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FC.31.20160702.1520.1 - Power Changes
Powers
- The Powers UI is slowly going through some visual revisions to make it easier to read. You may notice some different fonts being used and better spacing between advantages and power effects. This will be done over time to all powers.
- Some sound and FX are still being worked on for the new powers.
Global Advantages
Challenging Strikes
- Renamed to Challenge!
- Now applies flat threat over time that varies based on primary and secondary targets.
Crippling Challenge
- Renamed to Break Through.
- Threat mechanics of this power have been removed.
- Can only disable block when used against blocking targets.
- Block disabling portion lasts 10 seconds. Afterwards applies a 10 second buff that prevents the target's block from being disabled.
- Also applies a damage, heal, defense and dodge debuff when you successfully apply the block disable. This debuff can be removed if your target damages you and cannot be stacked from any source.
- If used against a non-blocking target, applies a temporary buff that prevents their block from being disabled.
Energy Projector Framework
Fire
Rimefire Burst
- Increased cost.
- Will only consume your Chill or Clinging Flames.
Conflagration
- The Burning Rain advantage has been integrated into the base version of this power to fix some tracking issues the power had and to put it in line with similar powers (Lightning Storm, Avalanche).
- Known Issue: The advantage for this power has not been updated and currently does nothing.
Ice
Ice Blast
- Hard Frost Debuff: Can now stack a maximum of 3 times from all players.
Icicle Spear
Fractal Aegis
- Cool down is now 90 seconds across ranks.
- Decreased cost.
- Increased buff duration to 20 seconds.
Force
Gravity Driver
- Increased cost.
- Charge time reduced to 2.5 seconds (from 3).
Electricity
Neuroelectric Pulse
- New Advantage: Recharge: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
Technology Framework
Archery
Evasive Maneuvers
- Dodge bonus duration reduced to 6 seconds.
- New Advantage: Stim Pack: Stim Pack applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
- Sleight of Mind advantage: Now changes Evasive Manuevers into a threat wipe ability with a 45 second cooldown.
Gadgeteering
Throwing Blades
- The damage and cost for this power have been recalculated to bring it in line with other powers.
- Tooltips now state what damage it deals from stealth.
- Damage changed to slashing.
- This power no longer needs to be half charged to use.
- Changed the critical severity buff it gave to instead apply "Sudden Strike." Sudden Strike makes your next critical hit have an additional 15% severity.
- This power now self roots while charging.
- Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.
- New Advantage: Aggression. If fully charged applies Bleed to targets not affected by bleeds. If used in melee applies the bleeds on tap.
Boomerang toss
- Changed to slashing damage.
Richochet Throw
- The damage and cost for this power have been recalculated to bring it in line with other Blasts.
- Tooltips now state what damage it deals from stealth.
- This power now self roots while charging.
- Damage changed to slashing.
- Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.
Gauntlet Chainsaw
- Ripsaw Advantage: Made the bonus to base damage.
Implosion Engine
- Reduced cooldown to 90 seconds (from 120).
- Slightly increased cost.
Power Armor
- Updated the descriptions on many Power Armor abilities to clearly state what slot they belong to.
Rocket Punch
- Increased Cylinder radius to 2ft (from 1)
- Reduced target cap to 3.
- Lowered damage slightly to bring it in line with other Blast powers.
Munitions
Burst Shot
Holdout Shot
- Stim Pack Advantage: The heal on this advantage now has an internal cooldown of 4 seconds.
- New Advantage: Open Wound: Has a chance to cause additional bleeds over time.
Martial Arts Framework
Martial Arts: Single Blade
New Ultimate Power: Vorpal Blade
- Type: Melee Slashing Damage
- Range: 15' Range, 15' AoE
- Cooldown: 60 seconds
- Deals damage in a 15' sphere 5 times.
- Applies Bleed for each hit.
- Damage scales off of your Focus stacks.
New Power: Slash
- Type: Melee Combo
- Very similar to Reaper's Caress, has a chance to cause Bleed each hit.
- Advantage: Serrated Blade: Applies Shredded on the last hit.
New Power: Cut down
- Type: Lunge
- Roots targets if lunging from more than 20ft away.
Reaper's Touch
- Three Edged Blade advantage: No longer applies focus. Now has a chance to apply Bleed.
Martial Arts: Shared
Shuriken Throw
- Damage changed to slashing.
- New advantage: Poisoned Shuriken: 10% chance to apply deadly poison.
- New advantage: Serrated Edges: 10% chance to apply bleed.
New Power: Chained Kunai
- This is a seperate power from the Chained Kunai advantage on Shurkien Throw.
- Range: 25'
- Type: Melee Slashing damage
- Cooldown: 10 seconds
- Pulls targets to you.
- Advantage: Open Wound: Has a chance to cause additional bleeds over time.
- Advantage: Fine Cuts: Fully charging the power applies the Shredded debuff.
- Advantage: Weak Points: Fully charging the power refreshes all bleeds.
- Advantage: Inner Peace: Applies a heal over time to the player and heals an additional amount if the player is below 20% health. This effect has a internal cooldown of 4 seconds.
Fury of the Dragon
- Fixed a bug where the focus stack scaling was based on your target's focus stacks, not yours. Whoops.
- Because the player is the source of the damage (not the dragon that is summoned) this power now roots you in place to make it visually clear where the damage is coming from.
- The snare no longer requires you to be focused to apply.
- Now applies Clinging Flames.
- Reduced cooldown to 60 seconds.
- Increased cost.
Smoke Bomb Lunge
- Sudden Strike Advantage: Now applies the Sudden Strike buff which makes your next critical hit have an additional 15% severity.
- Corrected the tooltip to state that this applies to any ability that crits. Previously the tooltip stated it only applied to melee single target attacks which was not true.
Smoke Bomb
- Power now has a flat cost instead of being based off of your equilibrium.
- Power will now actually wipe your threat.
- Now counts as a threat wipe ability and will place all other Threat Wipes on a 30 second cooldown.
Shadow Strike
- Updated the way this power checks to see if you're stealthed for its bonus damage. This change should allow the power to be paired with more stealth granting abilities.
0
Comments
Mentalist Framework
Telepathy
New Power: Mind Wipe
Mental Storm
Mental Leech
Shadow of Doubt
Placate
Collective Will
Psionic Accelerator Device
Device was using an old hold mechanic. Updated it to use Paralyze instead.
Brick Framework
Might
Iron Cyclone
Iron Chain
Iron Lariat
Enrage
Heavy Weapons
Cleave
Vicious Descent
Mystic Framework
Supernatural Bestial
New Power: Barbed Chain
New Power: Barbed Lariat
New Power: Lacerating Cyclone
New Power: Wild Thing
New Power: Cower
Howl
Aspect of the Bestial
Supernatural Infernal
Debilitating Poison
New Power: Mephitic
New Power: Entrancing
Lash
Vile Lariat
Vicious Cyclone
Defile
Infernal Blast
Condemn
Aspect of the Infernal
Sorcery
Hex of Suffering
Darkness
Endbringer's Grasp
Ebon Ruin
Soul Vortex
@Chimerafreek
hopefully the CC change will stop the oops moments with the cosmic fights
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BUG: The third hit of Lash, when you have the Decay advantage, shoots out a Defile VFX.
My super cool CC build and how to use it.
Epic Stronghold
Block timing explained
The Rainy Day aura does nothing in a normal aura slot, but does work in the in-combat slots.
Seriously? I have enough trouble stacking Enrage on my Might tank as it is, this just cripples her. Unless Enrage has been changed somewhere and I missed it, I am going to have to swap to the bestial Supernatural Toggle, and get one of those cutting chains. (Character concept requires the Growth).
Formerly @Seschat pre PWEmerger. @Seschat on the Titan boards.
Supporter of the Titan Project.
That said, can we get Iron Chain changed from T2 down to T1 to bring it in line with the other Chain Combo attacks...
Also I think by changing Crippling Challenge you are breaking a Specialization in the Protector Tree "Debilitating Challenge" the one that debuffed targets when you applied the Crippling Challenge...
Caliga's PRIMUS Database! --XXX--The Caliga Build: Threatening Haymakers! --XXX-- Caliga and Conquer fanart!
If you're looking purely for a bug hunt that's very doable, but for overall feedback I'm not sure if most of it would make sense until changes come down for things like Nimble Mind.
PARSER USAGE GUIDE: click here for an easy how-to ٩(๑・ิᴗ・ิ)۶٩(・ิᴗ・ิ๑)۶
Spectre beats Eido in an SG run: VIDEO HERE
I own Koda Ortega. Yeah...
https://www.youtube.com/watch?v=IC8EKP0XKJ4
Now all you need to do is bind: "Ryujin no ken wo kurae!" to its activation
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Personally I LOVE the change to Crippling Challenge and Challenging Strikes.. I may consider playing a tank/melee power more..
Gageteering:
I do not understand the reason behind changing Throwing Knives, Ricochet Throw and Boomerang Toss' damage to Slashing Damage. What is being slashed? Why the hard hit to the crit buff? Is the self rooting of these powers necessary? Ahh well, I guess thats more characters for me to retcon...
Munitions:
Holdout Shot: This power already has a cooldown; does this mean that there will be ANOTHER one on top of it? If so, thats one more character I will have to retcon... again...
Martial Arts: Shared
Shuriken Throw.. another power with its damage changed to slashing.. I dont understand it. Shurikens stick to you, not slash you. Heh, another retcon.
Telepathy:
Shadow of Doubt and Mental Leech: Wow... Really? Their innate powers will now be advantages? One of the main reasons why I took these powers was because their innates freed up advantage points. Ah well, gotta retcon out of those as well.
Chain Powers:
Wow, I am on the fence with the changes to these powers. On the one hand, I do like some of the new advantages. On the other, I dont like the new execution (combo and charge), the reduction in melee damage (due to the removal of the poison stack bonus damage) and the removal of the single target attack on Iron Chain and Lash. Looks like another retcon may happen for a few characters.
Hopefully testing out the other new changes will be more encouraging..
The Challenge change is a welcome one, especially for our Cosmic Groups.
So let's talk about boomerangs.
The nerf to Ricochet Throw's tap damage was obviously needed, and conserving its full charge damage was also a good move since it preserves what is really the most fun aspect of the power.
Now the issue is that we have these two boomerang powers and you really never have a reason to take both( this was actually a problem before too, but is now more apparent ). They're both basically aoe powers that largely do the same thing, just in slightly different ways. They have no synergy with one another, and both will generally be an aoe power taken by a build that is going to get its single target damage elsewhere. I think that could be changed very simply, and doing so would ensure that we still have a reason to create boomerang-centric characters.
As it is right now out of the two powers Ricochet Throw wins when it comes to being an aoe. For its shorter range, Throwing Blades gets a meager 10% more dps. Lets put Throwing Blades not only back in the running but also make it the single target power out of the two by making it deal more damage the less targets it's hitting, similar to powers like SMG Burst and 2 Gun Mojo. Throwing Blades is after all in the same tier as heavy hitters like Conflagration - which is a power that gets to do its full, impressive dps to every target in its area. Conflagration does require more setup than Throwing Blades, but Throwing Blades suffers the lack of an on-hit Energy Unlock, and also lacks a ranged slashing damage debuff to work with, and currently uses up more energy than conflagration ( its only slightly more, but it is more ). This turns the general gameplay flow of a boomerang character into using Ricochet Throw as an opener and long range/lower damage attack, while Throwing Blades is the close range nuke/finisher.
I also think that now that they self root, both powers should do better dps when charged than they do on tap.
PS - Any chance the knockback could be removed from Boomerang Toss?
My super cool CC build and how to use it.
His vorpal blade went snicker-snack!
He left it dead, and with its head
He went galumphing back.
- David Brin, "Those Eyes"
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PVP is starving without rewards
1. Please give us Daily PVP missions that reward Questionite.
2. Please give us an exchange rate between Acclaim and Recognition so that PVP has access to all "On Alert" PVE rewards.
Decision to not be a tank anymore...validated.
EDIT: I've heard actually numbers on the CS changes from someone, other than a dev, unfortunately. However, if the numbers I am hearing are true, then I apologize for my initial remarks...as the actual numbers tell a different story, and show that the devs are actually trying to make it easier for tanks to hold threat.
VARIANT
"Nearly all men can withstand adversity, but if you want to test a man's character, give him power."
-Abraham Lincoln-
My super cool CC build and how to use it.
My super cool CC build and how to use it.
VARIANT
"Nearly all men can withstand adversity, but if you want to test a man's character, give him power."
-Abraham Lincoln-
Single Blade - Cut Down:
- This power seems to be copy-pasted from the dual-blades lunge, including the power-colored afterimage of the second blade, which of course shouldn't be there. Maybe you should try copy-pasting the Power Armor's Laser Sword lunge instead, which looks a million times better, or at least remove the glow from the non-existant second blade. Terrible animation, btw...
- It says it's got 2 ranks already trained, so you only have 3 ranks left to train...
https://s31.postimg.org/6g2fwlbrf/CO_Cut_Bug.jpg
Also, the changes to Defile and Aspect of the Infernal combine to make for a really harsh hit to energy management with these powers - you're going from getting the form energy return on every hit to having both an internal cooldown and a low chance to proc poison.
and Infernal got 2... making it 3 in total
At least it will help my Infernal DPS
Jolly Good updates so far
This is so satisfying!
Best Birthday gift ever!
As it stands from this change on, it seems all tanks will have to suddenly tap their AoEs for the bonus agro, instead of having it innately on a Maintain or combo powers (powers used to set up for the next attack).
Not complaining though, the changes were needed and wanted, I'd put Break through only on powerful charge skills or instant skills though: one to hurt the opponent if they block our big charged power and the other for a quicker instinct (I don't PvP though so I can't speak for them).
In any case, loving the changes, the new powers and the new advantages!
All Blasts need to have an Utility
[color="#ff9900"]Suggestion:[/color]
please add Debilitating poison to infernal blast as an ADV
Suggestion: please add Debilitating poison debuff as an ADV for Infernal Blast
Blasts needs that utility more
Suggestion: Please add the Damage-on-Expire for corrupted enemies, like the OTHER corruption effects have
Suggestion: Please REMOVE the visuals from Aspect of Infernal
Guessing that retcon tokens will be raining from the sky?
http://www.arcgames.com/en/forums/championsonline#/discussion/1205808/fc-31-20160702-1520-1-mayhem-lockbox-penitent-archetype
Since Break Through is much more limited than the old Crippling Challenge, I think it's fair to lower the cost a bit. 3 adv points seems a bit harsh for an adv that you need to really time well and is so situational. In my opinion even 2 points would be a bit much for it now, and I'd prefer to have it lowered to 1 point.
Also since those advantages are changing, and in the case of break through quite significantly, will we be given a retcon for characters affected?
Member of Paragon Dawn: Because some people like friendly helpful communities.
Yeah some things are broken... no I don't use/abuse them.. where would be the fun in that?
Cost increase was a little unnecessary but its not massive... Bad move. With the removal of Mental Weakness you have actually decimated the usefulness of this power for stacking Manipulator, as it no longer counts as any sort of CC power innately.
Bad move. With the removal of Malaise you have actually decimated the usefulness of this power for stacking Manipulator, as it no longer counts as any sort of CC power innately.
This paralyze needs to be a rank 3 paralyze. It is currently a rank 2 one. Please update. (It costs quite a lot of Questionite, it should be worth the investment.)
So once again...nerfs! Not surprising really, but still a shame to see happen time and time again to this power set.
My Characters on PRIMUS
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Telepathy Nerfs once again are gonna ruin Zackary's build
freaking hell
and let me guess, Telepathic Reverb still doesn't work with new telepathy
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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My super cool CC build and how to use it.
The description of challenge says it lasts 4 seconds on your primary target, but it lasts 10 seconds.
Power Armor
BUG: Mini Gun is draining ridiculous amounts of energy when used. (my max is 427, I am drained for 467 energy per tick)
Telepathy
BUG: Mind Wipe is still listed as "Slip Your Mind" (it's original name) on the retcon list.
BUG: Mind Drain cannot be ranked up and auto completes to 4/5 advantage points when initially picked up.
BUG: Mental Leech no longer stacks Manipulator because it is lacking Mental Weakness. This nerf further ruins Manipulator based Telepathy builds. If this is intended and not an oversight please state.
BUG: Shadow of Doubt no longer stacks Manipulator because it is lacking Malaise. This nerf further ruins Manipulator based Telepathy builds. If this is intended and not an oversight please state.
BUG: Mind Break's unique interactions have suffered because of this nerf;
BUG: Mind Break can no longer rupture Regret.
BUG: Mind Break can no longer rupture Stress.
BUG: Mental Leech is now creating two separate stacks of Dependency on a target, one stack can be ruptured the other stack cannot be ruptured. This means Dependency can stack to 8.
BUG: Mental Storm STILL does not count as an initial Telepathy hold for the purposes of Telepathic Reverberation.
BUG: Mind Drain's animation, whilst great, may require a few adjustments so that it doesn't look like your character is shoving their fingers into their face (by their eye).
Request: Please alter the VFX and SFX for Mind Drain to be less Devour Essence and more "Telepathy". Perhaps use Energy Storm's VFX? Or perhaps Courtney Olmacher's psychic bond VFX? As for the SFX...perhaps something similar to Telekinetic Assault's SFX.
Request: Please upgrade [Psionic Accelerator] & [Telekinetic Force Field Inducer] Devices to Rank 3 Paralyzes. Currently Psionic is Rank 2 and TFFI is Rank 1.
Single Blade
Request: Would it be possible to get a single blade block into this update? Perhaps one that regularly changes position when you have incoming damage (as if you are deflecting hits) and returns a small portion of incoming damage to the attacker? (Similar to Ebon Void but without the heal).
My Characters on PRIMUS
[#]WeNeedHeroicFashion - <Aura Suggestions> - <CO Wiki (WIP)> - <Crowd Control Discussion> - <Telepathy in Champions Online> - How to review The Force Power Set - Join the Champions Online: On Alert Discord!
I am @RavenForce in game
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