arena map set inside the Overbrook (Faultline) Dam
Enhanced Gamepad Support
Added support for using the left and right triggers as modifiers with XInput
Added several convenience aliases for usage with keybinding
Virtual Mouse Mode
Implemented virtual mouse mode for XInput gamepads
Holding both triggers now enters virtual mouse mode:
The left stick moves the mouse pointer. This is analog, with a small amount of acceleration past halfway pressed
Moving the right stick up and down moves the mouse wheel
Moving the right stick left and right passes through to your normal binds, allowing you to turn the camera
The A/Cross button is the left mouse button
The B/Circle button is the right mouse button
The Y/Triangle button is the middle mouse button
The d-pad will snap your mouse pointer around the screen
The X/Square button will snap your mouse pointer to the center of the screen
New Gamepad-Related Slash Commands
/extra_modifiers [mod1] [mod2] [mod3] [mod4]
Allows setting up to four extra modifiers
These (currently) only work when no other modifier is pressed
Recommended for XInput users is /extra_modifiers LBumper RBumper
/controller_modifiers <first> <second>
Allows setting two controller buttons as modifiers
On non-XInput devices, when both of these are pressed together, the controller will enter virtual mouse mode
The arguments are the button numbers to use (from 1-24)
Recommended for XInput users is /controller_modifiers 7 8
(the two triggers, since these are currently hard-coded as virtual mouse mode on XInput)
/controller_vmouse <LMB> <RMB> [MMB] [Snap]
Configures virtual mouse mode buttons
By default, button 1 is the LMB and button 2 is the RMB – the other two are unset
Recommended for XInput users is /controller_vmouse 1 2 4 3
(which will give you the configuration from the above patch notes)
Map Changes
Minor tweaks and additions to Steel Canyon, Skyway City and Faultline for the new story arcs (contacts, mission locations, etc)
Pocket D
War Witch has been relocated to the ground floor of the club, just underneath her previous location
This change was made in order to minimize disruption to any roleplay going on in the upper floor
An entrance to Recluse’s Victory has been added to the Pocket D arena
DJ Zero doesn’t approve of fighting, so if you use this exit, there’s no way back to the club from Recluse’s Victory – you’re on your own
Kings Row
Under advisement from Vanguard, the Paragon City Council has demolished and sealed shut the former tunnel connecting Kings Row to Galaxy City and reinforced that section of the War Wall to protect the citizens of Kings Row after the strange energy spike that destroyed the teleporter network. The Kelly Graham Foundation has commissioned a new statue of Galaxy Girl to stand in the former location of the Hazard Zone gate, and a small ceremony was held with the former residents of Paragon Heights.
The tunnel that previously connected Kings Row to Galaxy City has been sealed
A new statue of Galaxy Girl stands where the tunnel used to be
This also fixes this area of the War Wall not turning off during Rikti Invasions
Minor updates and additions for the new story arcs
Independence Port
Minor updates and additions for the new story arcs
The power lines above Admiral Sutter’s helicopter have been moved
Siren’s Call
Rotated the entire zone by 90° in order to match the city map
Added a Free Fire Zone Helicopter to the top of the Hero hospital
Peregrine Island
Added a Free Fire Zone Helicopter near the Arena
Perez Park
Hazard lights added to the Galaxy City gate
Ouroboros
Can now be accessed at any level through an Ouroboros Portal (rather than 14+)
Cimerora
Can now be accessed at any level (rather than 35+) as long as you can access The Midnighter Club
Echo: Galaxy City
Closed the Perez Park gate
Added an Echo transporter (was previously using the monorail as an exit)
City Map
The old city cartographer has… retired
After 15 years, Brickstown is now the correct shape on the city map
Other Changes
Reduced invite blocking time after quitting a team or league to 5 seconds
Restored the classic “pshewwwww” sound when entering the game
Halloween salvage vendors (Annah in Croatoa, Granny Beldam in Nerva Archipelago, Acantha in Imperial City) now have icons on the minimap
The basic version of Penelope Yin will no longer summon her gigantic pet outside of mission maps
This will prevent her from being difficult to talk to in Independence Port
Normalized LODInfo hashtable key names
This may address or at least rule out some possible causes of the crash upon changing graphics settings that some people are getting
Reduced the occurrence of the red ring cursor when choosing a teleport destination
It is now possible to teleport to some locations even if the camera loses line of sight to the player
/petition no longer requires you to type the subject into the command, you can just type “/petition” on its own to open up the petition window
The Tips tab is now visible for all characters regardless of level or dimension of origin
The alignment status panel will only appear for Primal Earth characters over level 20
This change currently has no use, it’s been added to support some upcoming content
Profanity Filter
Several outdated / reclaimed terms have been removed from the profanity filter
Several slurs have been added to the profanity filter
The profanity and copyright filter is now checked during character creation (this is the same behaviour as live – it just wasn’t activated)
New Command: /interact
Allows you to interact with objects in front of you as if they had been clicked
This includes contacts, doors, ouroboros portals, mission objectives, etc
Command: /powexec_location
Several improvements have been made to /powexec_location to make it more reliable when used with teleportation powers
Directional and terrain-following mode are more robust and less likely to stop short of the full distance
Target mode no longer requires line of sight to the target, so long as the target is in a location that is a valid teleport destination
Target mode no longer tries to occupy the same space as the target – instead it selects a location as close as possible to the target without being pushed away
Command: /window_scale
The /window_scale command takes the following new windows:
contactdialog to independently resize the window where contact give you mission descriptions and such
missionsearch to independently scale the AE mission search window
missionmaker to independently scale the AE editor window
Example usage: /windowscale contactdialog 2 to make it twice as big (accepts anything from 0.65 to 2)
Popmenus
The “LockedOption” structure in popmenus now has three extra fields:
Icon – adds a small image to the left side of the text
PowerOwned – unlocks the entry if this power is owned, regardless of state
PowerReady – unlocks the entry if this power is owned, enabled, and recharged
Mission: The Strongest Bond
This is the fourth and final mission given by the contact Ward, in the Night Ward, notorious for unrecoverable team wipe situations due to the location of the in-mission hospital
Gurneys moved to roof of mansion in order to buy you some time
An Acolyte of Repulsion wards the roof with a Dispersion Bubble and a Force Bubble, but their power is so strenuous and difficult to maintain that they are incapable of doing anything else
The Acolytes of Soothing, fragile but helpful, stand ready to assist with sweet nothings of periodic minor healing, but their devotion to your wellbeing renders them incapable of anything else
In the spirit of the original encounter, enemies are designed to chase you – this has not changed, we have simply provided the means for you to tip the scales in your favour.
Bug Fixes
You should no longer see erroneous messages about adding slots to certain temporary powers while levelling up
The double Duray fight in the Sutter Task Force should no longer fail to complete properly
Fixed an issue on the Portal Corp tech lab variant map in which certain objective placements would cause them to be almost entirely buried in geometry
You won’t need to dig around for buried glowies anymore, but you are still on a Dr. Q…
Minor geometry fixes to Siren’s Call, Talos Island, Port Oaks and Atlas Park
Fixed an issue that caused Ouroboros portals to occasionally be targetable when summoned by a villain
Fixed an issue that caused the base portals in Recluse’s Victory to count towards the Duty Monitor (supergroup base) day job, and block the Predator (PvP zone) day job
Fixed the mission reward for levels 10 to 14 missing Pool B invention recipes
Tutorial missions in Outbreak and Breakout can no longer be abandoned
Fixed an issue that caused the glass on police drone sirens to not render correctly
Fixed the Lost Curing Wand sometimes revoking too early (and sometimes not revoking at all) during Montague Castanella’s story arc
Powers & Enhancements Bug Fixes
Procs that inflict damage should no longer auto-hit even if slotted in powers that auto-hit foes. This applies to:
Enhancements
Incarnate: Hybrid
Note: this already applied to Incarnate Interface procs, nothing changes there
Fixed recipe name for Encouraged Accuracy: To Hit Buff
Dual Pistols:
AoE powers no longer grant Defiance for every target hit
Single target powers no longer grant double Defiance
Hail of Bullets (Blaster): Fixed an issue where the blaster version of this power would not trigger the base lethal damage in PvE
Savage Melee (Scrapper & Stalker): Fixed numerous errors with critical hits
Many powers had incorrect crit values or would not crit in PvE, PvP or both
Sentinel > Vulnerability: Will no longer spam floating messages when triggered
Dark Miasma > Tar Patch: Was recently flagged to ignore resistance – this was not intended and has been fixed
Enhancements > Gaussian’s Synchronized Fire Control:
All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7
The set is documented to be 20-50 level range
Enhancements > Performance Shifter:
All enhancements in this set should now require level 17 to be slotted, instead of half the set being available at level 7
The set is documented to be 20-50 level range
All powers that provide +Stength buffs (e.g. Power Boost, Power Up) are now set to ignore strength buffs
This resolves unintended issues of chained +strength buffs applying buffs multiplicatively, instead of additively
Epic > Mastermind | Blaster > Oppressive Gloom: Self damage will no longer variate based on enemy level
Temporary Powers > Ethereal Shift: This power no longer ignores NoPhase
Dark Miasma | Dark Affinity > Twilight Grasp: Fixed a bug where tintable versions of this power would not play the healing sound or FX
Blaster > Fire Blast > Blazing Bolt: The slow version of this power was giving the player a 100% range buff instead of 50% – This has now been corrected
Scrapper | Brute > Energy Aura > Energy Cloak > Fixed a bug where the stealth was not suppressing in combat, preventing the taunt aura from working
Blaster > Assault Rifle > Sniper Rifle > Text description no longer claims there is a bonus when using Targeting Drone. This bonus was depreciated long ago with the Devices changes
Dominator > Martial Combat > Masterful Throw > This power should now accept ToHit Debuff sets and enhancements
Dominator > Savage Assault:
Attacks should now grant bonus Domination Meter in PvP
Feral Charge is now flagged as AoE instead of Melee
Radiation Melee | Assault > Radiation Siphon > This power no longer states it has an arc, or radius
Fixed a bug with certain powers which provided a stacking buff that was meant to be replaced (e.g. Invincibility)
Sentinel > Dark Armor > Obscure Sustenance: Buffs from this power should now ignore enemy level differences
Standardized the formula used for non-incarnate procs – this impacts the following procs when used on a power that is above 20s recharge time:
Opportunity Proc
Envenomed Blades
Frostbite
Dominator > Electricity Assault > Static Discharge: Now takes End Modification sets and enhancements
Dominator > Savage Assault > Feral Charge: This power now clearly states it is an AoE attack
Brute | Tanker > Martial Arts > Eagle’s Claw: Damage buff from this power should no longer be affected by enemy level
Sentinel > Ice Armor > Frost Protection: This power should now accept recharge enhancements
Sentinel > Ice Armor > Moisture Absorption: This power should now be flagged as an AoE attack, not a Ranged attack (This only affects ToHit checks)
Stalker > Willpower > Reconstruction: This power now accepts resistance enhancement sets
Tanker > Stone Armor > Earth’s Embrace: Heal in this power has been flagged to ignore resistances, as all other Armor Set self-heals