Don't worry...I am not complaining this time
I am just stating these here, since in game descriptions, in some instances, are still incorrect. It is best to post these descriptions here, where they are readily accessible. Enjoy! Hopefully people planning on using these powers find this useful.
New Telepathy Powers and Descriptions:Congress of Selves - Slotted Hybrid Passive (Can be used in any role: Tank, Ranged DPS, Melee DPS, Hybrid and Support)- Energy Form - Your Ego Damage over time powers deal an additional XXX% and ignore 30% of the target's resistance. You gain XXX% Ego Damage Resistance. You also gain a small amount of energy when you suffer Ego Damage. Grants +XX% Power Cost Discount to all Mentalist Powers. In addition you gain +XX Aggression Stealth and XX% reduced threat generation.
Mind Break - Ranged Damage - Detonate - Blast - Deals XXX-XXX Ego Damage. When charged at least half way this power detonates your Stress, Dependency and Regret effects for bonus damage and effects.
This power deals XXX Ego Damage for each stack of a debuff that it purges.
For each Stress stack that is purged, Mind Break ignores 5% of the target's resistance.
For each Regret stack that is purged, Mind Break restores +11 Energy to you.
For each Dependency stack that is purged, Mind Break heals allies near target foe for +167 Health Points.
Shadow of Doubt - DoT- Ranged Damage - Debuff - Deals XX Ego Damage to target(s) per second for 6 seconds and applies Malaise, which increases target recharge times by 15% for X seconds. Applies Regret to target(s). Regret causes -6% to all damage strength for each stack of Regret. This effect stacks up to 4 times.
Mental Leech - DoT - Ranged Damage - Debuff - Deals XX Ego Damage per second for 6 seconds. This power also applies Mental Weakness which increases the charge time of your targets powers by 15% for X seconds. When Mental Leech expires, it applies Dependency to target. This power heals allies near the target for +XX HP per each stack of Dependency. This effect stacks up to 4 times
Mental Storm - DoT - Ranged AoE Damage - Paralyze - Deals XX Ego Damage every 1 second for 16 seconds to all targets and Paralyzes them for up to XX seconds based on charge time. When Mental Storm expires it applies Stress. Stress causes -6% resistance to Ego damage for each stack of Stress. This effect stacks up to 4 times
Master of the Mind - Buff Self - Your Damage Bonus is set to XXX% and your damage bonus for DoTs gains an additional XXX%. Whilst this buff is active you have
NO DAMAGE RESISTANCE and your normal power tray is removed. You gain access to empowered versions of Mental Storm, Shadow of Doubt and Mental Leech and Mind Break. Your DoTs tick twice as fast (so every 0.5 sec I would imagine), recharge four times as fast and cost less. Mind Break has not charge time and costs less whilst empowered.
Secondary Debuffs:Malaise and
Mental Weakness are utility debuffs, most useful on bosses and foes with charge attacks. Their durations scale with Crowd Control Strength. But as they can be refreshed constantly, duration isn't an issue, as long as you have good cool downs on you DoTs. Whilst they are not actual "powers" they have debuffing effects which are worth noting.
Malaise - Increases Recharge Times of Target's powers by 15%. There cannot be more than ONE instance of this power on any target.
Mental Weakness - Increases Charge Times of Targets Powers by 15%. There cannot be more than one instance of this power on any target.
Detonation:Regret,
Stress and
Dependency debuffs can all be detonated by Mind Break, each granting a special function to the Mind Break ability.
Mental Weakness and Malaise cannot be detonated, nor do they provide a special benefit from Mind Break Detonation.Regret stacks cause Mind Break to grant energy to self and allies around target for each stack of Regret consumed.
Stress stacks cause Mind Break to ignore 5% of the targets resistances per stack of Stress consumed.
Dependency stacks cause Mind Break to heal self and allies around target for a certain amount per stack of Dependency consumed.
Notes and Advice:- Unless you are rocking Constitution or activate Masterful Dodge or a good HoT. I would not recommend Master of The Mind Power at all. It is a beacon for "Kill Me Now" All and any damage resistance you may have is stripped away. This power used to be fantastic but thanks to naysayers it's great aspects such as high resistance, increased HP and passive powerful healing were removed. This of course is my personal opinion. Along with it's hilariously short duration and cool down being considerably lengthy, it seems like a poor build choice.
All of these powers do not break hold conditions FOR Ego Sleep and Mental Storm's Paralyze (with the exception of Master of the Mind (MoTM) and Mind Break's Damage, on tap and charge.). However they count as breakfree damage to other holds (like all damage does).
- Multiple Telepaths on the same target will NOT increase stacks of Regret, Stress, Dependency, Malaise OR Mental Weakness. There can only be four stacks of Regret, Stress and Dependency and 1 stack each of Malaise and Mental Weakness on a target.
- ALL debuff stacks are shared between all Telepathy users. Multiple Telepaths will only serve to fast refresh the debuffs.
- Anyone with Mind Break can detonate your stacks.
Enjoy.
EDIT: I will be getting base numbers for the powers in a sec... just realised they haven't been included!
Comments
Those numbers would rock.
RIP Caine
Rank 2 CoS:
+ 21% Ego Damage for DoTs
+ 20% Resistance Penetration (Ignore)
+ 32% Ego Damage Resistance
+ 15% Cost Discount (Mentalist Powers Only)
+ 35 Aggression Stealth
+ 30% Reduced Threat Generation
Rank 3 CoS:
+ 25% Ego Damage for DoTs
+ 30% Resistance Penetration (Ignore)
+ 38% Ego Damage Resistance
+ 18% Cost Discount (Mentalist Powers Only)
+ 42 Aggression Stealth
+ 36% Reduced Threat Generation
Mind Break - Ranged Damage - Detonate - Blast - Deals 159-639 Ego Damage. When charged at least half way this power detonates your Stress, Dependency and Regret effects for bonus damage and effects.
This power deals 116 Ego Damage for each stack of a debuff that it purges.
For each Stress stack that is purged, Mind Break ignores 5% of the target's resistance.
For each Regret stack that is purged, Mind Break restores +11 Energy to you.
For each Dependency stack that is purged, Mind Break heals allies near target foe for +167 Health Points.
Rank 2 Mind Break
+ 190-767 Ego Damage
+ 139 Debuff Purge Ego Damage
+ 201 Health Points to allies
Rank 3 Mind Break
+ 229-921 Ego Damage
+ 167 Debuff Purge Ego Damage
+ 241 Health Points to allies.
Shadow of Doubt - DoT- Ranged Damage - Debuff - Deals 38 Ego Damage to target(s) per second for 6 seconds and applies Malaise, which increases target recharge times by 15% for 2 seconds. Applies Regret to target(s). Regret causes -6% to all damage strength for each stack of Regret. This effect stacks up to 4 times.
NOTE: The duration of Malaise can be increased by increasing your crowd control strength. This buff however is refreshable. Ranking this power will reduce it's base charge time. This powers damage scales with your critical severity and chance. (Chance * Severity = Value. This value is added to your damage)
Rank 2 SoD:
+ 45 Ego Damage
+ 9.9 sec recharge
Rank 3 SoD:
+ 54 Ego Damage
+ 6 sec recharge
Mental Leech - DoT - Ranged Damage - Debuff - Deals 29 Ego Damage per second for 6 seconds. This power also applies Mental Weakness which increases the charge time of your targets powers by 15% for 2 seconds. When Mental Leech expires, it applies Dependency to target. This power heals allies near the target for +34 HP per each stack of Dependency. This effect stacks up to 4 times.
NOTE: The duration of Mental Weakness can be increased by increasing your crowd control strength. This buff however is refreshable. The healing from this power is boosted by bonus healing and healing increases. Ranking this power will reduce it's base charge time. This powers damage scales with your critical severity and chance. (Chance * Severity = Value. This value is added to your damage)
Rank 2 ML
+ 35 Ego Damage
+ 9.9 sec Recharge
Rank 3 ML
+ 42 Ego Damage
+ 6 sec Recharge
Mental Storm - DoT - Ranged AoE Damage - Paralyze - Deals 58 Ego Damage every 1 second for 16 seconds to all targets and Paralyzes them for up to 12 seconds based on charge time. When Mental Storm expires it applies Stress. Stress causes -6% resistance to Ego damage for each stack of Stress. This effect stacks up to 4 times.
NOTE: Paralyze numbers are based on a full charge, on tap or half charge the paralyze values will be lowered, but will still apply Hold Resistance to targets. This powers damage scales with your critical severity and chance. (Chance * Severity = Value. This value is added to your damage)
Rank 2 Mental Storm
+ 70 Ego Damage
+ 14 sec Paralyze
Rank 3 Mental Storm
+ 84 Ego Damage
+ 17 sec Paralyze
Master of the Mind - Transform - Buff Self - Your Damage Bonus is set to 151% and your damage bonus for DoTs gains an additional 151%. Whilst this buff is active you have NO DAMAGE RESISTANCE and your normal power tray is removed. You gain access to empowered versions of Mental Storm, Shadow of Doubt and Mental Leech and Mind Break. Your DoTs tick twice as fast, recharge four times as fast and cost less. Mind Break has no charge time and costs less whilst empowered.
NOTE: The self damage bonus portion is influenced by your Super Stats.
Rank 2 MoTM
+ 181% Additional Damage Bonus to DoTs
Rank 3 MoTM
+ 217% Additional Damage Bonus to DoTs
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Shadow of Doubt
Mental Leech
Mental Storm
Master of the Mind
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- Level 40
- No Gear
- No Specs
- 5 in all talents
- No Super Stats
- Guardian Role
- Rank 1 in all abilities
- Congress of Selves Slotted Passive was removed for base damage purposes on Mental Leech, Shadow of Doubt, Mind Break, Mental Storm and Master of the Mind powers.
I hope this helps people, at least until the descriptions are fully fixed on LIVE as the click "summary" of the powers is incorrect and misleading. (I've had multiple PMs from many players asking me why Shadow of Doubt and Mental Leech are not interrupting foes. !!)
Also Icons are still needed for these powers (in some instances like CoS) so I'd leave them icon-less on wiki (if someone puts these up on wiki) until this issue is resolved.
I don't -think- I've missed anything... I've tried to be as thorough as I can at 4AM
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NOTE: If target is not affected by Clinging Flames or Chilled debuffs, this power applies both on initial hit and will go into cooldown.
Rank 2 Rimefire Burst
+ 565 Fire Damage
+ 565 Cold Damage
Rank 3 Rimefire Burst
+ 678 Fire Damage
+ 678 Cold Damage
Rimefire Burst Advantages: Nailed to the Ground and Accelerated Metabolism
Rimefire Burst
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At the risk of contaminating this thread, I will reply to this misinformation.
You only need END primary if you want to maintain Redirected Force indefinitely.
END Primary + Readiness (3) + Nemesis Gear + NO secondary super stats
END Value - 307
Result? Infinite Maintain is possible.
Now back to the data..
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NOTE: This power is an infinite maintain power and will lockout all other powers from use as long as you maintain it. It should be noted that the use of END primary especially (or REC/END secondary statted) would be a wise choice for long maintains.
Rank 2 Redirected Force
+ 15% Damage Reduction
+ 15% bonus Ranged Physical Damage
Rank 3 Redirected Force
+ 20% Damage Reduction
+ 20% bonus Ranged Physical Damage
Redirected Force has no advantages
Redirected Force
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I was not insulting you. It was a fact. This thread is made for data and numbers based on the New Additions.
EDIT: END/REC/INT + Nemesis Gear + Super Stat specific Talents + Tank Role + Regen Passive (to prolong fight)
END - 317
REC - 178
INT - 183
Powerhouse Test Range (Holo Villains) - Purple Gang - Hard - Team Size 4
Results? Infinite Maintain possible in combat.
Managed to get General Practitioner Perk and Resolute Perk on this toon (New Toon) during test period.
If you don't have any data to add regarding numbers for the wiki, please do not reply. I know of people who are working to include this in the wiki.
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I have also added data for Rimefire Burst and Redirected Force.
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Sure:
Congress of Selves - Slotted Hybrid Passive (Works in ALL Roles)
Mind Break - Ranged Damage - Detonate - Blast Power - Tap/Charge
Shadow of Doubt - Ranged Damage - DoT - Debuff - Click
Mental Leech - Ranged Damage - DoT - Debuff - Click
Mental Storm - Ranged Damage - DoT - Debuff - Paralyze - Tap/Charge
Master of The Mind - Transform - Buff Self - Click
And for the other two:
Redirected Force - Ally Defense Buff - Maintain
Rimefire Burst - Ranged Damage - Click
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Telepathy
1. Mind Break: http://champions-online-wiki.com/wiki/Mind_Break
2. Congress of Selves: http://champions-online-wiki.com/wiki/Congress_of_Selves
3. Shadow of Doubt: http://champions-online-wiki.com/wiki/Shadow_of_Doubt
4. Mental Leech:http://champions-online-wiki.com/wiki/Mental_Leech
5. Mental Storm:http://champions-online-wiki.com/wiki/Mental Storm
6. Master of the Mind: http://champions-online-wiki.com/wiki/Master_of_the_Mind
Force
1. Redirected Force: http://champions-online-wiki.com/wiki/Redirected_Force
Fire
1. Rimefire Burst: http://champions-online-wiki.com/wiki/Rimefire Burst
Please check these pages and let me know if there any errors on them and I'll fix them ASAP. Thanks a lor RavenForce for providing this information, whitout you it would't be possible update the wiki
Although there are a few pieces missing..
Mind Break
- Lockdown should be Yes.
- Mind Break does not heal foes in PvP so this Bug tag should be removed.
Congress of Selves
- Rank 2 - Description says + ignores 30% target resistance <--should be 20% @ Rank 2 and 30% at Rank 3, Rank 3 % ignore needs to be added.
Shadow of Doubt
- Lockdown should be renamed Recharge.
Mental Leech
Copy this in for description:
+ Deals Ego Damage over time to nearby targets.
+ Applies Dependency to target(s) on expiration of Mental Leech. Mental Leech deals Ego Damage over time.
+ When Mental Leech expires, it applies Dependency to target. This power heals allies near the target for +34 HP per each stack of Dependency. This effect stacks up to 4 times.
+ Mental Leech also applies Mental Weakness which increases the charge time of your targets powers by 15% for 2 seconds.
Mental Storm
- Lockdown should be renamed Recharge.
Master of the Mind
- Damage over Time powers tick twice as fast, recharge four times as fast and cost less. <-- change to: Your Ego Damage DoTs tick twice as fast, recharge four times as fast and cost less.
(For clarity purposes)
- Lockdown should be renamed Recharge
Check Here for categories and number for the powers
Also Notes are missing from the powers Overview, they can be found >>here<<
Notes only apply to the following powers:
- Shadow of Doubt
- Mental Leech
- Mental Storm
- Master of the Mind.
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Rimefire Burst
- Change Lockdown to Recharge
Other than that flawless IMO.
You have done great work! I hope players are able to benefit from this now
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Wow, simply beautiful! :biggrin: *wipes a tear from eye*
I will probably compile a guide regarding the New Telepathy stuff just for some notes or whatever.
I'll definitely be happy to see I will not have to write too much since they are all on Wiki
Thank you SO much for putting them up
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Activation Method - CLICK
Rank 2 Particle Accelerator:
+ 258 Particle Damage
Rank 3 Particle Accelerator
+ 310 Particle Damage
Box Information
Unified Theory - Melee Damage - You deal 356 Particle Damage and apply a stack of Unified Theory to yourself. If you reach 3 stacks of Unified Theory you gain Perfect Understanding which doubles the damage of your next Particle Smash. Accelerator reduces the charge time of this power to instant. Each use of Unified Theory removes Accelerator.
Activation Method - CHARGE
Rank 2 Unified Theory
+ 427 Particle Damage
Rank 3 Unified Theory
+ 512 Particle Damage
Box Information
Particle Smash - Ranged AoE Damage - Debuff - You deal 714 Particle Damage. Using this power removes all stacks of Unified Theory. Additionally, this power applies 1 stack of Plasma Burn for every stack of Unified Theory that is consumed. This power refreshes the duration on any Plasma Burn stacks the target has.
Activation Method - CLICK
Rank 2 Particle Smash
+ 856 Particle Damage
Rank 3 Particle Smash
+ 1,028 Particle Damage
Box Information
The above values, numbers and descriptions are from in game values on a character of mine. Based on the following principles:
- Level 40
- No Gear
- No Specs
- 5 in all talents
- No Super Stats
- Guardian Role
- Rank 1 in all abilities
Enjoy
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Particle Accelerator: http://champions-online-wiki.com/wiki/Particle_Accelerator
Particle Smash: http://champions-online-wiki.com/wiki/Particle_Smash
Unified Theory: http://champions-online-wiki.com/wiki/Unified_Theory
I was thinking if you could also the values of ranks and effects or descriptions of these powers which are outdated, and if have time:
Laser Edge
Laser Sword
Lightwave Slash
Lightspeed Dash
Plasma Cutter
AFAIK, these values haven't changed, regardless, I'll be on PTS in a few minutes testing out a few builds, I'll have plenty of time to check these values!
Great Pages btw!!
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So, theravenforce any tips on how to properly use Master of the mind?, I do like this power, as it changes your power tray to new powers, I wish more powers did that, oh well, but I want to see if I can make this power last longer while shorting its cooldown.
As for right now, the power sucks, and you can't even use it if, you have not got any good energy
spaaaaaaaaaaaaaaaaaaaaaam
My super cool CC build and how to use it.
Well, personally...I refuse to use the ability in its current form. It was weakened too much in my opinion. For something that removes your ability to access healing power, removes all your defense stat as well as transforming your power tray, it needs it's constant healing, increased HP and increased resistance back.
It only lasts for 9 seconds, has a ridiculous energy cost and cool down. (I could understand the CD if it was in it's older form...but not now.)
Seriously, if it had everything it used to have (Increased HP, Strong constant HoT, Increased Resistance to damage + what it has currently) AND the animation, it would be worthy of having such a high cost and having as lengthy a CD as it has now. It really wouldn't need anything else.
That being said, using an active defensive and offensive before hand should provide you with enough time to survive and use your 9 seconds of "glory". An example could be:
Masterful Dodge + BCR w/RR active plus Ego Surge/any other AO and immediately switch to MoTM.
Just be sure that you've got enough energy coming in so you don't waste the 9 seconds.
I'd also recommend grabbing CON as one of your stats or stacking up on health increases so that you have something to fall back on if for some reason you decide to use the ability in Gravitar/Fire and Ice etc.
As for the energy problem...you can switch your gear briefly and then switch back when you have enough energy.
Grab a piece of secondary gear that grants something like 20 REC/END swap that in and then try activating the ability (but only if you are marginally off the activation cost in the first place).
Or try statting END as your primary superstat, accompanied by INT to reduce the cost.
Visually Master of The Mind does have appeal, it just lacks the mechanics it once had to take it to the level it used to be at. But with transformation abilities in Champions Online, the general trend seems to be that they require nerfing.
Take Vapor Form for example. That used to grant physical damage immunity and was a pretty cool transform ability, now look at it.
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Epic Stronghold
Block timing explained
Haha, "cool" in the sense that I could run around and turn into vapour and be immune to physical damage for the duration. That was something I enjoyed, it fit the theme of one of my characters (maybe not the immunity part but that was a welcome bonus).
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