GUIDE: Issue 18 & Going Rogue Beta - What you need to know


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GUIDE TO ISSUE 18 / GOING ROGUE BETA

Intro and Table of Contents


Welcome to Closed Beta!

It's not so closed any more, the NDA has been lifted.



What’s New?

Right now available for testing are:

  • The Alignment System, ‘Going Rogue’: The first thing to wrap one’s mind around is that The Alignment System is a stand-alone system that does not necessarily involve Praetoria at all. Even without Praetoria, The Alignment System allows you to go from Hero to Vigilante to Villain; and from Villain to Rogue to Hero – and back again – all the while hopping between Paragon City and the Rogue Isles. For those level 20 and higher, Tips will drop allowing you to take certain Alignment Missions that will change your alignment over time. In Praetoria you’ll be able to start off any of the 10 classic ArcheTypes with either the Villian (Loyalist) or Hero (Resistance) alignment. For more details click here.

  • Two New Powersets:
  1. Kinetic Melee as a Primary for Scrappers, Brutes, and Stalkers; and as a Secondary for Tankers.
  2. Electric Control as a Primary for Controllers and Dominators.
  • (Demon Summoning and Dual Pistols are a part of the Going Rogue expansion and have already been tested and pre-released.)

  • Pop Help: Certain events will trigger a pop-up help for players. They’ll appear as an exclamation point icon on the right side of the screen. Click on them to read the help. This is very new and still undergoing lots of internal testing.

  • Cathedral of Pain: It’s back! Originally released in September of 2006, it was removed in October of 2006 (between Issues 7 and 8) for an exploit that needed to be fixed… and never returned. It’s been revamped to no longer give Items of Powers to bases (base raiding is still on hiatus), but instead reward an Item-of-Power Buff plus Merits, or only Merits, to its participants as if it were simply a straight-up Trial. You still need a Base to access it. It’s balanced around three full teams to participate. For more info on the Cathedral of Pain, jump to here.

  • Praetoria – The Praetorian zones of Nova Praetoria, Imperial City, Neutropolis and their Underground counterparts, and the Tutorial with new content is available for test in this Closed Beta.


  • Other Stuff: Badges, updates, fixes, emotes, QoL, MA, etc...:


Special Testing Conditions
:
  • Unlocked Booster Packs: They are temporarily unlocking all booster packs for testing, with the exception of the Mutant Pack.
  • The Ski Chalet is open in Pocket D. Father Time isn't there to give out missions, but the Candy Keeper is there (treat new Preatorian PCs to a Jingle Jet!)
  • Beta Server is an Old Test Copy: The Beta server is a copy of the Test server from about 18 months ago. Weird and confusing? Yes it is. But that's the way it is. Because of that, your global may not be what you expect, but instead the name of the first toon you log on with. Go to Menu > Chat Handle to change it.
  • Issue 18 v. GR v. Item Pack: Everything that's going to be exclusive to Going Rogue is available to anyone on Beta, even if they haven't pre-purchased Going Rogue. This includes Alignment-switching; access to Praetoria; and the 4 new Powersets. This does *not* include the features of the GR: Item Pack (4 stances; 2 auras; 2 costumes, 1 temp power) nor the GROs (Going Rogue Origin enhancements from the Game Stop pre-order exclusive offer).
  • Though we have no official list of what is exclusive to GR and what will be freely available in Issue 18, here is our best guess.
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How to Participate in Closed Beta

How to Get onto the Closed Beta Servers


The Closed Beta Servers are NOT the Test Servers for North Americans (for EU Beta Testers, the Test Server is your Beta Server). Accordingly, you'll need to switch your -test flag on your Shortcut's command line to -beta to enter. And so that any particular files pertinent to Test, Beta, and Live (like screenshots or saved MA arcs) don't get mixed in with each other, you'll probably want to create a new file directory of the game for the Beta client.



Keep up to date on Patch Notes




Some notes about participating in Closed Beta:
  • Use the appropriate forums: Bugs for bugs. Feedback for feedback. And Chatter and Discussion for... chatter and discussion. Especially keep Bugs and Feedback threads always on topic with no side discussions or threadjacks. The Devs (even the ones without red names) read those forums regularly looking for player input. Use Chatter and Discussion for fun, discussions, debates, coordination of information, recruitment for in-game events, threadjacks, ranting, zomg-ing, etc...
  • Closed Beta = Unfinished Stuff: Unlike Open Beta which is like a final draft of a manuscript that needs some polishing, Closed Beta is a rough draft that contains lots of unfinished bit, lots of bugs, and may be open to major revisions (within reason, time and resources are not infinite). So, it's not uncommon in Closed Beta to find a mission uncompleteable which stops you from advancing in an arc; or to find filler text in a NPC's description ("TODO: fill in text here"); or even to find a zone so unstable that the rubberbanding keeps you from reaching an exit. Welcome to Closed Beta! That's normal. And it's not worth getting upset over.

    If the unfinished nature of Closed Beta is not to your liking, then it's best if you wait until Open Beta to test things. Complaints at this stage are useless and counterproductive and a sign that one doesn't understand Closed Beta. All that's needed is to simply report bugs and make reasonable suggestions for improvement without emotion.


What about the Loyalty tiers?
  • Which wave are we at?: As mentioned in this announcement, we can expect 3 tiers of waves: Vets, Loyalty rewards members, and, pre-orders. Those tiers are not exclusive of other groups or waves. In early April, it was announced that Beta Testing for 'friends and family' started. The first 'wave' of players began on Wednesday, May 5. At some point, Vets were starting to get invited without any special announcement (probably around the beginning of July). We're now at the point of the Loyalty reward members getting in on July 22 (see this announcement). And as of 8/10/10, the Pre-Purchasers are now in.

  • And Hero-Con Attendees? We don't know either. According to this, they should be in at some point.



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'Going Rogue' - The Alignment System


Patch Notes 7/9


Alignment system

  • Hero and Villain Lounges:
    • Players who maintain either a Hero or Villain alignment will now find they are welcome to enter Fort Trident (Hero) or The Crucible (Villain). Located in Atlas Park and Cap au Diable, these zones allow the Hero or Villain to relax, meet well known signature characters, teleport to their Task Force/Strike Forces, and also purchase enhancements from special vendors.

Description:

You should read this link compiled by Snow Globe now posted in the open forums (Guides Section). It will answer almost all your questions.



Zoning Issues


  • In short: You move between Paragon City and the Rogues Isles by way of co-op zones (RWZ, Pocket-D, Midnighter) or by Submariner's submarine (Independence Port <--> Sharkshead). You should not be able to use PvP Zones (if you can, bug it). Using Ouroboros takes you to your basic alignment's version from wherever you are (Vigilantes go to Heroic Ouroboros, Rogues go to Villainous version).




Alignment and Powers Issues

Positron chimed in early in the Beta (May 25) with an update on what's the plan with Alignment powers, note that some of these plans have changed and may still change....

Quote:
Hey everyone,

First off I want to apologize for the tardiness of this messaging. A lot of you have been diligently posting your feedback with the Going Rogue system we have asked you to test and we have been remiss in responding to your concerns. I am here now to end the deafening silence.

First off, let me discuss the issue of “losing” tips when you go to the other faction’s city. We are currently limited by the tech of the game right now and need a way to prevent you from activating a “go to Arachnos Base (a Zone door which does not exist in Paragon City)” and other such missions. Currently, the process is to simply delete the offending tips, but you are correct that there is probably a friendlier way. We are currently investigating other options, but we have other initiatives we need to complete as well.

Next, the cooldown timers on the tip drops and side switch are completely flexible. We are not married to any of the numbers, but we do want a system that you do not just blitz through and finish in an evening.

Co-Op zones have been brought up as a concern, but the reasoning behind this has been deduced by you. In a co-op zone there is an opportunity to find yourself running a tip mission for an alignment that you are ineligible for. Instead of making the UI restrict this on a case-by-case basis, we decided that a blanket decision was easier for the end-user to understand, as opposed to why they can sometimes do it and sometimes not.

Vendors, tailors, and trainers: we’re going to allow “Tourists” (which is the term we use for a Vigilante in the Rogue Isles or a Rogue in Paragon City) access to many of the vendors and services in the area. This should solve those issues.

Influence/Infamy: a topic of heated debate, and something we have a big meeting scheduled to talk specifically about it. We understand and can empathize with the need and desire to get your hard earned currency over to the other side if you are planning on making the switch one-time and permanent. [This was before the decision to merge the markets! -Ed.]

Supergroups: If you switch sides, you are currently put “on hold” with your old SG. You don’t lose any of the stats associated with your character (Prestige earned, join date, and the like), but you will not be able to join an additional one. SG’s are not going to be made cross-faction. If you have business you need to deal with your current SG before you switch, get it done before hand. This needs to be made crystal clear in game, and we are working to do just that.

Newspaper/Police Band missions: Tourists will have access to this repeatable content (as well as the Mayhem and Safeguard missions associated with them). Since completing the Mayhem and Safeguard mission introduces you a contact, you WILL get that contact, but will not be able to do missions for them until you fully convert to the side that contact belongs to.

Task/Strike Forces: Tourists will have access to start any Task or Strike force in the game (as long as they meet all other requirements).

Badge Names: You will receive a pop-up explaining that badges you currently possess are likely to undergo a name and description change when you switch sides. You should -not- lose any badges in a side-switch, if you do, please report it as a bug. You will not be able to access badge-titles for badges of the opposite faction that went under a name conversion when switching sides.

Ancillary/Patron Powers: We’re going to make Ancillary powers universally chooseable upon the release of Issue 18 (i.e. this will be part of the free upgrade all players will get). The only restriction remains your archetype. No longer are you restricted by Hero or Villain alignment. Patron Powers, however, are only receivable upon completing a Patron story arc in Grandville at the appropriate level. Once you have selected your patron, you can choose a different patron upon a Respec. A character may NOT have both an Ancillary Power Pool and a Patron Power Pool on the same build, but may have a different one on a different build. In short: Villain AT's will have access to (new for Issue 18) Ancillary Power Pools at level 41 regardless of what alignment they are currently. All Villains can run the story arc for the Arachnos Patron of their choice to unlock the ability to choose those as well.

Incentives: We are working out an incentive program for “sticking” with an alignment over time. Incentives for the two ends of the spectrum (Hero and Villain) will be different than the incentives for Rogues and Vigilantes, giving reason for your character to want to remain full Hero or full Villain.

Please watch the patch notes for these and other issues being addressed with each new patch.


Info on the Alignment Clubs and Merits

  • Finding the Clubs: Go to Trident Base in Atlas Park or The Crucible in Cap au Diable. Check your mini-map -- they're marked as a green dot (gate icon).
  • Admittance: This is the reward for remaining (or becoming) a true Hero or Villain. The only toons excluded are those currently Vigilante or Rogue.
  • Alignment Merits (A-Merits)
  • Do not confuse them. They are a new type of Merits not to be confused with Reward Merits (completing arcs, Task Forces, Raids, killing Giant Monsters) or Vanguard Merits (killing Rikti once you've been initiated into the Vanguard).
  • How to get A-Merits:
  • Do a Morality Mission. A Hero Morality Mission will give you a Hero Merit and a Villain Morality Mission will give you a Villain Merit. The very first time, though, you will get 50 Reward Merits... after that, one A-Merit. Note that it takes 10 morality points to get a Morality Mission and you can only get 5 morality points per day, thus, you can only get an A-Merit reward this way once every other day.
Note: Since Rogues and Vigilantes are not eligible for A-Merits, when they do a Rogue or Vigilante Morality Mission, they get 30 Reward Merits the first time they do a Rogue or Vigilante Morality Mission and then 60 Merits every time after that.
  • Buy one. Go to the A-Merit Vendor in the Alignment Club and trade in 20,000,000 INF + 50 Reward Merits and buy one A-Merit. You can only do this once per day.
  • A-Merit Vendors:
  • Trident: See B.O.T.L.E.R. and click on the box next to him.
  • Crucible: See the Trashman and click on the trash can next to him.
  • What do Alignment Merits Buy?
  • All IO Sets
  • Most common to rare recipes are 1 A-Merit each recipe within the Set
  • Unique and Special rare recipes are 2 A-Merits each
  • Purple Ultra Rare recipes are 20 A-Merits each
  • PvP Recipes: 25-35 A-Merits each
  • Costume Pieces: 1 A-Merit (almost always more efficient to buy these on the Market)
  • Respec Recipe: 10 A-Merits
  • Reward Rolls
  • Random Salvage Roll: Divided by Arcane v. Tech and two level ranges (10-25 v. 26-40). You get 8 pieces for 1 A-Merit
  • Random Rare Recipe Roll: Divided into tiers of 5 levels (10-14; 15-19; etc...). You get 5 recipes for 1 A-Merit
  • NPCs and Teleporters: The NPCs in the clubs have a portal that take you the Task/Strike force they or their sidekick gives out.
  • Trident: The Freedom Phalanx take you to their respective TFs: Positron, Synapse, Sister Psyche, Citadel, Manticore, Numina, Statesman.
  • Crucible: Recluse's Lieutenants don't have their own Strike Force, but they teleport you to their sidekick's or related NPC's Strike Force:
  • Arbiter Rein -> Operative Renault (Sharkhead SF)
  • Mako -> Barracuda
  • Ghost Widow -> Lord Recluse
  • Sirocco -> Ice Mistral
  • Black Scorpion -> Silver Mantis


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New Powersets: Kinetic Melee & Electric Control

From the Release Notes

Kinetic Melee
Kinetic Melee is a melee attack set based upon siphoning your opponent's energy and using it to power your own attacks. Each individual attack adds a damage debuff to the target (strength and duration dependent upon the tier of the power used) and, if Power Siphon is active, a damage buff to the caster. The intent is for Tankers to have a Stronger Debuff than other AT's.

The following Kinetic Melee powers are intended for Scrappers, Tankers and Brutes:
  • Quick Strike
  • Body Blow
  • Smashing Blow
  • Taunt (Challenge for Scrappers)
  • Repulsing Torrent
  • Power Siphon
  • Burst
  • Focused Burst
  • Concentrated Strike

The following Kinetic Melee powers are intended for Stalkers:
  • Quick Strike
  • Body Blow
  • Smashing Blow
  • Assassins Strike
  • Build Up
  • Placate
  • Burst
  • Focused Burst
  • Concentrated Strike



Electric Control
Electric Control is a power set that can be used by Dominators and Controllers.

Electric control offers a mastery of using lightning to negate enemy attacks and keep them off balance. Many effects will arc from one nearby enemy to another, creating dazzling chains of electrical energy. It offers a wide variety of short duration soft controls in the form of stuns, confuses, and knockback.
Arcing controls tend to be short duration, but can hit multiple foes and recharge quickly.

All arcing controls will be able to use enhancements, allowing players to enhance the Damage, Stun, Immobilize or other effects of the power.

Powers:
  • Electric Fence
  • Tesla Cage
  • Chain Fences
  • Jolting Chain
  • Conductive Aura
  • Static Field
  • Paralyzing Blast
  • Synaptic Overload
  • Generate Gremlins

BETA Forum Threads


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Cathedral of Pain



Patch Notes

From the 7/2 Patch Notes:

  • Cathedral of Pain tweaks:
    • Reduced Obelisk Draw Strength power from scale 4 Regeneration per Natterling to scale 1 per Natterling.
    • Reduced radius of Obelisk Draw Strength power from 80' to 20'.
    • Willforge Entities are now susceptible to -Fly effects.
    • Storm Elementals are now level 52 instead of level 50.
    • Minimum level for entry to the Cathedral of Pain is 50. [Note: Is bugged and actually set at 5 (or lower?). Castle has said the intention in an upcoming patch to make it level 35 minimum.]


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Intro to Praetoria

The Zones

Praetoria is divided into 6 Zones, 3 Above Ground and 3 Undergound Zones:

  • Nova Praetoria and Underground Nova Praetoria, Levels 1-10.
  • Imperial City and Underground Imperial City, Levels 8 -15.
  • Neutropolis and Underground Neutropolis, Levels 15-20.
Pay attention to those levels since if you outlevel a contact you stop dead in their arc (for now, we hope the Devs fix that) and they won't talk to you at all.


Crossing Over (Dimensionally)

Can Heroes and Villains Get into Praetoria?
  • No. Not at any level. At least, not now. The Devs just announced at Comic-Con that they *can*, but that's not available right now. Look for it in a future patch.


Can Praetorians go to the Rogues Isles or Paragon City?

  • Not before level 20. At level 20, whether one is a Loyalist or Resistance a contact will allow you to chose to go to Paragon City (making you a Hero) or to the Rogue Isles (making you a Villain). Once you cross over, you can't go back.

What about Pocket D?
  • Praetorians *can* get into Pocket D by way of the VIP Teleporter or through a door in Studio 55. The doors to the red/blue cities will drop you back to Nova.
    • From Praetoria, go to Imperial City, and enable "Lounge" on the drop-down mini-map; click the lounge icon and follow the way-point; enter 55 and turn right; use the manhole cover under the ramp
    • From Pocket D, go behind the portal ramp heroside and there will be a manhole cover to take you back to Studio 55 (Praetorians only).

Teams, Bases?
  • You can form teams between Praetorians and Heroes/Villains in Pocket D, but there's no mission map to go to (such teams disband entering DJ Zero's missions). You *can* form mixed teams in the arena...
  • Praetorians can't be invited to Bases and they can't create their own in Praetoria.


Known Issues

  • The following issues are works in progress at this early stage of the Beta. Feel free to discuss these on the message boards but please limit the /bug reports on the following topics as we are already working to update the listed items.
  • Many Contact NPCs only offer level 1 Enhancements.
    • Players can get the level 5, 10 and 15 versions from vendors such as Vendor 56-925 in the Magesterium.
  • Traffic around Nova Praetoria is still in progress
    • Players may notice some unusual vehicle behavior at this time.
  • The Nova Praetoria zone has not been optimized at this point.
    • There may be some framerate issues during this phase of testing
    • Users experiencing slow performance should scale back or disable Ultra Mode features.
  • A new type of barrier, Sonic Fencing, is in place throughout the edges of Nova Praetoria to keep the citizens in line.
    • Feel free to push the boundaries to see if you can get out. If you find a way through or get stuck, use /bug to tell us about it.
    • NOTE: This has been changed to non-teleporting kill-you-on-the-spot barriers. Good luck testing those!
  • Fixed: Loading Screens are not set up for Praetorian zones
    • You may get a blank white loading screen or a screen for a different zone as you load into Nova Praetoria.

Additional Known Issues reported by players:
  • Missions with clicking the glowie in Praetoria (roses, cameras, bombs) are buggy:
    • the mini-map drop down menu may not have 'show mission objectives' selected
    • The roses don't glow as much anymore. There are non-glowy branches on top. Looks less fakey, but harder to see. Though, if you click the Zowie icons on the mini-map, you'll get a waypoint to them.


Vista Zoning Tech
  • This is also the first live test of our “Vista” zoning technology.
  • Your character can reach Imperial City by flying, running, teleporting, jumping, swimming or walking to it from any point along the border of the two zones.
    • Expected behavior: Your character should appear at a similar location on the “opposite” side of the zone border. (For example, if your character crosses a bridge to Imperial City, the character should not appear in the water on the other side.).


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Praetorian Content & Stuff



Praetorian Contact Chain
Pay attention to the levels listed below since if you outlevel a contact you stop dead in their arc (for now, we hope the Devs fix that) and they won't talk to you at all.


Tutorial Contacts

  • Officer Flint
  • Reese (MORAL CHOICE) Chose between:
    • Provost Marchand, Loyalist
    • Calvin Scott, Resistance


Nova Praetoria Contacts
, Levels 1-10
  • Starting Mission Contact: Praetor White -5203 45 -257
  • Starting Loyalist Referrer: Provost Marchand, Loyalist Base, -5965 17 822
  • Starting Resistance Referrer: Calvin Scott, by phone at first, also Neutropolis Underground Resistance Base
  • Loyalist Power Arc:
    • Deputy Assistant of Information, Loyalist Base, -5965 17 822
    • Warrant, -5675 33 -843
    • Reese, -4319 3 1290 (MORAL CHOICE)
  • Loyalist Responsibility Arc:
    • Chief Interrogator Washington, -5194 47 296
    • Cleopatra, -5186 41 -722 (MORAL CHOICE)
  • Resistance Crusader Arc:
    • Ricochet, Resistance Base, Underground, -4918 -16 1911
    • Splice, Resistance Base
    • Jack Hammer, Resistance Base (MORAL CHOICE)
  • Resistance Warden Arc:
    • Robert Flores, -5937 20 -654
    • Tunnel Rat -4959 -76 2676
    • Dr. Arvin -4776 6 -1558 (MORAL CHOICE)

Imperial City Contacts, Levels 8-15
  • Loyalist Power:
    • Mr. G, -717 -56 204
    • Transmuter 184 -38 449
    • Tami Baker -759 -46 -982
    • Praetor Sinclair -911 581 -1167 (MORAL CHOICE)
  • Loyalist Responsibility:
    • Interrogator Kang, -2228 -30 255
    • Alec Parson, 1438 -39 705
    • Whitworth -131 127 189
    • Chance McKnight 469 -56 -294 (MORAL CHOICE)
  • Resistance Crusader:
    • Hatchett, Resistance Base
    • Beholder, Resistance Base
    • Vagabond, Resistance Base
    • War Dog, Resistance Base (MORAL CHOICE)
  • Resistance Warden:
    • Jessica Flores, -1448 -13 -2080
    • Luke Larsen -1889 -56 -888
    • Dr. Steffard -1785 -7 916
    • Seer 1381 -861 213 2295(MORAL CHOICE)


Neutropolis Contacts
, Levels 15-20
  • Loyalist Power:
    • Dr. Hetzfeld, 1804 -54 1010
    • Bobcat, Imperial City's Studio 55
    • Neuron, 1676 -50 -641(MORAL CHOICE)
  • Loyalist Responsibility:
    • IVy 1946, -50 -493
    • Mother Mayhem (phone only)
    • Anti-Matter, 4685 -20 2161 (MORAL CHOICE)
  • Resistance Crusader:
    • Crow, Resistance Base
    • Helix, Resistance Base
    • Calvin Scott, Resistance Base (MORAL CHOICE)
  • Resistance Warden:
    • Aaron Walker, 2878 -72 -175
    • Penelope Yin, phone
    • Dark Watcher, phone (MORAL CHOICE)
  • Primal Earth Contact
    • Loyalists: Provost Marchand
    • Resistance: Steven "Dr. Science" Sheridan, phone, referred by Calvin Scott
    • both allow a choice of Paragon City or Rogue Isles regardless of one's current alignment



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Patch Notes

Keep up to date on Patch Notes!

Here are links to all the Patch Notes. Dates are the date they were released, not the internal date that shows up in the patch version. Below these is a summary of misc. patch notes not related to the main features of GR/I18. See next post for missing patch notes.



Known Issues


  • No Low Rez textures: For some overlays such as Shield Patterns or Plaques or Grafitti, there are no overlay files at the Low (No World Bumpmaps) and Low (With World Bumpmaps) settings.

Combined Patch Notes


This is a collation of all the patch notes not mentioned above in the major updates. It includes things likes fixes or updates to powers which are not necessarily related to features of Going Rogue or Issue 18.


Incarnate Abilities Removed
  • The Incarnate System (Alpha Incarnate Slot, Alpha Abilities, and Incarnate Drops, among other things) have been removed from Going Rogue.
    • Known Issue: The Incarnate salvage tab and associated items will still be visible to those who have previously unlocked the Alpha Incarnate slot.
  • Removed the “Incarnate” tab from the Salvage window.
    • Known Issue: Though Incarnate salvage no longer drops, it will still be visible to players who previously acquired some when the “All” tab is selected.


Merging Hero and Villain Economies

  • Influence, Infamy and Information are being combined into a unified currency. All characters will be able to trade ‘inf.’, salvage, recipes and enhancements.
  • Wentworth’s Consignment House and the Black Market now share inventories. Capitalism at its best.
    • All pending Buy and Sell orders from before the market merge will be will be cancelled in order to smooth the transition.
    • Listing fees for unsold items will be refunded.

Powers

General
  • Archery/Trick Arrow (All) - Cast Time and Animation Changes
    • Explosive Arrow cast time reduced from 1.83s to 1.00s
    • Stunning Shot cast time reduced from 1.83s to 1.00s
    • Flash Arrow cast time reduced from 1.83s to 1.00s
    • Ice Arrow cast time reduced from 1.83s to 1.67s
  • Traps (All) - Corrected an error with the animations for Triage Beacon, Poison Trap and Acid Mortar. The result of this is the reported animation time has been increased from 2.17 seconds to 2.77 seconds. The *actual* animation time has been reduced from 2.83 seconds to 2.77 seconds.
  • The Temporary Powers Amy's Ward and Warwolf Whistle should now be usuable regardless of Exemplar status.
  • Mangle should now use all of his attacks.
  • Power Pools/Fitness/Health – Fixed a bug that made this power selectable at level 12 instead of level 14.
  • Purchasable Raptor Packs are no longer usable on 'Master of' attempts
  • Leadership powers should no longer cast shadows.
  • Consume (All) - Added Recovery boost per target hit and flat Endurance Drain Resistance value.
  • The Backup Radio is now useable while Exemplared to levels lower than you were granted the Radio.


Shield Charge Changes
  • Made several changes to correct balance problems introduced a few months back:
  • Brute Version: Recharge increased to 150 from 90. Damage broken into 2 stages -- stage one has a 5' radius and does scale 0.7 damage (35.6 base damage at level 40.) Stage 2 has a 20' radius and does scale 1.7 damage (85.5 base damage at level 40.)
  • Tanker Version: Recharge increased to 150 from 90. Damage broken into 2 stages -- stage one has a 5' radius and does scale 0.745 damage (37.9 base damage at level 40.) Stage 2 has a 20' radius and does scale 1.809 damage (92.1 base damage at level 40.)
  • Scrapper Version: Recharge increased to 150 from 90. Damage broken into 2 stages -- stage one has a 5' radius and does scale 1.047 damage (71.6 base damage at level 40.) Stage 2 has a 20' radius and does scale 2.544 damage (129.5 base damage at level 40.)
  • Shield Charge changes:
    • Reduced recharge on Brute, Tanker and Scrapper Shield Charge from 150s to 90s (back to the original recharge rate)
    • Reduced Brute Shield Charge Impact damage from scale 2.4 to scale 1.8 and reduced large radius damage from scale 1.7 to scale 1.275.
    • Reduced Tanker Shield Charge Impact damage from scale 2.554 to scale 2.04 and reduced large radius damage from scale 1.809 to scale 1.445.
    • Reduced Scrapper Shield Charge Impact damage from scale 3.591 to scale 2.7 and reduced large radius damage from scale 2.544 to scale 1.9125.
  • Scrappers
    • Shield Defense/Shield Charge - Reduced recharge from 150s to 90s (back to the original recharge rate).
    • Shield Defense/Shield Charge - Reduced Impact damage from scale 3.591 to scale 2.7 and reduced large radius damage from scale 2.544 to scale 1.9125.
  • Tankers
    • Shield Defense/Shield Charge - Reduced recharge from 150s to 90s (back to the original recharge rate).
    • Shield Defense/Shield Charge - Reduced Impact damage from scale 2.554 to scale 2.04 and reduced large radius damage from scale 1.809 to scale 1.445.
  • Brutes
    • Shield Defense/Shield Charge - Reduced recharge from 150s to 90s (back to the original recharge rate).
    • Shield Defense/Shield Charge - Reduced Impact damage from scale 2.4 to scale 1.8 and reduced large radius damage from scale 1.7 to scale 1.275.

Electric Melee
  • Corrected combat spam for Lightning Rod


Fiery Aura
  • Burn – changed power substantially:
  • Added initial hit damage
  • removed Fear effect
  • reduced tick damage by half (to scale 0.03)
  • decrease tick rate by 4 (now ticks every 0.8 seconds, instead of 0.2 seconds) (1/8th total damage from DOT, replaced by initial hit)
  • Burn – further adjustments
    • Increased Initial Damage from scale 0.84 to scale 1.6
    • Increased Damage per tick from scale 0.3 to scale 0.6
    • Added To Hit check for Initial Damage
    • Fixed the issue with Fire Manipulation Burn not having an Initial Hit portion.
  • Burn – further adjustments
    • Fixed an issue which could result in Invalid Target messages appearing when attempting to activate this power.
    • Fixed an issue with Burn spamming the Combat log with Immobilize Buff messages when multiple targets were hit.
    • Fixed an issue which sometimes caused the Initial Hit damage to affect the caster as well as the targets.
  • Burn - Reduced Damage to 20s equivalent (Scale 1.6 reduced to Scale 1.44)


Martial Arts
  • Cobra Strike changes:
    • Decreased Recharge Time from 20 seconds to 12 seconds
    • Increased Endurance Cost from 10.14 to 11.86
    • Increased damage scale from 0.25 to 2.28
    • Reduced Stun chance from 100% to 75%


Speed Increase
  • To reduce the travel times involved in larger zones, we've made changes to some movement powers
    • Increased Flight Speeds by 33% {Note: Base actually increased 50% (14.32 -> 21.48 mph) and buffs based on speed using old base.}
    • Sprint (all types, including power slide) now improves Runspeed by an additional unenhanceable portion equal to its previous value (0.5 scale enhancable + 0.5 scale unenhanceable buff)

Brutes
  • Fiery Aura/Fiery Embrace – The Brute version of this power had a 30 second duration on the Fire Damage buff. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 20 seconds.
  • Dark Armor/Aura of Fear – The Brute version of this power has a magnitude was set to 3. This was inconsistent with the Tanker and Scrapper versions and has been reduced to 2.
  • Experimental Change Reverted
    • Reduced Brute Maximum resistance to standard damage types from 90% to 85%
    • Increased Brute AT Mod for Damage Resistance from 75% to 80%. For example, if you previously had 50% Lethal Resistance, you will now have 53%.
    • Reverted out changes to Damage Resist caps and Str Mods. These values now match the current Live versions.
  • Decreased Brute Damage Cap from 750% bonus damage over base to 675%.
  • Adjustments to Fury Generation Formulas:
    • Modified the Brute Fury formula so that there is a more gradual degradation of fury build up while attacking/being attacked instead of a sharp fall off at 80%. The fall of begins at 30%.
    • Reduced Fury Decay Rate from 2 points per second to 1.5 points per second.
      • The overall result of these two changes to Fury generation is that it will be easier to maintain moderate levels of Fury, while gaining very high levels of Fury will be more difficult.

  • Fury – Changed Decay Rate: While actively attacking or being attacked, Fury decays at 0.75pts per second. After 5 seconds of no attacking or being attacked, Fury decay increases to 2.0pts per second.
  • Fury - Fixed a bug which prevented bonus Fury generation when attacking other players or very difficult targets such as Archvillains. The bonus is a flat 5 points per qualifying target hit by the attack, up to 70% Fury. Note that unlike standard Fury generation, this bonus only applies if the attack hits the target.


Defenders
  • Dual Pistols/Hail of Bullets - Added continuing FX while in Toxic mode to match other versions of the power.


Dominators

  • Primal Forces/Energy Transfer - Added the proper power icon.


Masterminds
  • Demon Summoning/Crack Whip – This power now always does Knockdown, instead of scaling into doing Knockback when you reached high levels.
  • Demon summoning/Summon Demons - Long help description clarified.
  • Traps/Trip Mine - IO Sets allowed now matches the allowed sets of other versions of the power.
  • Updated text for Hellfire Aura and Summon Demon Prince for Masterminds.



Scrappers
  • Scrappers will no longer "Drift" more than other AT's when coming to a stop while Flying or Hovering.
  • Martial Arts/Cobra Strike - Updated Long Help Description to match the powers new damage and recharge values.
  • Shield Defense/Against All Odds - This power was not rooting characters when activated if they were already moving. Now fixed.
  • Martial Arts/Cobra Strike - Reduced recharge from 12 seconds to 10, reduced damage from scale 2.28 to 1.96, decreased end cost from 11.86 to 10.19.
  • Martial Arts/Eagle Claw - This power now increases the Critical Chance of Martial Arts attacks by 33% for 2 seconds after it has been activated.
  • Martial Arts/Cobra Strike - Changed Long and Short help to display Medium damage.
  • Martial Arts/Crippling Axe Kick -- increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second unenhanceable Defense Debuff.
  • The Scrapper version of Fiery Embrace allowed Accuracy Enhancements. They didn't do anything, so the power has been changed to no longer accept them.
  • Martial Arts/Cobra Strike Critical damage now matches the base attack damage.
  • Martial Arts/Eagle's Claw - "Set Up" Critical Bonus no longer scales based on enemy level, it is always 33%.


Stalkers
  • Stalkers will no longer "Drift" more than other AT's when coming to a stop while Flying or Hovering.
  • Stalker Offensive Toggle powers will now affect no targets while the Stalker is Hidden. As soon as the Stalker becomes unhidden, the toggle will begin to affect targets as normal. This means these toggles can be run while in Hide and they will not break the Hide state, because they will not hit anything until Hide is broken by some other event.
  • Includes Dark Armor/Cloak of Fear, Dark Armor/Oppressive Gloom, and Energy Aura/Repulse.
  • Broadsword/Head Splitter now correctly accepts Melee AoE IO Sets instead of Melee Damage IO Sets.
  • Martial Arts/Cobra Strike - Updated Long Help Description to match the powers new damage and recharge values.
  • Martial Arts/Cobra Strike - Reduced Recharge from 12 seconds to 10, reduced damage from scale 2.28 to 1.96, decreased end cost from 11.86 to 10.19.
  • Martial Arts/Eagle Claw - Increased recharge time from 12 seconds to 16 seconds, increased damage from 2.28 to 2.92, increased end cost from 11.86 to 15.18.
  • Martial Arts/Cobra Strike - Changed Long and Short help to display Medium damage.
  • Martial Arts/Crippling Axe Kick -- increased recharge to 11 seconds, and increased damage and endurance cost appropriately. Added 10 second unenhanceable Defense Debuff.
  • Martial Arts/Cobra Strike Critical damage now matches the base attack damage.


Tanker Fiery Embrace Experiment!

  • Here’s your chance to give feedback on a possible change to this power.
  • The Tanker Fiery Embrace power now adds bonus fire damage for all Secondary Powerset attacks instead of being a normal damage Buff. All Secondary powerset attacks made for 20 seconds after activating Fiery Embrace will do bonus damage based on that attack’s damage. This bonus damage IS affected by enhancements and outside buff/debuff effects. At low levels, this means Fiery Embrace will have lower impact than the old implementation, while at high levels or on teams with lots of +Damage effects, you will see increased damage output. THIS IS STRICTLY AN EXPERIMENT FOR BETA AND IS ONLY SET UP ON TANKERS.
  • Update: In order to allow for more accurate testing results, the new Fiery Embrace buff will now affect Ancillary and Patron Power Pools in addition to all Secondary attacks. Please keep testing and giving your feedback on this experimental change. This change still only affects Tankers at this time.
  • Corrected Fiery Embrace bonus for several Dual Blades attacks
  • Fixed damage values for Dark Melee powerset,
  • Fixed damage values for Electric Melee Chain Induction and Lightning Rod
  • Fixed damage values for Stone Melee Hurl and Fault,
  • Fixed damage value for Kinetic Melee Repulsing Torrent.
  • Update: Added Fiery Embrace test support to Damaging Tanker Primary powers, such as Burn
  • Fixed issues with Fiery embrace buff to Lightning Rod, Shadow Maul and Midnight Grasp.
  • Fixed the Fiery Embrace bonus damage for Tanker Pyre Mastery/Fire Ball
  • Added Fiery Embrace support to the new Tanker Patron Power Pools after the recent change.
  • Update: The Experiment is over! We didn't find any egregious problems, so it is time to spread the love.
    • Extended Fiery Embrace changes to Brutes
    • Extended Fiery Embrace changes to Scrappers
      • Critical damage is not affected by the new Fiery Embrace
      • Spines Toxic Damage Over Time effect is not affected by the new Fiery Embrace
    • In PvP, Fiery Embrace uses the previous Damage Buff version.
    • Fixed Thunder Strike Fiery Embrace bonus -- it was not properly applying the split radius effect.
  • Dominators
    • Fiery Assault - Changed display name of Fiery Embrace to Embrace of Fire. The effects of this power are unchanged.

Tankers
  • Added Bruising effect to Tanker Secondary Tier 1 powers. Bruising is a 20% resistible damage resistance debuff which lasts for 10 seconds. Note: only one application of this effect on a given target is possible at a time.
  • Bruising Effect - Made a change which should make maintaining the debuff easier. The effect does not stack, but the durations of separate applications are allowed to overlap.
  • Increased Tanker Maximum Health multiplier from 2 to 2.2. At level 50, this means a Tanker's maximum health when buffed increases from 3213 to 3534.


Ancillary and Patron Power Pools
  • Patron and Ancillary equivalencies reconfigured slightly.
    • Scrappers now get Stalker Patron Powers, and vice versa.
    • Tankers now get Brute Patron Powers, and vice versa
    • Blasters now get Mastermind Patron Powers, and vice versa
    • Specific power instances altered to eliminate duplication of powers.
  • Body Mastery
    • Superior Conditioning no longer stacks and is giving the proper amount of extra endurance.
    • Superior Conditioning will now see benefit when slotting for endurance
  • Blasters now have access to Soul Mastery PPP.
  • Ancillary Power Pools are now available to all characters, regardless of Hero or Villain status.
  • Once a Patron Pool has been unlocked, it remains unlocked if you later switch sides.



Alignment system

  • Hero and Villain Lounges:
    • Players who maintain either a Hero or Villain alignment will now find they are welcome to enter Fort Trident (Hero) or The Crucible (Villain). Located in Atlas Park and Cap au Diable, these zones allow the Hero or Villain to relax, meet well known signature characters, teleport to their Task Force/Strike Forces, and also purchase enhancements from special vendors.
  • Alignment Vendors:
    • Reduced the cost of Costume Piece recipes to 1 Hero or Villain Merit
    • Corrected an error where Gladiator's Armor recipes were showing up under a Fury of the Gladiator heading
  • The character alignment icon is now displayed next to the Health/Endurance bars.


Arena

  • Fixed a bug where rated Gladiator matches could not be started.
  • Fixed a bug that caused the Swiss Draw Arena option to be unselectable.
  • Fixed the bug where the Arena scoreboard didn't update while open during an Arena match.
  • You can no longer claim global email attachments while in an Arena match.


Auction House
  • You can now tab forward and back (shift-tab) through stored items. The price text gets reset when you move to a new item.
  • You can tab forward and back through the search field, min level, max level, bid price and bid quantity fields. Their text auto-selects so you can type to replace it. Similarly the bid price and quantity auto-select when you click on them (the others already did).



Badges
  • Players who possess Hero or Villain specific accolade powers will now automatically be granted the other side's corresponding badge and accolade power when they switch sides. Only one side's accolade powers are enabled at any one time.
  • Corrected an issue where the icons for Clothes Horse, Fashionable, and Ostentatious were not showing up properly.
  • Many Badges which were previously side-specific (and now accessible to both sides after Going Rogue) have had the previously inaccessible titles and/or texts updated to reflect the effects of side-switching and provide a new side's take on your past actions and experiences.
  • Removed Hero/Villain Requirements from the following Badges:
    • Firebug
    • Hero Slayer
    • Impounder
    • Outlaw
    • Safecracker
    • Vandal
    • Swashbuckler
    • Arachnos Rising
    • Villain Disruptor
  • The Submariner badge for traveling between cities has been renamed to Grass Is Greener (Villain)/ Grass Is Meaner (Hero).
  • The Hero title of the Justicar badge for defeating a Rogues Gallery boss has been renamed to Judge & Jury.
  • Mother Mayhem has been added to the requirements for Dimensional Warder.
  • New Badges: Resistance Member and Loyalist.
    • These badges are acquired by performing a Praetorian moral choice in the respective direction.
    • They are not lost if you choose another alignment later.
  • New Badge: Moral High Ground.
    • This badge can be acquired by completing 5 Praetorian moral choices in any direction.
  • Praetorians now receive their own version of the "Patroller" Day Job badge. It counts the same as the regular "Patroller/Criminal" Day Job badge for accolade purposes.



Chat
  • You should no longer see the message "You can now receive global emails from any player not on your ignore list” spamming your chat. It’s still true, though.
  • The channel admin command /chan_timeout <channel name> <duration>” is working correctly now. The minimum time that can be set for timeout has been increased from 7 days to 30 days. Channels that have already been set to a timeout period of less than 30 days will be unchanged.
  • If you send a tell to a player with a Trial account, an auto-reply will be sent explaining that players with Trial accounts cannot send tells.

City Zones
  • Recluse’ Victory - Arachnos Heavy in Recluses Victory will once again have endurance
  • Pocket D – The Tiki Room - Trina the Body Sculptress has looked into a mirror and didn't like what she saw. She's undergone a fabulous makeover.
  • Critter Experiment: Leashing -- PPD and Loyalist Clockwork spawns in Nova Praetoria will now ‘leash’ to their spawn locations after 100ft. Enemies which leash to their location will cease attacking players, will return to full health and endurance, and will become untargetable and unselectable while returning to the vicinity of their spawn location. Leashed spawns cannot be re-engaged until they have reached their spawn area, at which point they will become targetable and selectable again. Please harass these Clockworks and give us your feedback.


Critters

  • Changed descriptions for Anti-Matter, Battle Maiden, Black Swan, Bobcat, Chimera, Marauder, Mother Mayhem, Neuron, Nightstar, Siege and Tyrant.


Emotes
  • For those with the Mutant Pack unlocked, changed the slash command of the Energy Morph costume change emote from “/cce # CCpodperson” to “/cce # CCenergymorph”.
  • Re-organized quickchat menu with more sub categories for people with low resolution screens. [note that the patch notes so far had not mentioned that the quickchat was updated to a newer, smarter form -- see Missing Patch Notes below]


Global Email
  • You can no longer claim global email attachments while in an Arena match.

Invention
  • Smoothed the inf. cost to create Set IOs across various levels. Previous instances where a recipe cost more to create than a recipe of the same enhancement at higher level have been corrected by reducing the outlying costs. All Set IO creation costs should only now increase with level.
  • The Backup Radio Invention Temporary Power now summons a Resistance Veteran for Resistance Members and a Praetorian PD Sergeant for Loyalists.


Mission Architect
  • Custom Critters - fixed several small errors in the amount of XP weight certain powers were awarding in the custom XP calculations.

Introducing: the Designated Helper (In order to avoid the exploits that get around the restrictions on 'buff bots', a new mechanic has been added that designates one and only one NPC in a mission to be the Designated Helper. Only that DH can be the buff bot of the mission.)
  • We are removing the reduction to rewards based on the number of allied NPCs in a mission, since that had undesirable side effects and limited legitimate story telling options.
  • Instead, a team can only get assistance in the form of buffs and debuffs (and Autopowers) from a single ally in the mission. That ally becomes “The Designated Helper”.
  • There can only be one Designated Helper in a map.
  • If there are multiple candidates for Helper, the FIRST eligible ally the team encounters that uses its powers will become the Designated Helper.
  • In order for an entity to be a candidate for Designated Helper, the following rules need to be true:
    • The candidate must Follow the player:
      • Added via choosing an Advanced Mission Goal of:
        • Add an Ally
        • Add An Escort
        • NOTE: If the Author chooses “Release a Captive,” the Captive will not follow players and is not a candidate for Designated Helper.
      • The candidate must have the “Follow “ behavior set in the goal Settings
        • Ally: “Ally Behavior” is “Follow”
        • Escort: “Arrival Behavior” is “Follow”

    • The candidate must have its combat abilities set to:
      • Aggressive
      • Fight Defensive
    • The ally becomes the Designated Helper once it USES its powers, and Defensive allies only use powers defensively, so if the team meets an Aggressive ally before the Defensive ally uses its powers, the Defensive entity will NOT become the Designated Helper.
    • It is possible for the team to end up with a Designated Helper with no buff/debuff powers if the first candidate the player meets does not have Buff/Debuff powers but is set to Aggressive or Fight Defensive.
    • NOTE: Allies with combat abilities set to “Non Combat” or “Pacifist” will not be the Designated Helper.
  • No other allies in the map will use their buff/debuff abilities. They also won’t use any Autopowers, summon any pets or use location-based attacks (like Rain of Fire) or chaining attacks (like Chain Induction).
    • Including any friendly bosses, patrols, ambushes, etc.
    • Including any Designated Helper candidates after the first
  • If the author adds more than one buffing ally to the map, and sets those allies to follow the team, after the first ally they will not use their buffing powers. They will still follow the team so goals can be completed and will use offensive powers to attack enemies, but only one ally will use their non-offensive abilities. If the non-DH allies do not have offensive capabilities, they will not do anything other than follow, much like a non-combat escort/ally.

Update: The Designated Helper system no longer suppresses the use of Auto powers which only affect the caster. Note that most armor and self-only toggles are actually considered Auto powers by the Custom Critters system, and thus they are also no longer suppressed.
  • This includes powers like Electric Armor / Grounded and Invulnerability / Temp Invulnerability (as used by Custom Critters).



Missions/TFs/Raids

Tasks
  • Tina Macintyre's missions (Hero) that involve Praetorians have been updated, story-wise, to make more sense to characters with more knowledge of Praetoria and its politics [called The Instant Army]. The old Story Arc (The Praetorian War), and the new one, are accessible through Ouroboros, level 40-45.
  • Maria Jenkins’ missions that involve Praetorians have been updated, story-wise, to make more sense to characters with more knowledge of Praetoria and its politics. The old Story Arc (Hero’s Hero) is accessible through Ouroboros.
    • Known issue: Both the old and new version are currently displayed in Ouroboros with the same name. This will be corrected. For now, the top one is the new one.
  • The new Praetorian version of Nightstar will now appear in Maria Jenkins' missions.
  • Peregrine Island: Made improvements/bug fixes to Tina Macintyre's story arc based on player feedback.
  • Steel Canyon – Montague Castanella: During the “Craft Lost cure” mission, the temp power ‘The Lost Cure’ will continue to work if temp powers are disabled in the mission, making it able to be completed..
  • Tutorial – More tweaks
  • Slim down of pophelp.
  • Made the clockwork target dummies impossible to miss so as to not confuse a player who misses with their very first attack.
  • Marked all optional Help text as (Optional Help).



Options
  • The window opacity setting in the options menu now affects the contact dialog window.
  • The 3D Sound option has been removed for Windows Vista and Windows 7 -- Microsoft does not support Direct 3D audio in Vista+ operating systems
  • Alienware Lighting Support: There is a new AlienFX section under Menu -> Options -> Graphics and Audio.
    • AlienFX support is defaulted to “on” so any player with the AlienFX Command Center and appropriate hardware will instantly see color changes.
    • In City of Heroes / City of Villains, the lights will change as a player’s character changes their alignment from Hero to Vigilante to Villain to Rogue.
    • In Praetoria the lights will change as players make moral choices between Resistance or Loyalist.
  • User Interface: Fixed a bug that was causing the color and position of in-game windows to reset when logging in.



PVP
  • Tanker and Scrapper versions of Fiery Embrace were set to cause Travel Suppression in PVP, while Brute and Dominator versions were not. The Tanker and Scrapper versions have had the Travel Suppression flag removed.
  • Corruptor Trick Arrows Entangling Arrow and Freezing Arrow PVP durations set to the correct value.
  • Widow Indomitable Will Immobilize protection will no longer suppress in PVP.
  • Ancillary version of Telekinesis now behaves the same in PVP as non-ancillary versions.
  • (Dominators) Electricity Control/Paralyzing Blast now has a hold duration when used in PVP
  • (Dominators) Electricity Control/Static Field now has a sleep duration when used in PVP
  • Electricity Control/Jolting Chain will now attempt to knockdown player targets in PVP
  • Teleportation Resistance is no longer subject to Diminishing Returns in PVP.


Tailor

  • Characters will no longer be granted additional costume slots if they already have 5 or more.
    • You can no longer switch to any costume beyond the first 5.
  • Soldiers of Arachnos/Widows
    • Villain Epic Archetypes can switch to their 6th costume like they could before. Everyone else is still limited to 5 slots.

Combat Mode Auras
  • Players now have the ability to set all Auras to “Combat Mode”.
    • Combat Mode Only versions of all auras have been added to the Tailor and Facemaker. These auras will only turn on when your character engages in combat. They are selectable from Aura -> Effect menu. (Note: The option for persistent Auras (always on) is still available.)


Trial Accounts
  • Trial accounts are no longer allowed to create supergroups or talk to super group registrars.
  • Trial accounts have access to the Demon Summoning, Dual Pistols, Electricity Control and Kinetic Melee power sets


Patch Notes Corrections:
  • Original release notes refers to the Pop Help as using question mark icons. Should be exclamation point icons.
  • From the 7/2 Patch Notes: For those with the Mutant Pack unlocked, changed the slash command of the Energy Morph costume change emote from “/cce # podperson” to “/cce # energymorph”.
    • Should be: “/cce # CCpodperson” to “/cce # CCenergymorph”.



It Came and Went
:

  • Mission Architect > Praetorian Maps Added (and taken away): As of 5/16, there were Praetorian maps in the MA but not all the maps were completed or bug-free. And then, the maps that were there were removed. Dr. Aeon said the maps would be coming back sometime after GR goes live.

  • Alpha Incarnate Slot: The Alpha Slot was to be a preview of the full Incarnate System content to be coming in Issue 19. Complaints that this preview was a preview and didn't have new content; and complaints that this unfinished system was unfinished; and complaints that this system for 50+ content couldn't be used (and in fact, never will be used) for exemplared content under 50 caused it to be withdrawn.



.


Speeding Through New DA Repeatables || Spreadsheet o' Enhancements || Zombie Skins: better skins for these forums || Guide to Guides

 

Posted

Missing Patch Notes


Team Server & Team Maintenance

  • Chat to Team Leader: Currently bugged. Also the "Chat to Team Leader" option is now an even buggier "CMChatToTeamLeaderString" option.
  • LFG Tab, Commands, Server, Global Channel: It seems there is some unannounced plans to create a teaming server to match players and possible auto-add them to teams flagged to accept them. There has been some speculation that it might even lead to cross-server teaming... but that would be pretty wild speculation and hopes should not be falsely raised at this point. At any point, the server is not up and running at this point and the commands and LFG tab/window don't seem to do anything yet. UPDATE: The LFG tab has been removed.
  • Search color-coded: There's color coding going on in the search window. We were finally given some info on what it means, though given the less than enthusiastic feedback, it might still change. See this BETA thread.
From the Developer working on it by way of BAB:
The color scheme came about along with other behind-the-scenes work to make searching more useful in Going Rogue. It used to be that heroes could see heroes and villains could see villains and that was that. With vigilantes going villainside and so on, we needed a more sophisticated approach. Now the people you see are people you could team with, and who are in the same part of the game world as you (eg. people in the Rogue Isles can't see people in Paragon City and vice versa, regardless of their alignment). While I was implementing that I added the coloring.
The new color scheme works like this:

Jade green: Same team as you
Red: They have 'not looking for group' set
Yellow: They can't be invited to team with you because they're on a mission map or in an arena match
Orange: They're the opposite faction to you and not on a mixed team, so you have to go to their map to team with them
Violet: They're the leader of a team with less than 8 people on it
Pale blue: They're not on a team and you can invite them
Green/grey: They're on a team but not the leader, so you can't invite them and they can't invite you

Feedback is welcome on all the LFG changes. I did notice already that there's a bug where a player's color lags behind their actual location. For example, people show up in yellow for a little while after coming back into a city zone.

Thanks for testing!


Missions/Task Forces/Raids

Raids


New Mission Tech

  • Personalized Open Zones: The Devs have a new trick up their sleeve in that they can now make elements in a zone appear differently to each player. So far, this tech has been leveraged in two ways:
  • Open Zone Glowies (Zowies). It has been an oft-used mission objective for a long time in which you had to interact with the environment through a simple 'click on the glowie' objective. The element you had to click on would glow and hum and have a timer countdown. Players gave them the nickname 'clicky' or 'glowie.' These were exclusively used in instanced maps. There was a similar type of mission out in the open zones with the "Patrol Missions" where one had to click police phones or phone booths (which hummed, but did not glow or have a countdown). Now, there can be open zone glowie (or 'zowie' as called by some players) missions. Items in the open environment will glow and hum and be clickable with a countdown for you and your teammates, but no one else on the map will see the 'zowies' glow or hum.
Zowie Color Blind Fix: Since the Zowies are Yellow and appear on a yellowish map, there are those who can't see them well because of color blindness. Kheldarn has created alternate overlay icons (that work just like the map patches) that are high contrast. See this post to download it.
  • Disappearing NPCs: Completing certain missions or tasks advances a story line which would make it unlikely that you should continue to see certain NPCs out in open zones. It used to be that despite what happened in the story line, those NPCs were static parts of the environment... well, no more. If your story removes an NPC from the game world (or, at least, the city), then you won't see them anymore in the open zone. They will be invisible and intangible to you. In short, they'll be gone... but just to you. Others in the zone will see them (until they do the same mission you did which disappears them).
See this BETA thread for a list of 'disappearing' contacts.


Badges

  • Closest to Completion Tab: There is a new tab in the Badges Window which lists uncompleted badges in order of closest to completion. So, for example, if you only need to defeat one more Skull for the Kill Skuls Badge, it will be listed first under this tab.


Options

  • Title Change Available Anytime: Before, changing one's titles were limited to specific levels (or anytime at level 50). See here for how they used to work. Now, you can change titles, once you become eligible for them, anytime at a trainer or by issuing the /change_title command which pops up the same interface one sees at a trainer.
  • Alignment Tab on /info and /infoself: By looking at the info window of yourself or another player, you'll see a list of that toon's history of alignment missions. [Preatorians don't have an alignment tab, but they can tell what political team they're ostensibly on by looking at the background color of their head-shot: Red for Loyalist and Blue for Resistance; or, look at the new alignment icon attached to the health bar.]
  • Mini-Map Options > MissionObjective: When given a mission that has an outdoor objective, this option will show up in the pull down menu of the mini-map. Enabling it will show markers on your map for the Mission Objectives.
  • Mini-Map Options > Lounge: If you want Marchand's Loyalist lounge in Nova Praetoria or Studio 55 in Imperial City to show up on the mini-map, then enable this on the mini-map drop down menu.
  • Mini-Map Options > Precinct: If you want to see the Praetorian police stations, enable this.
  • Emotes and New Smart Quickmenu: There's a new Quickmenu that's been updated to include all the emotes and greys-out for you the ones you have not unlocked. For more details, jump here.
  • Global Channels > Praetorian Zone Events: To complement the Hero and Villain Zone Event channels. Although, there have been no Praetorian zone events yet.
  • Going Rogue Skin: If you want that golden Going Rogue skin when you log on and have Tyrant, Desdemona, and Maelstrom greet you, the tag for the client's command line is: -uiskin 2


Mission Architect
  • Doppelgangers Added: Doppelgangers can be added to mission with a variety of preset costume changes (or random power selection) including...
    • Shadow / Inverse / BlackAndWhite
    • Demon / Angel
    • Reverse
    • RandomPower
  • Back v. Middle Glowies Objectives Fixed: On many maps the designation of 'Back' v. 'Middle' were reversed. Well, the reversal was reversed and the designations are now correct. This means established arcs may have to be 'fixed' to allow for this fix.


Costumes
  • So far, there are five costume sets (which may or may not be complete) -- Sport, Overguard, Resistance, Praetoria Police, and (Praetorian) Clockwork -- and some misc. pieces. New GR/I18 Costumes (Pictures)

Powers

  • Mystic Fortune: Can't be casted on a subject that already has the buff on them.


Critters
  • New Critters in established factions: (created by Castle [according to Castle in online chat])
    • Girlfriend From Hell: Hellion Boss, Demon Summoner (new NPC model)
    • Chi Master: Tsoo Lieutenant, Kinetic Melee
    • Super Stunner: Freakshow Boss, Electric Control (new NPC model)
    • Diseased Abomination: Vahzilok, Wasting Disease aura
  • New Factions:
    • Praetorian Police
    • T.E.S.T.
    • Praetorian Clockwork
    • Ghouls
    • Seers
    • Detroyers
    • The Syndicate

Inventions
  • 'Proc120' Special IOs: Previously, when the 'Proc120' Special IOs were slotted into toggles, they would continue to 'work' for 120 seconds after the toggle was turned off. Now, they shut off immediately when the toggle is turned off. This is considered a fix to the way they were intended to work. They still work for 120 seconds in a click power and they still remain always on in a working passive power. The Proc120 IOs are the Stealth IOs, Kismet's +6% ToHit, and the three Healing Set +Recovery and +Regeneration IOs.


Alignment System: Going Rogue
  • Information Contact Added: After getting a Tip, Redemption for Heroes and Pit for Villains should show up in the Tips Tab of the Contact window. You can call him for information on the Alignment System. If they don't show up, one may have to zone or re-log.

UI
  • Loading screen maps are no longer stretched for wide screens. Noble Savage has mentioned on the Live boards that he will be running a player contest to create new UM loading screens.... soon.
  • Alignment Icon: A round alignment icon has been added to the Health window to show one's alignment: Hero; Vigilante; Rogue; Villain; Praetorian (tutorial); Resistance; Loyalist.

Emotes
  • CCNinjaJump changed to CCNinjaLeap, presumably to match what it's called in the costume select window, just like CCPodPerson was changed to CCEnergyMorph.

.


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Posted

Difference Between Issue 18 and Going Rogue Exclusives

GOING ROGUE
  • 4 new power sets proliferated to the 10 base ATs: Demon Summoning; Dual Pistols; Electric Control; Kinetic Melee
  • Praetoria zones/missions/content
  • Changing sides - Going Rogue Alignment System
  • 3 Costumes Sets: Resistance, PPD, Clockwork
  • Tons of Badges
  • 4 new idle stances (2 hero/2 villain) [Complete Edition]
  • Shadowy Presence power [Complete Edition]
  • 2 More Costume Sets: Alpha, Omega [Complete Edition]
  • 2 Auras: Alpha, Omega [Complete Edition]
  • Going Rogue Origin Enhancements (GROs) [Game Stop Pre-Order only]


ISSUE 18
  • Tips system missions (166 alignment mission without the morality missions, nor the ability to gain alignment points, powers, or clubs)
  • Support for side switching (teaming with those who have changed allegiance, but not the ability to change)
  • Praetorian related mission content upgrades
  • Tina's upgrades
  • Maria's upgrades
  • UI quality of life enhancements
  • Closest to completion Badge Tab
  • Title change any time
  • Alignment /info tab and icon
  • New icons and mini-map options: MissionObjective; Lounge; Precinct; Trader
  • Smart Quickmenu
  • color coded player character search
  • The Market Merge & inter-alignment trading
  • Powers Update
  • Flight/Sprint (buff)
  • Proc120 (nerfix)
  • Tanker Bruising effect (buff)
  • Burn (recalibrate without fear effect)
  • Shield Charge (nerfix)
  • Trick Arrow speed up (buff)
  • Fiery Embrace update
  • Brute Fury changes (less peak damage, more sustainably fury buff)
  • Martial Arts updates
  • Cathedral of Pain
  • Combat auras
  • Pop Help
  • New APPs for Villains
  • Mission Architect Updates
  • XP rebalance
  • Designated Helper
  • Doppelganger tech
  • Tons of fixes, Trina update (rolls eyes)
  • Ailenware lighting support
  • New Critters in established factions:
  • Girlfriend From Hell: Hellion Boss, Demon Summoner (new NPC model)
  • Chi Master: Tsoo Lieutenant, Kinetic Melee
  • Super Stunner: Freakshow Boss, Electric Control (new NPC model)
  • Diseased Abomination: Vahzilok, Wasting Disease aura
  • Some new GR badges will be available to all (e.g., defeat Praetorian Clockwork through the new Maria and Tina arcs)


Unknown whether for I18 or exclusively GR
  • Probably the Sport and Overguard costumes will be for all
  • 2 Free Character Slots that can be redeemed on any server that isn't at the 36 slot max capacity.


NOT Coming in Issue 18 nor Going Rogue
  • New dance emotes (they're scheduled for something else later)
  • Incarnate System Alpha Slot (scheduled for I19)
Thanks to Skeeter for putting together the original list found here.


.


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Posted

New Smart Quickmenu (Emote Menu)


Summary
: There are some new emotes with I18/GR and an updated Quickmenu which 'knows' which emotes you can and can't do, and will grey out the ones you can't do.


New Emotes:

Under Quickmenu > Idle, there are two other new emotes:

  • Protest Resistance - ;protestresistance
  • Protest Loyalist - ;protestloyalist

Protest Resistance is protest *against* the resistance and each execution of the emote will randomly call one of the generic protest signs or one of several signs that 'cross out' the symbol of the resistance (the chevron).

And likewise, Protest Loyalist is protest *against* the loyalists and each execution of the emote will randomly call one of the generic protest signs or one of several signs that 'cross out' the symbol of the loyalists (the gold star).

Under Quickmenu > Action there is:

  • Drink Enriche - ;drinkenriche (drink a metallic canister of Enriche, a sports drink seen on some billboards in the game)

And there is an emote that wasn't mentioned in any patch note, nor does it appear in the QuickMenu:

  • Praetorian Salute - ;praetoriansalute (hold out fist, bow head, bring fist to one's heart)

All the above will require any version of Going Rogue to unlock. Currently on the Beta Server, they are unlocked to all.


Future Emotes:

Under Quickmenu > Idle > Stances... there are four emotes that are greyed out:

  • Hero Stance 1
  • Hero Stance 2
  • Villain Stance 1
  • Villain Stance 2

These are the four stance emotes promised as part of the GR: Complete Collection or the GR: Item Pack.



Greyed-out Emotes (a Smart Quickmenu!)
:

The Quickmenu now lists all available emotes [editor: I think *all*... I haven't compared it to the Wiki master list] and it has the ability to know what emotes you do and do not have access to. Emotes that are locked to you will now be listed and greyed out.

Besides the greyed out ones mentioned above in this post, other ones you might see greyed out:

  • All the Quickmenu > Magic... choices if you do not have the Magic Booster Pack.
  • Quickmenu > Idle > Tablet Write (;MAtablet) if you do not have the Mission Architect Accolade
  • Quickmenu > Idle > Calculate Theories or Mix Formulas if you do not have the SuperScience Booster Pack
  • Quickmenu > Actions > Propose, Throw Rice (confetti, rosepetals), Propose if you do not have the Wedding Booster Pack.
  • Quickmenu > Interact > Decide > High Roller (;dice7) if you have not completed the Hess TF (heroes) or have the St. Martial exploration badges (villains).


Update to QuickChat menu and Pop Menu coding:

So, those of you who are fans of editing your own QuickChat menu or Pop Menu might be wondering how to deal with those greyed-out locked emotes and how to replicate that on your custom menus. Well, here's how. Instead of using Option "menulistingname" "command", you replace that with this syntax:

LockedOption
{
DisplayName "menulistingname"
Command "command"
Authbit truevaluecheckname
}

Instead of Authbit, the check may be made against a badge, in which case it will be

Badge truebadgecheckname

So, for example, here is the emote listing for Protest, Protest Loyalist, MA Tablet, and High Roller...

Code:
  Option "Protest"            "e Protest"
  LockedOption
    {
      DisplayName "Protest Loyalists"
      Command "e ProtestLoyalist"
      Authbit RogueAccess
    }
  LockedOption
    {
      DisplayName "Tablet Write"
      Command "e MATablet"
      Badge ArchitectAccolade
    }
  LockedOption
    {
       DisplayName "High Roller"
       Command "e Dice7"
       Badge CouncilRobotBadge StMartialTour1
    }
Note that the value check can take multiple values in which any of those values make the argument true (inclusive OR).


Authbits currently in use include:
  • RogueAccess (protestloyalist; protestresistance; drinkenriche)
  • RogueCompleteBox (stancehero1; stancehero2; stancevillain1; stancevillain2)
  • CyborgPack (powerup; powerdown; robotdance)
  • SuperSciencePack (calculate; mixformula)
  • MagicPack (cardtrick; juggle; JuggleMagic; JuggleFire; JuggleElectricity)
  • MutantPack (growl; DimensionShift)
  • MartialArtsPack (pushup; bringit)
  • WeddingPack (propose; throwrice; throwconfetti; throwrosepetals)


Badges currently in use include:
  • CouncilRobotBadge StMartialTour1 (for High Roller - dice7)
  • SnowflakeEmoteBadge (a hidden badge for ;snowflakes unlock)
  • MayhemOutlaw (for ListenStolenPoliceBand)
  • ArchitectAccolade (for MATablet)


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Posted

thehallows' Little Mini Guide to Dopplegangers in AE


A doppleganger is a double of the player character, borrowing the player character's, archetype, powers, and appearance. In the the case of teams, it appears to randomly pick which team member becomes the doppleganger. In the target window, the enemy group should appear as the supergroup the player character is in. If the character is not in a supergroup, it should appear as "Dopplegangers," but it seems to be bugged because it is showing "Invalid String Parameter."


How to add a doppleganger to your MA mission


Under Basic Mission Goals, you can add a doppleganger as "Fight a Boss" or "Free a Captive." Under Advanced Mission Goals, you can add a doppleganger as "Add an Ally" or "Add an Escort."



Doppleganger options


Colour:
(You may pick one of the following)
  • Shadow: The doppleganger will appear all black, including costume and skin.
  • Inverse: The colours of the doppleganger will be reversed. Black becomes white, red becomes blue, and so forth. This is true even for hair and skin.
  • Black and White: The doppleganger is coloured in black and white. This includes hair, but the skin colour remains the same.
If you pick none of the options from Colour or More Colour, the colours will be the same as the player character.

Costume Additions:
(You may pick one of the following)
  • Demon: The doppleganger appears with red demon wings and the naughty halo from the Christmas event.
  • Angel: The doppleganger appears with angel wings and the nice halo from the Christmas event.
If you pick none of these, there will be no halo or wings (unless the player character has them).

More Colour
:
  • Reverse: Switches the costume colours. If the player character has red as the primary colour and yellow as the secondary, then the doppleganger will have yellow as the primary colour and red as the secondary. This is compatible with the Colour options above (although pointless with the shadow option).

Powers:
  • Random: Randomly picks the powers for the doppleganger.
If you don't pick this, the powers will be the same as the player character.

Effects
:
  • Ghost: Adds the "Reflections Effects" aura, same as the one you can pick when custom creating a character. Does not make the character transparent and does not seem to make it fly.
If you don't pick this, there will only be the auras from the original player character.


What you cannot do

  • What you cannot do: Pick the powers of the doppleganger. Nor can you do the opposite, and pick the appearance of the doppleganger but with the player's powers.
  • What you cannot do: Let the doppleganger have the same name as its counterpart (i.e. the player character's name). You must give the doppleganger a name.
  • What you cannot do: Custom pick the colours of the doppleganger. You can only use the options shadow, inverse, black and white, or reverse to change the colours.


What you can do

  • What you can do: Populate a mission with dopplegangers as a pseudo-enemy group, by choosing "Fight a boss" as many times as the map allows. I must implore you not to do this, however. Pink curtains can add a splash of colour to your home, but paint everything in your whole house pink and no one is going to want to come over to visit.

.


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Posted

Alpha Slot removed from GR/I18 as per Positron


The following is provided for historical reference:

Quote:
Incarnates

The Incarnate System is only available to those who purchase Going Rogue. We've now found a contact with information on the system. See this thread on Mender Ramiel.

And after having the Alpha Slot not working for the first two months of Closed Beta, as of 6/4, it is now unlockable.

Patch Notes

  • The Alpha Incarnate Slot can now be accessed and Incarnate Abilities created to place in those slots. As part of Going Rogue, the Common and Uncommon Alpha Slot abilities are accessible.
  • Incarnate Abilities are created using Incarnate Components, which are a new variety of special Salvage which cannot be traded but does not take up Invention Salvage inventory. Higher level Incarnate abilities not only require Components, but also lesser Incarnate Abilities to fuel their creation. There are no “recipes” to be gathered for Incarnate Abilities, they are all accessible from the Incarnate creation window.
  • The Alpha Incarnate Slot can be unlocked by any level 50 character with the Going Rogue expansion as a reward available from the following activities / vendors:
    • Statesman Task Force / Lord Recluse Strike Force
    • Imperious Task Force
    • Lady Grey Task Force
    • Dr. Kahn Task Force / Barracuda Strike Force
    • Cathedral of Pain
    • Hamidon
    • Vanguard Merit Vendor
    • Reward Merit Vendor
  • Alpha Incarnate Components can be earned from the above activities, with the exception of the Reward Merit Vendor, but only after the Alpha Slot is unlocked.
  • In addition, Alpha Incarnate Subcomponents infrequently drop off of player defeats in PVP and almost all level 50+ foes.
  • The Incarnate creation system includes conversions that allow you to turn Subcomponents into regular Components, as well as improve your existing Components into higher quality Components.
  • Incarnate Abilities can be equipped and unequipped or swapped at any time from the Incarnate UI. There is a short cooldown on swaps, and you cannot swap out an Incarnate Ability that is still recharging.


Known Issues

  • Missing badge art for Incarnate related badges. FIXED
  • Incarnate UI is broke. Can't make anything since the last patch. FIXED
  • Shards are dropping from 47+ foes, though it should only be 50+. FIXED
  • Boosts work while exemplared when they shouldn't work below 50 at all.


Thrown-Together Guide

The Incarnate System will give you 10 Incarnate Slots in which you can slot Incarnate Boosts. A Boost can be thought of like a global bonus power from an IO Set in that it's always on and applies to all powers in your build. Right now for Going Rogue, only the first slot, the Alpha Incarnate Slot is unlockable and some common and uncommon boosts are available for that slot. The Alpha Slot acts like a global enhancement slot for your powers.

First step is to unlock the Alpha Slot. See the Patch Notes above for ways to do so, either as a reward for one of the tasks mentioned above, or for 75 Merits at a Merit Vendor or 300 Vanguard Merits at a Vanguard workbench in the RWZ.

Once the Alpha Slot is unlocked, you'll need to get Incarnate Shard drops and Components to build the Incarnate Boost that goes into the Incarnate Slot.


For the Soloists:

Incarnate Shards
drop from defeating foes that can drop level 50 Enhancements (level 47+), though Black Scorpion has said it should only be level 50+ that drop them.

(Drop rate is unknown. On the Family Farm set for x7, one or two Shards normally drop. There are no timer or map maximum gates to Shard drops. They're just rare drops and are subject to the randomizer and human perception of being 'lucky' or 'unlucky.')

Shards can be converted into *ANY* Component. So, you don't have to do the ITF to get the Nictus components for a particular Boost to slot in your Incarnate Slot. You can convert Shards into whatever you need.


  • It costs 4 Shards to create one of the six Common Components.


  • It takes one of the Common Components plus 8 Shards to create one of the four Uncommon Components. Thus, each Uncommon Component costs 12 Shards.


  • To create a Common Boost for a slot, it costs three Common Components (for a total cost of 12 Shards).


  • To create an Uncommon Boost for a slot (dual aspect Boost), it costs two Common Boosts, one Uncommon Component, and one Common Component (the equivalent of 32 Shards).


The Common Component called Gr'ai Matter can be crafted for 150 Vanguard Merits. It's the only Common Component available at a Vanguard crafting table. This can help reduce the Shard-cost of the Cardiac Boost (Common) from 12 to 8 Shards; and the Uncommon Cardiac Boosts from 32 to 24 Shards.


For the Teams:

In addition to Shard drops (and it's possible for more than one team member to get a shard drop from the same foe), doing any of the special tasks mentioned above will give the opportunity to chose a Component reward. Also, if you're fighting level 47+ foes in those tasks, there's always the chance of Incarnate Shard drops.

The Special Tasks have their own Common Component associated with them. Task/Strike Forces give them out as a choosable table (along with Merits or a special Enhancement). There is an 18 hour cooldown on obtaining a specific component from the same Special Task.

  • Essence of Incarnate: Statesman Task Force or Lord Recluse Strike Force
  • Hero 1 DNA: Lady Grey Task Force
  • Ancient Nictus Essence: Imperious Task Force
  • Dimensional Keystone: The Reichsman Task/Strike Forces (Kahn for Heroes, Barracuda for Villains)
  • Penumbra of Rularuu: Cathedral of Pain
  • Gr'ai Matter: Bought with 150 Vanguard Merits (a Mothership Raid typically gives 100-300 Vanguard Merits)
  • 4 Shards: Hamidon Raid


List of Boosts:

Cardiac (Common) - 33% EndRedux
Cardiac Radial (Uncommon) - 33% EndRedux / 20% Damage Resist
Cardiac Core (Uncommon) - 33% EndRedux / 20% Range

Musculature (Common) - 33% Damage
Musculature Radial (Uncommon) - 33% Damage / 33% Def Debuff
Musculature Core (Uncommon) - 33% Damage / 33% Immob

Nerve (Common) - 33% Acc
Nerve Radial(Uncommon) - 33% Acc / 20% Def
Nerve Core(Uncommon) - 33% Acc / 33% Hold

Spiritual (Common) - 33% Recharge
Spiritual Radial (Uncommon) - 33% Recharge / 33% Healing
Spiritual Core (Uncommon) - 33% Recharge / 33% Stun



A Portion of the Alpha Boosts bypasses ED:

1/6 of the Enhancements from Common Boosts is unaffected by ED.
1/3 of the Enhancements from Uncommon Boosts is unaffected by ED.

This is calculated by taking the portion that is affected by ED and adding it to the other Enhancements slotted in that power and then applying ED and then adding the unaffected portion to that total.

Quote:
An Example =========

If you're already at the ED cap of diminishing returns (past 100% enhancement), any new enhancement is reduced to 15% effectiveness. So, that fifth SO, which is worth 33%, is now only worth 4.95% thanks to ED.

For the Common Alpha Boost 1/6 of the Alpha Enhancement ignores ED. So, if you were at the DR Cap -- where new enhancements are at 15% effectiveness -- the Alpha Enhancement adds (33% * 5/6 * 15%) + (33% * 1/6) = 4.125 + 5.5 = 9.625%.

For Uncommon Alpha Boosts, 1/3 of the Alpha is ignored by ED. So, at the ED cap, an Alpha IncO is worth (33% * 2/3 * 15%) + (33% * 1/3) = 1.65 + 11 = 12.65%
Quote:
Another Example =========

A power has two Level 50 Damage IOs for a total of 84.8% pre-ED Damage Enhancement. Post-ED, it's 83.32 Damage Enhancement. How would a Musculature's Alpha Boost of 33% be calculated?

1. Determine how much of the Alpha Boost *is* affected by ED. For Common Boosts, 5/6 are affected. 5/6 of 33% is 27.5%.

2. Add all the Enhancements that are affected by ED: 84.8% (from the IOs) + 27.5% (Alpha) = 112.3%

3. Apply ED to the total Enhancements affected by ED. The breaking points of ED for Sched A are: 70-90% is reduced to 90% of its value; 90-100% is reduced to 70% of its value; and 100%+ is reduced to 15% of its value.


  • The first 70% is at 100% value, giving 70% enhancement.
  • From 70% to 90% (20% total) you get 90% of that value for an extra 18% entrancement.
  • From 90% to 100% (10% total) you get 70% of that value for an extra 7% enhancement.
  • From 100% onward, which is the 12.3% left over, you get 15% of that value for an extra 1.845% enhancement.
  • Adding them up: 96.845% after ED.


4. Add in the part of the Alpha Boost *not affected* by ED. That would be 1/6 of the 33% Alpha Slot that bypasses ED (5.5%) added to the ED-affected subtotal of 96.845% for a grand total of 102.345%.
[Remember, unlike Enhancements and Alpha Boosts, 100% of Global Bonuses from IO Sets bypasses ED's diminishing returns.]


Where Do I Craft and Slot the Boosts?

On your Power Tray, click on Powers. On the top of the Powers Window, click on Incarnate Abilities. This will open the Slotting UI Window. [Note: In the first iteration of the Incarnate Window there was a button labeled "Maek Stuff" -- it was a place holder art to be changed. Players who experienced that made it into an inside joke about 'maeking stuff'.]

Also, /toggle incarnate opens and closes the crafting window.



Effects of Exemplaring?

The Boosts stop working when exemplaring somewhere between level 35 and 38, though, according to the Devs, they should not be working at all below 50.



Do they affect other things?

It should affect any power that's slottable with an enhancement, unless the effect is specifically unenhanceable. The Recharge has been seen to affect Domination.



Will the Alpha Slot Boosts be able to slotted in the other Incarnate Slots when they become unlocked?
:

No. Alpha Boost can only go into the Alpha Slot.



How does the Alpha Slot effect Builds?
:
1. The Alpha Slot effects all your builds. There is no need to unlock and slot the Alpha Slot on each build... do it once for all builds. {This is currently bugged.}

2. The Alpha Slot unlocks a third build!


So, is the Incarnation Boosts just a few global enhancements?
:

So far, we've only seen the Common and Uncommon Boosts for the first (Alpha) slot. A little leaked information (very subject to change) shows these possible Very Rare Boosts for the Alpha Slot:
Spiritual Radial Paragon - 33% Recharge / 33% Healing / 33% Stun / 33% Slow / 33% Jump / 20% ToHit / Level Shift
Spiritual Core Paragon - 45% Recharge / 33% Stun / Healing 33% / Level Shift
And the other slots are different mechanically. Some provide extra damage to every attack, some debuffs, some pets, more Level Shifts, etc...

I18 is only showing us the tip of the iceberg... there are more slots and there will be brand new content available that unlocks those slots.



Wait... you can purchase these things? And why only some and not everything?

Since the Mother Ship Raid doesn't have a reward table, Vanguard Merits are used to unlock the Alpha Slot or to purchase the Rikti Alpha Component. Nothing else related to the Incarnate System can be purchased with Vanguard Merits. The only other thing that can be purchased is the unlock of the Alpha Slot with 75 Merits, thus allowing one's history of doing TF level tasks to unlock a part of one's inner incarnate nature. After that, only level 50 defeats for Shards or the above mentioned TFs/Raids will drop the Alpha Components and Shards needed to craft the Boosts for the Alpha Slot.

And here is Positron's notice he made on July 12:

Quote:
Hey everyone,

I know it’s been common knowledge for a while that the initial phase of the Incarnate system would be available in City of Heroes: Going Rogue. As you know, I’ve been spearheading the “End-Game” system for City of Heroes, to give players a lot of what they’ve been asking for: more powers, greater customization, more epic battles, and most of all, more content to do with their Level 50’s.

That last point was something that we got great feedback on in the GR Closed Beta. Even though it was just a sneak peak, the Alpha Slot doesn’t benefit the player in a way that we had envisioned it would. Because of this feedback we have decided to act sooner rather than later.

Since Alpha Slot Incarnate Abilities do not exemplar down (and we're not changing that), we find that players end up with Power that has limited use. We recognize that the Alpha Slot experience is something that a lot of you are eagerly awaiting for and we want to make sure that it is awesome, and most of all fun, when we bring the system on-line.

We still want to do an “Alpha Slot Sneak Peek”, but we want it to happen once more of the system and content are closer to being ready for prime time.

We want to thank everyone who tested and gave their feedback on the Alpha Slot, the drop rates, the costs, and especially how they see the Abilities interacting with their builds, math-wise. Your testing has been invaluable and we have learned a great deal in a short time thanks to you. We now feel that the Alpha Slot and Incarnate Abilities will have a much higher impact when they are ready to be rolled out.

That’s not to say you can’t continue to discuss what you have seen in the beta. I encourage the dialogs that you guys have started to continue, and we will continue to read your thoughts and feedback.

We hope this helps you to understand why we’ve come to this decision and appreciate your patience while we continue making the Alpha Slot and the rest of the Incarnate System the best that it can be.

.


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Posted

Epic, my good sir. Infinite +REP.


There are no words for what this community, and the friends I have made here mean to me. Please know that I care for all of you, yes, even you. If you Twitter, I'm MrThan. If you're Unleashed, I'm dumps. I'll try and get registered on the Titan Forums as well. Peace, and thanks for the best nine years anyone could ever ask for.

 

Posted

A couple of guides have snuck out of the beta section:

Going Rogue Morality System - In plain English. - Snow Globe
Going Rogue Badges - Snow Globe

Cathedral of Pain - A Guide - VoodooGirl

One other change is needed:
Quote:
Authbits currently in use include:

* RogueAccess (protestloyalist; protestresistance; dance8; dance9; drinkenriche)
The Dance8 and Dance9 Autbits have been changed. Someone mentioned listening to the network traffic a few days ago.




Triumph: White Succubus: 50 Ill/Emp/PF Snow Globe: 50 Ice/FF/Ice Strobe: 50 PB Shi Otomi: 50 Ninja/Ninjistu/GW Stalker My other characters

 

Posted

Excellent job refunding all the useful information in a single thread!



Proud Coleader of: Fuerza Letal (H), Liga de las Sombras (V), Legion del Fenix (H), Infernal Justice (H), and a happy member of GammaForce (H) and D.O.A. (V).

My alts: http://cit.cohtitan.com/profile/13494

 

Posted

Thanks Zombie Man for the awesome informative post. Unfortunately, as a prepurchaser, the feeback links do not work because it says there is no permission to view those. Is it working as intended ?


 

Posted

Quote:
Originally Posted by Ehina View Post
Thanks Zombie Man for the awesome informative post. Unfortunately, as a prepurchaser, the feeback links do not work because it says there is no permission to view those. Is it working as intended ?
If you don't have access to the Beta Forums, send a PM to theOcho or Avatea and they should be able to get that straightened out.

It would make little sense, from my POV at least, to keep it in Closed Beta and not let the most recent group have access to those forums. Possibly an oversight or it could just be that there's a LOT of accounts to set the GR CB forum flags to the ON setting.


If the game spit out 20 dollar bills people would complain that they weren't sequentially numbered. If they were sequentially numbered people would complain that they weren't random enough.

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Posted

nice writeup, greatly appreciate the work.

can someone post the changes to patron and ancillary power pools? im getting the not in beta message on some links as well.


 

Posted

Unfortunately, some of those threads are locked behind the Closed Beta doors. They were left in this guide to let you know they're there.

If you have access to Closed Beta but not the forums, send a PM to TheOcho about it.

If you do not have access to Closed Beta, there is nothing I can do. In just one week this will all become public discussion anyway when it goes live.

With regard to the APP/EPP list... I wish I had one. I haven't been following it and there is no one place that lists it all and there are still changes being made. I'll try to get someone who's been following it closer to put a list together.


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Posted

Would it be possible for someone to get a full write-up or copy/pasta of more detailed info about Kinetic Melee? Particularly from a Brute perspective?


 

Posted

Quote:
Originally Posted by zprophet View Post
Would it be possible for someone to get a full write-up or copy/pasta of more detailed info about Kinetic Melee? Particularly from a Brute perspective?
You might have better luck asking in the Brute forum.

Also, with the NDA lifted, there's going to be a lot of info that will migrate to the Wiki.

http://paragonwiki.com/wiki/Kinetic_Melee


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