Patch Notes/2012-08-08 Beta

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This information contains features from the Issue 24 beta that have been released on Homecoming.

12.08.08 Build 2400.20120806XXXX.X

  • 12.08.08 Initial Beta Release

'Issue 24: Resurgence'

COMBINED

New Tier 9 VIP Costume Set - Tech Knight

Please note that the Tech Knight Costume Set will not initially be available on VIP Beta. It will be included in a later patch.

New Powers

Pool/Epic Power Customization

  • Powers found in Power Pools, Epic Pools and Patron Pools are now customizable. You can use the tailor to customize their colors and FX settings.

Martial Assault Power Set

  • Martial Assault combines aspects of Martial Arts and Ninjitsu to allow you to assault your foes with heavy hitting kicks and various shuriken attacks. Martial Assault is a Melee/Ranged Damage Power Set exclusively available to Dominators.

Martial Combat Power Set

  • Martial Combat combines elements of Martial Arts, Ninjitsu, and Time Manipulation into combat abilities reminiscent of “gun-fu” action movies. Channel Ki Energy to move with preternatural speed or to smash foes, Martial Combat is a Melee/Ranged Damage Power Set exclusively available to Blasters.

Patron Power Pool Symbols

  • Added Minimal FX options (without symbols) for the following powers:
    • Leviathan Mastery – Shark Skin
    • Mace Mastery – Scorpion Shield
    • Soul Mastery – Oppressive Gloom
    • Soul Mastery – Dark Embrace

New Zone Content

Brickstown

  • New Zone Event "Prison Break"

It's been a long time coming - the superpowered prisoners have finally broken out of the Zig! Heroes fight alongside the PPD as prisoners break out of Zigursky, followed up by a visit from Freakshow. Eventually the superpowered "Arches" emerge with their henchmen in one last attempt at sweet, sweet freedom. One of three temporary powers can be salvaged from the event - a Prisoner Sub-Machine Gun, a PPD Grenade Launcher, or a Freakshow Shotgun. These temporary powers can be owned at the same time and will expire after a day of real time.

St. Martial

  • New Zone Event "Family Raid"

Longbow is raiding one of the Family casinos in the Jackpot for illegal weapons! Villains can stop Longbow's raid, then loot the Family's casino for themselves to receive one of three temporary powers - a Family Tommy Gun, a Carnival of Shadows Tamborine, or a Tsoo Kama. These temporary powers can be owned at the same time and will expire after a day of real time.

  • Kings Row: The Paladin event in Kings Row now only displays its UI while you are in the High Park neighborhood.
  • Dark Astoria: Fixed an issue where mission doors were being assigned to Echo: Dark Astoria
  • Moved a plaque and geometry so that no clipping occurs.
  • TUNNEL system displays properly for Heroes and Villains in Praetorian zones.

Kings Row

  • New Zone Event "Shining Star Showdown"

The Clockwork King has set up a Psionic Brass Network in High Park and unleashed the Paladin to wreak havoc throughout Blue Steel's home neighborhood! Help the Shining Stars defend Kings Row by destroying the network and taking down the Paladin before it can do irrevocable damage to the area! Completing this Zone Event will award the player with the Knight Errant badge, as well as a miniature Clockwork Paladin to use in battle.

Kings Row 7-20

Heroes from level 7 to 20 will work with the citizens of Kings Row to put a stop to the rising epidemic of Superadine use and form the New Regulators. The leaders of the Skulls, the vicious Petrovic family, will be brought to justice to answer for their many and heinous crimes.

Brickstown 30-50

Heroes above level 30 will work together with Provost Marchand to help with the evacuation of Praetoria and the formation of a new supergroup, the New Praetorians! However, there is still unfinished business left with Praetoria, along with a group from Primal Earth that wishes to take advantage of the current evacuation!

St. Martial 30-50

Villains above level 30 discover a bit of inside information regarding plans that Arachnos has to loot Praetoria before its destroyed by the Hamidon. There's a chance, however, that the villains can get to a portion of Praetoria before Arachnos and take whatever is left for themselves! Villains will find something surprising left over, something that can help them with their own goals in the Rogue Isles!

Incarnate Arc

Players who have earned their Alpha Slot will gain access to Number Six, one of Vanguard's top scientists. He has been authorized to request help from Incarnates regarding the evacuation of a high profile site outside of the main city of Praetoria. This story arc takes place after the events of Issue 22 and Issue 23, but can be played without completing the previous arcs.

Villain Groups

Issue 23's villain groups have been added to Mission Architect. These cost no tickets to unlock and are freely available to use:

  • Animus Arcana
  • Black Knights (Standard and Incarnate versions)
  • The Drudges
  • Spirit Stalkers (Standard and Incarnate versions)

Badges

  • Removed the extraneous word "Badge" from the hero title for the Sister Psyche's Comrade badge.

Loading Screen Tips

  • Fixed an issue where the Ms. Liberty Task Force was called the Back Alley Brawler Task Force.

USER INTERFACE

Cursor QOL Request

  • Added a slider that allows the player to increase the size of the cursor. The cursor can be increased to a maximum of double its default size. Some computers do not support this feature. If your computer does not support this feature, the cursor's size will not change when you change the slider. This information is stored on a per-character basis. If you play the same character on multiple computers, some of which support increased cursor size, and some of which don't, the computers that support the increased cursor sizes will display the increased cursor size while the computers that do not support it will display the standard cursor size.

POWERS

Power Pools

The non-travel power pools have all received an additional 5th power which can be trained at level 14, provided you have also trained any two other powers in that pool. Additionally, several pools have had their powers revamped in an effort to increase their appeal. The list of all additions and changes includes:

Presence Pool

  • Revamped 1st Power: Pacify - You attempt to use your charisma and charm, or physically imposing presence, to "persuade" a single target that you're not a good choice to fight. This power has changed from a Single Target Taunt to a Single Target Placate. This Placate is weaker than the standard Stalker placate and will not hide the caster.
    • Pacify will no longer accept Taunt Enhancements.
  • Changes to 3rd Power: Intimidate - The endurance cost of this power has been reduced to 10 Endurance. The main PvE fear effect is now 3 Mag and the bonus fear effect has a 30% chance to add an additional 1 Mag fear. For Dominators, the bonus fear has increased from 2 Mag to 3 Mag. The power is now also checked against Ranged and Psionic. No changes have been made to the PvP components of this power.
  • Changes to 4th Power: Invoke Panic - The endurance cost of this power has been reduced to 18 Endurance. The main PvE fear effect is now 3 Mag, affecting up to 10 targets in a 20' sphere. The base accuracy is now 0.9x. For Dominators, the bonus fear has increased from 2 Mag to 3 Mag. No changes have been made to the PvP components of this power.
  • New 5th Power: Unrelenting - You've given your opponents a chance to back down, but they just didn't take the hint. You transform into a force to be reckoned with. This power grants a 30s boost to your damage potential, attack speed and recovery. Additionally, you will gain an unenhanceable Heal over Time. If this power is used when you've been defeated, Unrelenting will bring you back into the fight.
  • No changes were made to the following powers: Provoke.

Fighting Pool

  • New Mechanic: Synergy - Fighting Pool's attack powers will now improve when you train more of the attack powers within the pool. Affected powers include Boxing, Kick and the new Cross Punch. Additionally, training Fighting pool powers will grant exclusive bonuses to Brawl.
  • Changes to 1st Power: Boxing - ownership of Kick will increase this power's damage and its chance to stun. Ownership of Cross Punch will increase this power's damage and add an EndDrain/Recovery debuff effect to the target. Owning this power adds a chance for Brawl to apply attack speed and/or chance to hit debuffs to the target. Owning both Boxing and Kick doubles the strength of the Brawl debuff, but not the chance for it to apply.
  • Changes to 2nd Power: Kick - ownership of Boxing will increase this power's damage and increase its chance to knock the target down. Ownership of Cross Punch will increase this power's damage and add an EndDrain/Recovery debuff effect to the target. Owning this power adds a chance for Brawl to apply attack speed and/or chance to hit debuffs to the target. Owning both Boxing and Kick doubles the strength of the Brawl debuff, but not the chance for it to apply.
  • New 5th Power: Cross Punch - You are an exceptionally capable fighter, striking out at your opponents in a quick, sharp blow that causes smashing damage. Ownership of Boxing will increase this power's damage and cause a small attack speed and accuracy buff on the caster when Cross Punch connects. Ownership of Kick will also increase this power's damage and cause a similar buff on the caster. Owning both Boxing and Kick doubles the strength of this buff. Owning this power adds a chance for Brawl to apply regeneration and/or recovery debuffs to the target.
  • No changes were made to the following powers: Tough, Weave.

Medicine Pool

  • Changes to the 1st Power: Aid Other - ownership of the 5th power in the Medicine Pool, Field Medic, will remove the Interrupt time from this power, allowing it to be cast immediately.
  • Revamped 2nd Power: Injection - in addition to its current role as an ally targeted buff, this power will gain the ability to be cast on a foe. When used on a foe, this power will cause reduce their attack speed, chance to hit and damage potential for 15s. The power's range has been increased to 40' and its interrupt has been removed. Additionally, the animation has changed and recharge slightly increased for a net lengthening of the cycle time, from 2.93s/10s to 1.46s/12s.
    • Injection will no longer accept Interrupt Time Enhancements.
  • Changes to the 3rd Power: Aid Self - ownership of the 5th power in the Medicine Pool, Field Medic, will add an EndGain effect to this power, healing raw Endurance for a short time.
  • New 5th Power: Field Medic - You are an exceptionally skilled healer in the midst of combat. In addition to the passive bonuses granted to Aid Other and Aid Self automatically by owning this power, this power can be used to substantially increase your Healing Power and Healing Effectiveness temporarily.
  • No changes were made to the following powers: Resuscitate

Concealment Pool

  • New 5th Power: Misdirection - You are a master of stealth, capable of manipulating your foes into believing you simply are not there. This power is a PBAoE Placate that can affect up to 10 targets with a strong Placate. Additionally, the damage resistance of affected targets is reduced. This Placate does not hide the caster.
  • No changes were made to the following powers: Stealth, Grant Invisibility, Invisibility, Phase Shift.

Leadership Pool

  • New 5th Power: Victory Rush - You use the defeat of an opponent as an opportunity to rally your team, giving them a surge of adrenaline, boosting their recovery and lowering the endurance cost of powers temporarily. The strength of the buff applied to your teammates is unenhanceable and depends on the rank of the foe on which this power is cast, with Archvillains and Giant Monsters providing the largest bonus. No player can be affected by more than one Victory Rush bonus at a time, with the stronger effect always taking precedence. However, if a player does receive multiple applications of Victory Rush, these will persist and take over automatically when an earlier applied or stronger effect fades.
    • Victory Rush's recharge time cannot be enhanced.
  • No changes were made to the following powers: Maneuvers, Assault, Tactics, Vengeance.

Combined

Ranged Blast Sets

The below changes have been made to ranged blast Tier 9 "nuke" powers so that they use a more consistent damage:recharge ratio. For the time being Full Auto and Rain of Arrows have not been affected by this change.

  • Assault Rifle/Full Auto: This power now uses standard PvP damage calculations resulting in a moderate increase in damage against player targets.
  • Beam Rifle/Overcharge: Recharge reduced from 180 seconds to 125 seconds.
  • Dark Blast/Blackstar: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Dual Pistols/Hail of Bullets: Reduced this power's recharge from 120 seconds to 105 seconds.
  • Electrical Blast/Thunderous Blast: Reduced average damage scale from 4.25 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 170 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Energy Blast/Nova: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Fire Blast/Inferno: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Ice Blast/Blizzard: Slightly reduced this power's damage, reduced its recharge. Reduced recharge from 360 seconds to 170 seconds. Additionally, this power no longer has a 100% endurance and recovery crash.
  • Psychic Blast/Psychic Wail: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Radiation Blast/Atomic Blast: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Sonic Blast/Dreadful Wail: Reduced average damage scale from 4.88 to 4. This power now has a 100% chance to always deal its full damage. Reduced recharge from 360 seconds to 145 seconds. Additionally, this power no longer has a 100% endurance and recovery crash. It instead costs a base of 27.73 endurance and uses standard PvP damage formulas to calculate its damage, thus increasing its damage in PvP substantially.
  • Water Blast/Geyser: Recharge reduced from 205 seconds to 125 seconds.
  • Changed the Short Help Text on Blackstar and Atomic Blast to be syntactically consistent with other t9 nukes.

Absorb

  • Power Boost, Power Build Up, and other similar powers now also increase the strength of Absorb effects.

Sniper Improvement

  • Sniper Attacks Revamped Snipes - All Sniper powers now activate instantly if the user has 22% or higher bonus ToHit. If this condition is met, a yellow ring appears around the Sniper power indicating that it has become quickened and uninterruptible.

"Tier 3" Blasts

  • Increased range on strong single target powers - The range of many single-target powerful attacks in these power sets has been increased from 40 or 50 feet up to 80 feet.

Blasters

  • Darkness Manipulation:
    • Touch of Fear was using a scaling table for determining the duration of its Terrorize effect when used on players. This has been changed to a non-scaling table, like the Brute, Stalker and Tanker versions of this power.
    • Touch of Fear also gained a 30% chance for a "critical" 7s/1Mag Terrorize effect against PvE enemies, to maintain parity with Presence: Intimidate.
  • Mental Manipulation:
    • Scare was using a scaling table for determining the duration of its Terrorize effect when used on players. This has been changed to a non-scaling table. Additionally, the base duration of Scare's PvE Terrorize has been increased from 7s to 10s, while the base duration of Scare's player Terrorize has been reduced from 4s to 2s.
  • The Endurance Cost of all modified Blaster Secondary powers which now provide "sustain" has been reviewed. Click powers now have a very minor Endurance cost, while Toggles cost no Endurance to maintain.
  • All Blaster Secondary Powersets now contain one power that grants them survivability in and out of combat, or "sustain". This comes in the form of Regeneration, Healing over Time, or Absorb over Time.
  • Sustain Powers in all powersets can be picked by level 20.

The following powers have been retrofitted to include Sustain:

  • Darkness Manipulation: "Touch of Fear" has been renamed "Touch of the Beyond". It now has an 80 foot range and provides its user with a significant Regeneration and Recovery boost for 60 seconds whenever it hits a target.
  • Fire Manipulation: "Blazing Aura" has been renamed "Cauterizing Aura". It now provides the user with a moderate Heal each time it ticks, as well as a significant Recovery boost while it is active.
  • Ice Manipulation: "Chilling Embrace" has been renamed "Frigid Protection". Its range has been increased to 30 feet. It now provides the user with a moderate Absorb shield each time it ticks, as well as a significant Recovery boost while it is active.
  • Devices: "Cloaking Device" has been renamed "Field Operative". It now provides the user with a significant Regeneration and Recovery boost while it is active.
  • Electric Melee: "Lightning Clap" has been renamed "Force of Thunder". It now provides the user with a significant Regeneration and Recovery boost for 60 seconds whenever it is used.
  • Energy Melee: "Conserve Power" has been renamed "Energize". It now provides the user with a significant Regeneration and Endurance Discount boost for 60 seconds whenever it is used, along with a small upfront heal.

Brutes

  • Dark Melee: Touch of Fear gained a 30% chance for a "critical" 7s/1Mag Terrorize effect against PvE enemies, to maintain parity with Presence: Intimidate.
  • Staff Fighting/Innocuous Strikes: Fixed a bug that caused this power to deal much more damage than was intended in PvP.
  • Power Pool/Epic Pool Power Customization: Brute: Soul Mastery Epic Power Pool Bugs: Soul Tentacles now plays its continuing effects on affected targets. Darkest Night now animates properly and no longer roots the player after the cast animation is over. Effects no longer replay.

Scrappers

  • Fighting: Both Boxing and Kick in the Fighting pool were using Tanker attributes to calculate their PvP damage. These have been replaced with the Scrapper attributes, resulting in a slight decrease in damage.
  • Dark Melee:
    • Touch of Fear was using a scaling table for determining the duration of its Terrorize effect when used on players. This has been changed to a non-scaling table, like the Brute, Stalker and Tanker versions of this power.
    • Touch of Fear also gained a 30% chance for a "critical" 7s/1Mag Terrorize effect against PvE enemies, to maintain parity with Presence: Intimidate.

Soldiers of Arachnos: Arachnos Soldiers and Arachnos Widows

  • Fighting: Fixed a bug that caused both Boxing and Kick to do more damage than intended in PvP.
  • Flight: Fixed a bug that caused Air Superiority to do more damage than intended in PvP.
  • Leaping: Fixed a bug that caused Jump Kick to do more damage than intended in PvP.
  • Speed: Fixed a bug that caused Flurry to do more damage than intended in PvP.

Stalkers

  • Dark Melee: Touch of Fear gained a 30% chance for a "critical" 7s/1Mag Terrorize effect against PvE enemies, to maintain parity with Presence: Intimidate.

Tankers

  • Dark Melee: Touch of Fear gained a 30% chance for a "critical" 7s/1Mag Terrorize effect against PvE enemies, to maintain parity with Presence: Intimidate.

Miscellaneous

  • Failed Ritual: the debuff acquired for failing to correctly complete the ritual in the Red Widow arc has been decreased in duration from 20 hours to 20 minutes.

Defender Ranged Blast Pseudo Pets

  • Archery/Rain of Arrows: This power's damage has been reduced slightly, it was dealing an incorrect amount of damage.
  • Assault Rifle/Burn: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Defender damage mods.
  • Ice Blast/Ice Storm: This power's damage has been reduced, it was previously using Blaster damage mods. This power's slow effects have been increased moderately to match Defender mods.
  • Ice Blast/Blizzard: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Defender damage mods. This power's slow effects have been increased moderately to match Defender mods, also its To Hit debuff has been substantially increased to match Defender mods.
  • Fire Blast/Rain of Fire: This power's damage has been reduced slightly, it was dealing an incorrect amount of damage.

Corruptor Ranged Blast Pseudo Pets

  • Archery/Rain of Arrows: This power's damage has been increased very slightly, it was dealing an incorrect amount of damage.
  • Assault Rifle/Burn: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.
  • Ice Blast/Ice Storm: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.
  • Ice Blast/Blizzard: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods. This power's To Hit debuff has been moderately increased to match Corruptor mods.
  • Fire Blast/Rain of Fire: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.

Epic Powers

  • Controller/Fire Mastery/Rise of the Phoenix: The untouchable portion of this power no longer has a delay.
  • Dominator/Fire Mastery/Rise of the Phoenix: The untouchable portion of this power no longer has a delay.
  • Blaster/Flame Mastery/Rise of the Phoenix: The untouchable portion of this power no longer has a delay.
  • Stalker/Heat Mastery/Rise of the Phoenix: The untouchable portion of this power no longer has a delay.
  • Poisonous Ray: Continuing effects no longer play after the power expires on the target.

Corruptor

  • Beam Rifle/Overcharge: Reduced this power's scourge damage to deal 50% of the power's normal damage down from 100%.
  • Dark Blast/Blackstar: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Electrical Blast/Thunderous Blast: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Energy Blast/Nova: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Fire Blast/Inferno: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Psychic Blast/Psychic Wail: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Radiation Blast/Atomic Blast: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Sonic Blast/Dreadful Wail: Increased this power's scourge damage to deal 50% of the power's normal damage up from 25%.
  • Water Blast/Geyser: Increased this power's scourge damage to deal 50% of the power's normal damage up from 33%.
  • Archery/Rain of Arrows: This power's damage has been increased very slightly; it was dealing an incorrect amount of damage.
  • Assault Rifle/Burn: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.
  • Ice Blast/Ice Storm: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.
  • Ice Blast/Blizzard: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods. This power's To Hit debuff has been moderately increased to match Corruptor mods.
  • Fire Blast/Rain of Fire: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Corruptor damage mods.
  • Corruptor Full Auto's PvP damage has been considerably boosted to use the Corruptor PvP damage formula.
  • Corruptor Flamethrower's PvP damage has been increased by approximately 100%

Defender

  • Archery/Rain of Arrows: This power's damage has been reduced slightly, it was dealing an incorrect amount of damage.
  • Assault Rifle/Burn: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Defender damage mods.
  • Ice Blast/Ice Storm: This power's damage has been reduced, it was previously using Blaster damage mods. This power's slow effects have been increased moderately to match Defender mods.
  • Ice Blast/Blizzard: This power's damage has been reduced, it was previously using Blaster damage mods. It now uses Defender damage mods. This power's slow effects have been increased moderately to match Defender mods, also its To Hit debuff has been substantially increased to match Defender mods.
  • Fire Blast/Rain of Fire: This power's damage has been reduced slightly, it was dealing an incorrect amount of damage.

Stalkers

  • Claws/Build Up: Fixed a bug that caused this power to not increase Toxic damage dealt.

Dual Pistols

  • Dual Pistols/Pistols: This power will now cause minor fire damage over time if Incendiary Ammo is active, apply a minor slow if Cryo Ammo is active and apply a minor damage debuff if Chemical Ammo is active.
  • Dual Pistols/Empty Clips: Reduced this power's cast time from 2.5 seconds to 1.67 seconds.
  • Dual Pistols/Bullet Rain: Reduced this power's cast time from 2.4 seconds to 1.67 seconds.
  • Dual Pistols/Executioner's Shot: Reduced this power's cast time from 2.57 seconds to 1.67 seconds.

Spines

  • Spines/Barb Swipe: Reduced this power's cast time from 2.43 seconds to .83 seconds, increased recharge from 1.5 seconds to 3 seconds, increased endurance cost from 3.536 to 4.368 and increased damage from scale .7 to scale .84.
  • Spines/Lunge: Increased this power's recharge from 4 seconds to 6 seconds, increased endurance cost from 5.2 to 6.864 and increased damage from scale 1 to scale 1.32.

Peacebringers

  • Light Form: Light Form's recovery bonus now properly benefits from enhancements.

Origin Ranged Powers

  • Apprentice Charm, Taser Dart, Tranq Dart, Throwing Knives and Mutagen now have increased Accuracy and receive a substantial damage bonus at very low levels. This bonus completely drops off at level 15. This change is intended to help characters fill gaps in their early level attack chains.

Incarnate Powers

  • Fixed an issue where Doublehit would incorrectly calculate the area of effect of a given power, causing it to do slightly more damage than intended in AoE powers.

Lore Slot Expansion - Dark Astoria

Four new Lore Power Sets have been added. These Power Sets cover a selection of enemies from the core villain groups in Dark Astoria. These sets are open to all Incarnates and can be acquired regardless of participation in Dark Astoria.

  • Banished Pantheon (Creatures)
  • The Tsoo
  • Knives of Vengeance
  • Talons of Vengeance

General

  • Alpha Slot: Cardiac and Resilient Alpha powers which previously included Intangible Duration have had the Intangible component of their boosts replaced by Absorb strength. Equipping these powers will now boost the amount of Absorb given by all powers.
  • Destiny Slot: The +Special effect in many Clarion Destiny powers now also boosts the strength of Absorb effects

Lore Slot Adjustments

In conjunction with adding these new Lore Power Sets, existing Lore Power Sets have been reviewed and rebalanced to improve performance.

  • All - Removed Endurance Cost from all Lore pet powers.
  • Polar Lights LT - Increased damage of Northern Lights Bolt by 55%.
  • Polar Lights Boss - Lowered recharge of Northern Lights Bolt from 4 seconds down to 3.
    • Increased damage of Northern Lights Bolt by 30%.
    • Lowered recharge of Northern Lights Blast from 6 seconds down to 5.
  • Vanguard Boss - Lowered recharge of Life Drain from 8 seconds down to 5.
    • Increased initial damage of Life Drain by 64%.
    • Increased damage of Life Drain by an additional 50% by adding a Negative DoT component to it.
    • Increased healing of Life Drain by 64%.
    • Increased damage of Ice Blast by 30% by adding a Cold DoT component to it.
  • Rikti Boss - Increased recharge of Greater Rikti Sword from 7 seconds up to 8.
    • Increased damage of Mental Blast by 55% by adding a Psionic DoT component to it.
  • Nemesis Boss - Lowered recharge of Pummel from 4 seconds down to 3.
    • Increased damage of Pummel by 14%.
    • Increased recharge of Storm Cannon from 4 seconds up to 8.
    • Increased damage of Storm Cannon by 24%.
    • Increased recharge of Flamethrower from 6 seconds up to 20.
    • Increased damage per tick of Flamethrower by 244%.
  • Carnival Boss - Lowered recharge of Telekinetic Blast from 7 seconds down to 3.
    • Reduced damage of Telekinetic Blast by 14%, but increased the proportion of this damage that is dealt as Psionic damage.
    • Increased recharge of Mental Blast from 4 seconds up to 8.
    • Increased initial damage of Mental Blast by 100%.
    • Increased damage of Mental Blast by an additional 100% by adding a Psionic DoT component to it.
    • Increased damage per tick of Psionic Tornado by 85%.
  • Arachnos Boss - Increased damage of Venom Burst by 220%.
    • Increased damage of Claw Pierce by 54%.
  • Storm Elemental Boss - Lowered recharge of Lightning Bolt from 8 seconds down to 4.
    • Lowered recharge of Charged Bolts from 4 seconds down to 2.
    • Increased damage of Charged Bolts by 20%.
  • Robotic Drones LT - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3.
    • Increased damage of Plasma Cannon Blast by 7%.
  • Robotic Drones Boss - Lowered recharge of Plasma Cannon Blast from 4 seconds down to 3.
    • Increased damage of Plasma Cannon Blast by 7%
  • Seers LT - Lowered recharge of Mental Blast from 4 seconds down to 3.
    • Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it.
  • Seers Boss - Lowered recharge of Levitate from 6 seconds down to 4.
    • Increased damage of Mental Blast by 30% by adding a Psionic DoT component to it.
    • Dominate was incorrectly not dealing damage. This has been fixed, greatly increasing Seer Boss damage output.
  • IDF LT - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it.
  • IDF Boss - Increased damage of Plasma Blast by 27% by adding an Energy DoT component to it.
  • Longbow LT - Increased damage of Burst by 32%.
    • Lowered recharge of Burst from 4 seconds down to 3.
  • Longbow Boss - Lowered recharge of Grenade from 4 seconds down to 3.
    • Lowered radius of Grenade from 15 feet down to 10.
    • Increased damage of Grenade by 20%.
    • Increased recharge of Plasma Blast from 4 seconds up to 10.
    • Increased up-front damage of Plasma Blast by 29%.
    • Increased damage of Plasma Blast by an additional 94% of its previous damage value by adding an Energy DoT component.
    • Lowered recharge of Energy Barrage from 20 seconds down to 12.
    • Reduced maximum targets hit by Energy Barrage down from 16 to 8.
  • Clockwork Boss - Lowered recharge of Particle Blast from 6 seconds down to 4.
    • Increased damage of Particle Blast by 24%.
    • Lowered recharge of Anti-Matter Ray from 10 seconds down to 6.
    • Increased damage of each tick of Anti-Matter Ray by 333%.
    • Increased damage of Anti-Matter Beam by 30%.
  • Warworks LT - Lowered recharge of Plasma Rifle Burst from 6 seconds down to 4.
    • Increased damage of Plasma Rifle Burst by 51%
  • Warworks Boss
    • Lowered damage of Swipe by 20%
    • Increased recharge of Cross Cut from 6 seconds to 7.
    • Lowered accuracy of Plasma Eye Beams from 1.1 down to 1
  • Cimeroran LT
    • Lowered accuracy of all attacks from 1.05 down to 1
    • Lowered damage of Slash by 20%
    • Increased recharge of Slice from 8 seconds to 16.
    • Lowered damage of Hack by 21%
    • Increased recharge of Pilum from 8 seconds to 16.
    • Lowered damage of Pilum by 14%
  • Cimeroran Boss
    • Lowered accuracy of all attacks from 1.05 down to 1
    • Lowered damage of Slash by 20%
    • Increased recharge of Slice from 8 seconds to 16.
    • Lowered damage of Hack by 21%
    • Increased recharge of Pilum from 8 seconds to 16.
    • Lowered damage of Pilum by 14%
    • Lowered damage of Push Back by 45%

Lore Trees

  • All Lore trees now have unique power icons.

Misc Powers

  • Team Transporter can no longer be activated while on a mission map.
  • Fixed a bug where the Team Transporter would send players to different missions when on the same team if the team leader hadn't yet selected a mission.
  • Prestige Power Slide fixed clipping issues with staff and Titan weapons.

Companion Pets

  • All existing companion pets should now have their own unique power icon.
  • Players can now have a single non-combat companion pet (Lion, Black Wolf, Rikti Monkey pet, etc.) and a single combat companion pet (Light Fairy, Blue Wisp, Power Oscillator Pet, etc.) active at the same time.

Combat Pets

  • Electric Blast - Voltaic Sentinel customized vfx will now fire from the entity properly.
  • Pets will now use melee attacks on critters that are in ragdoll mode.

Mission Architect

  • Time Manipulation, Beam Rifle, Street Justice, Titan Weapons, Darkness Control, Staff Fighting and Beast Mastery are now available as power choices for custom enemies

Enhancements

New IO Sets

Four new IO sets have been introduced:

  • Annihilation (Targeted AoE): This set's proc reduces affected targets' damage resistance slightly. This set is rare and is available from level 20 to 50.
  • Unbreakable Guard (Resist Damage): This set's unique enhancement increases your maximum HP by 7.5%. This set is rare and is available from level 20 to 50.
  • Reactive Defenses (Defense): This set's unique enhancement grants you a scaling amount of damage resistance that increases as your hitpoints decrease. This set is rare and is available from level 20 to 50.
  • Preventive Medicine (Healing): This set's unique enhancement has a small chance to grant you an absorption shield every few seconds. However, this chance increases dramatically if your hit points are low. This effect can trigger once every 120 seconds. This set is rare and is available from level 20 to 50.
  • These sets are available via the following: enemy drops, mission complete, reward merit vendor, alignment vendor and astral vendor.

Enhancement Proc PPM changes:

  • Ragnarok: Chance for Knockdown: The store bought version of this enhancement now correctly has 3.5 PPMs
  • Armageddon: Chance for Fire Damage: The crafted version of this enhancement now correctly has 5 PPMs
  • Glimpse of the Abyss: Chance for Psionic Damage: The store bought version of this enhancement had its long help updated to state the enhancement grants 3.5 PPMs.
  • Performance Shifter: Chance for +Endurance: The crafted version of this enhancement had its long help updated to state the enhancement grants 1.5 PPMs.
  • Dark Watcher's Despair: Chance for Recharge Slow: The crafted version of this enhancement had its long help updated to state the enhancement grants 3.5 PPMs.
  • Cloud Senses: Chance for Negative Energy Damage: The crafted version of this enhancement had its long help updated to state the enhancement grants 3.5 PPMs.

Set Bonus Adjustments

The set bonuses for many enhancement sets have been improved or slightly tweaked. Some undesirable and not very useful set bonuses have been removed and replaced with more useful ones. It is important to note that no builds should be negatively impacted by these changes, only improved. One of the goals of this change was to make damage resistance set bonuses more useful when compared to defense bonuses. Below are the most significant bullet points of this feature.

  • XP Debt reduction set bonuses have been removed and replaced with more useful set bonuses.
  • Global Mez Resistance as well as Immobilize, Disorient, Hold, Sleep, Confuse and Terrorize Resistance have been replaced by a combination of Global Mez rez and Damage Resistance pairings such as: Lethal/Smash/Mez Resist, Fire/Cold/Mez Resist, Energy/Negative/Mez Resist and Toxic/Psionic/Mez Resist.
  • All damage resistance set bonuses have been increased.
  • A new set bonus type has been introduced: Endurance Discount.

Set Bonus Improvements

Melee Sets
  • Bonesnap: This set's 2 piece set bonus was changed from immobilization resistance to fire/cold/mez resistance.
  • Pulverizing Fisticuffs: This set's 2 piece set bonus was changed from sleep resistance to toxic/psionic/mez resistance.
  • Smashing Haymaker: This set's 2 piece set bonus was changed from immobilization resistance to fire/cold/mez resistance.
  • Kinetic Combat: This set's 2 piece set bonus was changed from immobilization resistance to fire/cold/mez resistance.
  • Focused Smite: This set's 2 piece set bonus was changed from immobilization resistance to fire/cold/mez resistance. Its 3 piece set bonus was changed from confuse resistance to toxic/psi/mez resistance. Its 4 piece set bonus was changed from debt protection to increased endurance.
  • Touch of Death: This set's 2 piece set bonus was changed from immobilization resistance to energy/negative/mez resistance. Its 5 piece bonus was changed from hold resistance to lethal/smash/mez resistance.
  • Crushing Impact: This set's 2 piece set bonus was changed from immobilization resistance to lethal/smash/mez resistance. Its 6 piece set bonus was changed from psionic resistance to toxic/psionic/mez resistance.
  • Mako's Bite: This set's 2 piece set bonus was changed from immobilization resistance to energy/negative/mez resist. Its 5 piece set bonus was changed from hold resistance to lethal/smash/mez resistance.
  • Hecatomb: This set's 3 piece set bonus was changed from fire/cold resistance to an fire/cold/mez resistance. Its 6 piece bonus was changed from toxic resistance to toxic/psionic/mez resistance.
  • Gladiator's Strike: This set's 3 piece PvP bonus was changed from mez resistance to energy/negative/mez resistance. Its 5 piece set bonus was changed from smashing/lethal resistance to smashing/lethal/mez resistance.
Ranged Sets
  • Far Strike: This set's 2 piece set bonus was changed from fear resistance bonus to a toxic/psi/mez resistance bonus.
  • Salvo: This set's 2 piece set bonus was changed from sleep resistance to energy/negative/mez resistance. Its 3 piece set bonus was changed from Fire/Cold resistance to Fire/Cold/Mez resistance.
  • Tempest: This set's 2 piece set bonus was changed from sleep resistance to energy/negative/mez resistance. Its 3 piece set bonus was changed from energy/negative damage resistance to lethal/smash/mez resistance.
  • Maelstrom's Fury: This set's 3 piece confuse resist set bonus was changed to a fire/cold/mez resistance bonus.
  • Ruin: This set's 2 piece fear resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 4 piece Debt Protection bonus was changed to a recovery bonus.
  • Decimation: This set's 2 piece immobilization resistance bonus was changed to a energy/negative/mez resistance bonus. Its 6 piece toxic/psi resistance was changed to a toxic/psionic/mez resist bonus.
  • Devastation: This set's 5 piece hold resistance bonus was changed to a fire/cold/mez resist bonus.
  • Gladiator's Javelin: This set's 3 piece mez resist bonus was changed to a lethal/smash/mez resist bonus.
Targeted AoE Sets
  • Air Burst: This set's 4 piece lethal/smash resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Detonation: This set's 2 piece sleep resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 3 piece energy resistance bonus was changed to a energy/negative/mez resistance bonus. Its 4 piece debt protection bonus was changed to a max HP bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psi/mez resistance bonus.
  • Positron's Blast: This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. This set's 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Ragnarok: This set's 3 piece fire/cold resistance set bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Javelin Volley: This set's 3 piece PvP mez resistance bonus to a lethal/smash/mez resistance bonus. Its 5 piece PvP fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus.
Melee AoE Damage(PBAOE) Sets
  • MultiStrike: This set's 2 piece sleep resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 4 piece stun resistance bonus was changed to a energy/negative/mez esistance bonus.
  • Scirocco's Dervish: This set's 3 piece energy/negative resistance bonus was changed to energy/negative/mez resistance.
  • Armageddon: This set's 3 piece fire/cold resistance set bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Eradication: This set's 5 piece debt protection bonus was changed to a regeneration bonus.
  • Obliteration: This set's 2 piece stun resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Fury of the Gladiator: This set's 2 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 5 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Sniper Damage
  • Executioner's Contract: This set's 3 piece cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 4 piece debt protection bonus was changed to a regeneration bonus. Its 5 piece hold resistance bonus was changed to a lethal/smashing/mez resistance bonus.
  • Sting of the Manticore: This set's 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Pet Damage
  • Unquestioning Loyalty: This set's 2 piece immobilization resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Brilliant Leadership: This set's 4 piece debt protection bonus was changed to a lethal/smash/mez resistance bonus Its 6 piece toxic/psionic res bonus was changed to a toxic/psionic/mez resistance bonus.
  • Edict of the Master: This set's 4 piece lethal resistance bonus was changed to a Lethal/Smash/Mez resist bonus. Its 5 piece Hold resistance bonus was changed to Energy/Negative/Mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Blood Mandate: This set's 4 piece stun resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Sovereign Right: This set's 2 piece sleep resistance bonus was changed to a regeneration bonus. Its 3 piece confuse resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 4 piece stun resistance bonus was changed to a max HP bonus. Its 5 piece hold resistance bonus was changed to a energy/negative/mez resistance bonus.
  • Soulbound Allegiance: This set's 5 piece hold resistance bonus was changes to a toxic/psionic/mez resistance bonus.
Recharge Intensive Pets
  • Unquestioning Loyalty: This set's 5 piece smashing/lethal resistance bonus was changed to a smashing/lethal/mez resistance bonus.
  • Expedient Reinforcement: This set's 2 piece mez resistance bonus was changed to an energy/negative/mez resistance bonus.
Defense
  • Karma: This set's 2 piece debt protection bonus was changed to a maximum endurance bonus.
  • Kismet: This set's 3 piece confuse resistance bonus was changed to a lethal/smash/mez resistance bonus. Its debt protection bonus was changed to a regeneration bonus.
  • Serendipity: This set's 6 piece toxic damage resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Gift of the Ancients: This set's 3 piece fire resistance bonus was changed to a fire/cold/mez resistance bonus. Its 5 piece hold resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Red Fortune: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus. This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Luck of the Gambler: This set's 5 piece hold resistance bonus was changed to a lethal/smash/mez resistance bonus. This set's 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Shield Wall: This set's 4 piece energy/negatice resistance bonus was changed to a energy/negative/mez resistance bonus. Its 4 piece PvP mez resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Additionally its unique 3% damage resistance enhancement has had its bonus increased to 5% damage resistance.
Resist Damage
  • Impervious Skin: This set's 2 piece sleep resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 4 piece debt protection bonus was changed to a recovery bonus.
  • Reactive Armor: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Impervium Armor: This set's 5 piece hold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Additionally its 3% Psionic Resistance unique was increased to 6% Psionic Resistance.
  • Titanium Coating: This set's 2 piece sleep resistance bonus was changed to an energy/negative/mez resistance set bonus. Its 4 piece stun resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 5 piece hold resistance bonus was changed to a regeneration bonus.
  • Aegis: This set's 4 piece debt protection bonus was changed to a lethal/smash/mez bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Additionally, its 3% Psionic resistance unique enhancement was improved to a 5% Psionic resistance bonus.
  • Gladiator's Armor: This set's 4 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 4 piece PvP mez resistance bonus was changed to a lethal/smash/mez resistance bonus.
Healing
  • Harmonized Healing: This set's 3 piece confuse resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Doctored Wounds: This set's 2 piece fear resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Numina's Convalesence: This set's 5 piece hold resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Panacea: This set's 4 piece PvP mez resistance bonus was changed to a fire/cold/mez resistance bonus.
Accurate Healing
  • Theft of Essence: This set's 6 piece negative energy resitance bonus to an energy/negative/mez resistance bonus.
  • Touch of the Nictus: This set's 6 piece negative energy resistance bonus to an enegy/negative/mez resistance bonus.
Holds
  • Paralytic: This set's 3 piece energy/negative energy resistance bonus was changed to an energy/negative/mez resistance bonus. Its 4 piece debt protection bonus was changed to an endurance bonus.
  • Neuronic Shutdown: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Essence of Curare: This set's 2 piece fear resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 3 piece confuse resistance bonus was changed to a fire/cold/mez resistance bonus. Its 4 piece stun resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Ghost Widow's Embrace: This set's 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Unbreakable Constraint: This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance set bonus was changed to a toxic/psionic/mez resistance bonus.
  • Basilisk's Gaze: This set's 5 piece mez resistance bonus was changed to an energy/negative/mez resistance bonus.
  • Lockdown: This set's 4 piece hold resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Gladiator's Net: This set's 2 piece PvP mez resistance bonus was changed to a fire/cold/mez resistance bonus.
Stuns
  • Rope A Dope: This set's 5 piece hold resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Absolute Amazement: This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance set bonus was changed to a toxic/psionic/mez resistance bonus.
  • Immobilization
  • Debilitative Action: This set's 3 piece cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 4 piece debt protection bonus was changed to a regeneration bonus. Its 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Enfeebled Operation: This set's 3 piece negative energy resistance bonus was changed to an energy/negative/mez resistance bonus.
  • Trap of the Hunter: This set's 5 piece hold resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Gravitational Anchor: This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance set bonus was changed to a toxic/psionic/mez resistance bonus.
Slows
  • Curtail Speed: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Impeded Swiftness: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 4 piece stun resistance bonus was changed to an energy/negative/mez resistance bonus. Its 5 piece hold resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Pacing of the Turtle: This set's 2 piece sleep resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 5 piece hold resistance bonus was changed to an energy/negative/mez resistance bonus.
Sleep
  • Hiberation: This set's 4 piece smashing resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Induced Coma: This set's 4 piece debt protection bonus was changed to a regeneration bonus.
  • Lethargic Repose: This set's 6 piece toxic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Call of the Sandman: This set's 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Fortunata Hypnosis: This set's 3 piece fire/cold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic resistance set bonus was changed to a toxic/psionic/mez resistance bonus.
Fear
  • Horror: This set's 4 piece stun resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Unspeakable Terror: This set's 3 piece negative energy resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece psionic resisance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Nightmare: This set's 5 piece hold resistance bonus was changed to a fire/cold/mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Glimpse of the Abyss: This set's 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Confuse
  • Befuddling Aura: This set's 4 piece stun resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Cacophony: This set's 4 piece stun resistance was changed to a toxic/psionic/mez resistance bonus.
  • Perplex: This set's 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Running
  • Quickfoot: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Celerity: This set's 2 piece immobilization resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Universal Travel
  • Winter's Gift: This set's 2 piece cold resistance bonus was changed to a fire/cold/mez resistance bonus.
Taunt
  • Mocking Beratement: This set's 3 piece hold resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Perfect Zinger: This set's 2 piece fear resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Knockback
  • Volley of Velocity: This set's 2 piece debt protection bonus was changed to a regeneration bonus.
  • Kinetic Crash: This set's 3 piece smashing resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Force Feedback: This set's 3 piece fear resistance bonus was changed to an energy/negative/mez resistance bonus.
To Hit Buff
  • Encouraged Accuracy: This set's 2 piece debt protection bonus was changed to an accuracy bonus.
  • Adjusted Targeting: This set's 3 piece energy/negative resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece mez resistance bonus was changed to a lethal/smash/mez resistance bonus.
To Hit Debuff
  • Discouraging Words: This set's 2 piece confuse resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Dampened Spirits: This set's 4 piece negatibe energy resistance bonus an energy/negative/mez resistance bonus. Its 6 piece mez resistance bonus was changed to a fire/cold/mez resistance bonus.
  • Dark Watcher's Dispair: This set's 6 piece psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Accurate Defense Debuff
  • Shield Breaker: This set's 3 piece mez resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Analyze Weakness: This set's 3 piece stun resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
Accurate To Hit Debuff
  • Cloud Senses: This set's 2 piece mez resistance bonus was changed to a energy/negative/mez resistance bonus.
  • Siphon Insight: This set's 3 piece debt protection bonus was changed to a recovery bonus.
Controller Archetype
  • Overpowering Presence: This set's 4 piece smashing/lethal bonus was changed to a lethal/smashing/mez resistance bonus.
  • Superior Overpowering Presence: This set's 4 piece smashing/lethal bonus was changed to a lethal/smashing/mez resistance bonus.
Scrapper Archetype
  • Scrapper's Strike: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Superior Scrapper's Strike: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
Tanker Archetype
  • Might of the Tanker: This set's 5 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Superior Might of the Tanker: This set's 5 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Gauntleted Fist: This set's 3 piece energy/negative resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece smashing/lethal and fire/cold resistance bonus was changed to a lethal/smashing/mez and fire/cold/mez resistance bonus.
  • Superior Gauntleted Fist: This set's 3 piece energy/negative resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece smashing/lethal and fire/cold resistance bonus was changed to a lethal/smashing/mez and fire/cold/mez resistance bonus.
Kheldian Archetype
  • Kheldian's Grace: This set's 3 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Superior Kheldian's Grace: This set's 3 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus. Its 6 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus.
Brute Archetype
  • Brute's Fury: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Superior Brute's Fury: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Unrelenting Fury: This set's 6 piece energy/negative, smashing/lethal and fire/cold resistance bonus was changed to a energy/negative/mez, lethal/smash/mez and fire/cold/mez resistance bonus.
  • Superior Unrelenting Fury: This set's 6 piece energy/negative, smashing/lethal and fire/cold resistance bonus was changed to a energy/negative/mez, lethal/smash/mez and fire/cold/mez resistance bonus.
Dominator Archetype
  • Dominating Grasp: This set's 4 piece smashing/lethal resistance bonus to a lethal/smash/mez resistance bonus.
  • Superior Dominating Grasp: This set's 4 piece smashing/lethal resistance bonus to a lethal/smash/mez resistance bonus.
Mastermind Archetype
  • Command of the Mastermind: This set's 5 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Superior Command of the Mastermind: This set's 5 piece toxic/psionic resistance bonus was changed to a toxic/psionic/mez resistance bonus. Its 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Mark of Supremacy: This set's 3 piece energy/negative resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece smashing/lethal and fire/cold resistance bonus was changed to a lethal/smashing/mez and fire/cold/mez resistance bonus.
  • Superior Mark of Supremacy: This set's 3 piece energy/negative resistance bonus was changed to an energy/negative/mez resistance bonus. Its 6 piece smashing/lethal and fire/cold resistance bonus was changed to a lethal/smashing/mez and fire/cold/mez resistance bonus.
Stalker Archetype
  • Stalker's Guile: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
  • Superior Stalker's Guile: This set's 6 piece smashing/lethal resistance bonus was changed to a lethal/smash/mez resistance bonus.
Soldiers of Arachnos Archetype
  • Dominion of Arachnos: This set's 6 piece toxic/psionic mez resistance bonus was changed to a toxic/psionic/mez resistance bonus.
  • Superior Dominion of Arachnos: This set's 6 piece toxic/psionic mez resistance bonus was changed to a toxic/psionic/mez resistance bonus.

Procs Per Minute Adjustments

Enhancements with a percent chance to trigger their unique effects (AKA procs) have been changed to use a standardized Procs Per Minute. In addition, all enhancements using procs per minute have a maximum 90% chance to trigger and a minimum proc chance equal to 5% plus an additional 1.5% per Procs Per Minute listed on the enhancement. Enhancement bonuses to recharge in a power now modify procs per minute, this means that your chance to proc is based on the power's actual recharge (excluding global recharge bonuses). To compensate some enhancements that use Procs Per Minute had their trigger rate increased by roughly 20%. In addition, powers with an area of effect will be penalized less which will result in a slight increase in proc chance. These changes will most likely result in an improvement in performance except in the most extreme situations.

Below is a list of enhancements that have been affected:

General
  • PvP Enhancement damage procs no longer have a greater chance to trigger on a player target, instead they now deal a greater amount of damage.
Melee Sets
  • Pounding Slugfest: Disorient Bonus This enhancement's 10% chance to trigger was changed to 2.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2 to 2.5.
  • Kinetic Combat: Knockdown Bonus This enhancement's 20% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2.5 to 3.
  • Touch of Death: Chance for Negative Energy Damage This enhancement's 15% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2.5 to 3.5.
  • Mako's Bite: Chance for Lethal Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Hecatomb: Chance for Negative Energy Damage This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.
  • Gladiator's Strike: Chance for Smashing Damage This enhancement's 20% vs. NPC/33% vs. Player chance to trigger was changed to 3.5 Procs Per Minute.
Ranged Sets
  • Tempest: Chance for Endurance Drain This enhancement's 25% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 3.5 Procs Per Minute.
  • Entropic Chaos: Chance to Heal Self This enhancement's 10% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2 to 3.
  • Decimation: Chance for Build Up This enhancement's 5% chance to trigger was changed to 1 Proc Per Minute. The store bought version of this enhancement was left unchanged at 1 Procs Per Minute.
  • Devastation: Chance for Hold This enhancement's 15% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2.5 to 3.
  • Apocalypse: Chance for Negative Energy Damage This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.
  • Gladiator's Javelin: Chance for Toxic Damage This enhancement's 20% vs. NPC/33% vs. Player chance to trigger was changed to 3.5 Procs Per Minute.
Targeted AoE Sets
  • Positron's Blast: Chance for Energy Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Ragnarok: Chance for Knockdown This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Javelin Volley: Chance for Lethal Damage This enhancement's 20% vs. NPC/33% vs. Player chance to trigger was changed to 3.5 Procs Per Minute.
PBAoE Sets
  • Scirocco's Dervish: Chance for Lethal Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Armageddon: Chance for Fire Damage This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.Eradication: Chance for Energy Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Obliteration: Chance for Smashing Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Fury of the Gladiator: Chance for Res This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute.
Sniper Sets
  • Executioner's Contract: Disorient Bonus: This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Sting of the Manticore: Chance for Toxic Damage: This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Healing Sets
  • Panacea: Chance for +Hit Points/Endurance This enhancement's 20% chance to trigger +Hit Points and Endurance has been changed to 3 Procs Per Minute. The regeneration bonus granted by this power in PvP zones has not been changed.
Pet Damage
  • Soulbound Allegiance: Chance for Build Up This enhancement's 16.7% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2.5 to 3.
Hold Sets
  • Neuronic Shutdown: Chance for Psionic Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Ghost Widow's Embrace: Chance for Psionic Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Unbreakable Constraint: Chance for Smashing Damage This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.
  • Gladiator's Net: Chance for Lethal Damage This enhancement's 20% vs. NPC/33% vs. Player chance to trigger was changed to 3.5 Procs Per Minute.
  • Basilisk's Gaze: Chance for Recharge Slow This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Lockdown: Chance for +2 Mag Hold This enhancement's 15% chance to trigger was changed to 2.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 2 to 2.5.
Disorient Sets
  • Razzle Dazzle: Chance for Immobilize This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Stupefy: Chance for Knockback This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Absolute Amazement: Chance for To Hit Debuff This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.
Immobilize Sets
  • Debilitative Action: Disorient Bonus This enhancement's 2% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1 to 3.
  • Trap of the Hunter: Chance for Lethal Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Gravitational Anchor: Chance for Hold This enhancement's 25% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 3.5 Procs Per Minute.
Slow Sets
  • Impeded Swiftness: Chance for Smashing Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Pacing of the Turtle: Chance for Recharge Slow This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Sleep Sets
  • Induced Coma: Chance for Recharge Slow This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Call of the Sandman: Chance to Heal Self This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
  • Fortunata Hypnosis: Chance for Placate This enhancement's 33% chance to trigger was changed to 4.5 Procs Per Minute. The store bought version of this enhancement was left unchanged at 4.5 Procs Per Minute.
Fear Sets
  • Unspeakable Terror: Disorient Bonus This enhancement's 2% chance to trigger was changed to 3 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1 to 3.
  • Glimpse of the Abyss: Chance for Psionic Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Confuse Sets
  • Cacophony: Chance for Energy Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Malaise's Illusions: Chance for Psionic Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Coercive Persuation: Contagious Confusion This enhancement's 33% chance to trigger was changed to 5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 4.5 to 5.
Taunt Sets
  • Triumphant Insult: Chance to Disorient This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
  • Perfect Zinger: Chance for Psionic Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Knockback Sets
  • Explosive Strike: Chance for Smashing Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Force Feedback: Chance for +Recharge This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
Endurance Modification Sets
  • Energy Manipulation: Chance to Stun This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
  • Performance Shifter: Chance for +Endurance This enhancement's 20% chance to trigger was changed to 1.5 Procs Per Minute.
To Hit Buff Sets
  • Gaussian's Synchronized FireControl This enhancement's 5% chance to trigger was changed to 1 Procs Per Minute.
To Hit Debuff Sets
  • Deflated Ego: Chance for Recovery Debuff This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Dark Watcher's Despair: Chance for Recharge Slow This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Defense Debuff Sets
  • Achilles Heel: Chance for Resistance Debuff This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Touch of Lady Grey: Chance for Negative Energy Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Accurate Healing
  • Theft of Essence: Chance for +Endurance This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Touch of the Nictus: Chance for Negative Energy This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
Accurate Defense Debuff
  • Shield Breaker: Chance for Lethal Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Analyze Weakness: Chance for +To Hit This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
Accuracy To Hit Debuff
  • Cloud Senses: Chance for Negative Energy Damage This enhancement's 20% chance to trigger was changed to 3.5 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 3 to 3.5.
  • Siphon Insight: Chance for +To Hit This enhancement's 10% chance to trigger was changed to 2 Procs Per Minute. The store bought version of this enhancement had its Procs Per Minute increased from 1.5 to 2.
Going Rogue Special Enhancements
  • Will of the Seers, Clockwork Efficiency, Might of the Empire, Resistance Tactics and Syndicate Techniques all had their proc chances uniformly changed from 1012% chance to proc to 2 Procs Per Minute.

Rewards

  • Minions, Lieutenants, Bosses and Archvillains now have a chance to drop recipes for 1 hour versions of Defense Amplifier, Offense Amplifier and Survival Amplifier.
  • Nadia's story arc in First Ward now grants 7 Reward Merits for completion, as intended.

CONTACTS

General

  • Shauna Stockwell (Hero 7-20) VIP
    • Heroes who are in the level range of 7 to 20 will be introduced to Shauna Stockwell, a Kings Row native and owner of the Blog "Raw from the Row". She has noticed a steep rise in crime in Kings Row and wants to get the scoop on what's really going on.
  • Eagle Eye (Hero 7-20) VIP
    • Heroes who have completed Shauna Stockwell's arc will be introduced to this former member of The Regulators. Impressed with their actions in Kings Row, Eagle Eye wants to recruit you to form The New Regulators in order to put a stop to Skulls crime spree spreading across Kings Row.
  • The Major (Vigilantes 30 - 40) VIP
    • Vigilantes who are in the level range of 30 to 40 can call "The Major", a Hero Corp black op handler who runs a division called Void Sanction and involves you doing things that a normal hero can't normally get away with.
  • Sgt. Schorr (Rogues 30 - 40) VIP
    • Rogues who are in the level range of 30 to 40 can call Sgt. Schorr in St. Martial. This Wyvern operative is in charge of a new team of reforming villains called the Hammers of Justice. Work with your fellow Hammers as you use your reputation as a villain to good use taking down organizations from within.
  • Provost Marchand (Hero 30-50) VIP
    • Heroes who are above level 30 will be contacted by Provost Marchand regarding the formation of the New Praetorians.
  • Inside Information (Villain 30-50) VIP
    • Villains who are above level 30 will find some Inside Information about plans that Arachnos are forming.
  • Number Six (Incarnate – Alpha Slot) VIP
    • Heroes and villains who have unlocked their Alpha slots will be contacted by Number Six of Vanguard to aid in Vanguard’s evacuation of Praetoria.

Events

  • Fixed an issue where some NPC enemies in The Great Escape zone event in Neutropolis would spawn at fixed levels in the 15-20 range, instead of ignoring combat mods like Zone Event NPCs are intended to do.

Contact Stores

  • Fixing a crash that could occur when opening certain contacts' stores.

Task Forces/Missions

  • Apex: Police Drones re-powered with the Police Drone Recharger power now properly fly and animate.
  • Apex: The Police Drone Recharge power no longer persists in the player's inventory after leaving the first mission.
  • Mayhem Missions Sister Psyche should no longer appear in the Founders' Falls Mayhem Missions
  • Maria Jenkins: Fixed an issue where Ms. Liberty was referred to as Positron's grand-daughter.
  • First Ward - Katie Douglas: Vanguard, Arachnos, and Carnival of Light members no longer show up in D-SEC.
  • Text fixes to Night Ward missions
  • Praetoria - Investigator Whitworth's Arc: Sergeant Imines now becomes hostile in the finale.
  • Praetoria - Fixed a text error in Investigator Whitworth's arc where Sergeant Imines shouts default text.
  • First Ward - Mistress Maria: Fixed some typos and grammatical errors in her clues.
  • A text error in one of Bane Spider Ruben's dialogue trees has been corrected.
  • Fixed some text issues in Trilogy's arc.
  • Mercy Island - Lt. Harris Souvenir Clue: Fixed an issue where HeroName would appear in the souvenir clue text.
  • Bobcat and Nadia have had kill tasks altered so that you must complete them in the appropriate city zone and cannot complete them while in a door mission which was leading to invalid door errors.
  • Mender Ramiel Ouroboros Arc: Fixed a typo in the conversation with Positron.

ENEMIES

The New Praetorians

  • A new supergroup is forming, consisting of some of the remaining superpowered individuals from Praetoria. Led by Provost Marchand, this group is seeking to carve out a place for itself in Primal Earth after the destruction of Praetoria.
  • This group consists solely of Archvillain rank individuals and their assorted pets, and covers levels 30-54.

Unified People's Army

  • A new group which represents a joining together of the remaining forces of the Resistance and Imperials of Praetoria, the Unified People's Army began life as the Unified Praetorian Army, fighting against Emperor Cole in the late stages of the Praetorian War. Now, they've come to Primal Earth, following their leader on his righteous mission, which did not end with the Emperor's defeat.
  • This is a standard villain group, with all major ranks represented (Minion, Lieutenant, Boss and Archvillain), and covers levels 30-54.

The Awakened

  • The Awakened have been expanded to cover levels 20-54.
  • The Conduit, Oppressor, Mindstorm and Subjugator entities have acquired additional powers starting at level 31 (post-First Ward).
  • A new minion (Channeler), lieutenant (Mindcrasher) and boss (Immanence) have been added to the group and cover levels 31-54.
  • The group has also acquired an Archvillain.

The Skulls

  • The Skulls have been expanded to cover levels 1-24.
  • Two new minions (Gravedigger Striker and Assailant), one new lieutenant (Death Head Soldier) and one new boss (Deathwalker) have been added to the group and covers levels 10-24.
  • The group has also acquired three Archvillains.

The Family

  • Level 40+ Family have been revamped to be more in line with entities at this level.
  • All Family entities have received an update to their costumes.

The Syndicate

  • Tub Ci will now cover up to level 54.

Praetorian Devoured

  • These are no longer endgame only. Standard versions of these enemies have been created and cover the level range 30-54.

Vanguard

  • This group will now cover a minimum level range of 30-54.

Safeguard Mission Villains

  • Ten of the standard villains found in Safeguard missions will now cover the 30-54 level range. These are Giga Watts, Burning Daemon, Critical Mass, Fallen from Grace, Contemptress, Misadventure, Comrade, Bad Penny, Sardonic and Pyrelord.
  • Giga Watts and Bad Penny: these enemies will no longer use Surge of Power.
  • Critical Mass and Sardonic: these enemies will no longer use Overload.

Generic Villains

  • Baron Zukor: this enemy was found to be using incorrect damage tables for two of his powers. This has been corrected.
  • Prisoners:
    • Existing Prisoner models have been broken up by hair slot to make their ranks more visually identifiable.
      • No hat – Minion
      • Bandana – Lieutenant
      • Cap – Boss
    • Five superpowered 'Arches' have been added to the villain group to emphasize that the Zig is home to supervillains as well as everyday criminals.
      • Electric Melee
      • Fire Ranged
      • Fire Melee
      • Energy Melee
      • Psionic Range