Roll Call
1 Legionnaires (Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac, Invisible Brainiac), 630 Murran Spies, and 1 Spider Guild Agent.
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Time-Scope
Legionnaire Mastermind
by Invisible Brainiac - 01/22/25 09:29 AM
I'm Thinking of a DCU character Part 6!
by Invisible Brainiac - 01/22/25 09:28 AM
The Non-Legion Comics Trivia Thread Pt 5
by Invisible Brainiac - 01/22/25 09:28 AM
Wheel of Fortune / Hangman Season 3
by Invisible Brainiac - 01/22/25 09:26 AM
Kill This Thread LXIII - Sticking to your Resolutions
by Invisible Brainiac - 01/22/25 09:26 AM
49 Lashes! (AND THEN SOME)
by Ann Hebistand - 01/22/25 08:11 AM
Mon-El's Adventures In The Phantom Zone!
by stile86 - 01/22/25 03:21 AM
Recent Legion-verse sightings in DCU proper
by Alexander - 01/21/25 06:18 PM
Omnicom
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Deputy
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Did you guys see the promo for Issue 7?

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Deputy
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Man, I so should be in bed right now ...

I popped onto test and took a look at the
new Paragon Dance Club and Dark Astoria which
currently has no fog...

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Time Trapper
Time Trapper
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No, anything cool? I'll have to take a look and see what's coming.


"Hey Jim! Get Mon out of the Zone!! And...when do we get Condo back?"
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Deputy
Deputy
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I don't want to spoil anything for you,
but I will see that the new PDP is head
and shoulders over the old one ... and
that it'll be a place where heroes and
villains can meet without fighting ...

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Oh, goody, more nerfs.

Oh, well, I'm barely playing these days anyway. I probably wouldn't notice. smile

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Hmm, new content for 40-50 villains. Does that mean they're going to stretch out the powers so it takes me even longer to get my Audrey II?

Other stuff sounds interesting: new types of missions, special rewards for signing up with specific villains. It doesn't look like it's on the training room server yet, at least not judging by the posts in the training room forum. It'll probably go up today.

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Maybe issue 7 is on the test server. Part of the issue is greatly improved graphics, and my computer has been replacing mapping files for seven hours now since I started the download, and it says I still have more than seven hours remaining.

Of course, I haven't been on the test server in months, so there are other patches it had to download, but sheesh!

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Deputy
Deputy
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I checked to see if the Thug MM was available,
but not yet.

I was reading the forums and found out that the
designer behind COV, aka Lord Recluse, has left
Cryptic ...

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Deputy
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The Pocket D Dance Club now has the Hero/Villain
joint missions available now.

Also, you get a new badge and a toga costume
option.

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A toga!? OK, I have to get that this weekend.

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Active
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Hero/Villain joint missions? Perfect! That way I can play with you defector from my CoH account!

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Oooh, I signed on today, and the toga was already unlocked! Woo hoo!

Of course, male characters still can't have bare legs, so unless you have blue skin or something (like Shadow Lad) and can choose your skin color as your tights color, it looks pretty dorky with pants.

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The not being able to have bare legs is kinda
annoying. I've made an archery/ice blaster
who's supposed to be a defrosted caveman and
there's no furry shorts for him to wear. 8-(

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Deputy
Deputy
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Woot!

Spacey has healed over 1 million points in
damage now and got the Mad Scientist badge!
That's perfect for her default badge!

laugh

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Well I bought the game today because it was on sale, I would of bought a timecard too but they were out. I didn't realize you needed that or a credit card to start off the back so it'll be at least a few days before I can start being a bad guy with y'all.


ActorLad

Friendly Neighborhood Performer

Visit my official hangout ActorLad's Cool Luau over at the Mission Monitor Board!
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Be sure to check the other threads to see where the few of us left are playing most and let us know when you're ready.

Issue 7, the big update, is on the test servers now. It's got a couple things I'm not too happy about, but it looks like domintors, the class my villain is, actually get a boost. And I was playing with the costume creator this morning, and there are some great new pieces -- guys can finally have bare legs!

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Seymour, do you have a list of the changes in I7? I know some of them but not all of them.

Jamie

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Here\'s the link to the full list. It's a lot of new stuff for City of Villains, mostly.

The big news is the fancy-schmancy graphics they're doing with some new graphics card I can't afford. If you have it, it's supposed to be really cool (debris flying, leaves fall off trees when you hit them, etc.), but if you don't, there are only cosmetic upgrades to the graphics.

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Yeah, I knew about the graphics updgrade.

But the site is blocked from work, which is why I was asking. ;}

Jamie

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Well, in that case ...

Issue 7: Destiny Manifest

Known Issues

1. In Mayhem missions, if the side mission to free an imprisoned villain appears, and players free the villain, the mission map may crash.

2. There is a rare client crash bug when loading zones. This has been most frequent going to or coming from Port Oakes.

3. Some base configurations that were valid in Issue 6 are no longer allowed in Issue 7. If your base is invalid, you will be able to delete or move objects to make it fit the new rules.

4. Issue 7 is not fully optimized yet. Players with low end systems may have serious performance issues.

5. There is a rare client crash that may occur if you minimize/restore the game.

6. The game is not currently compatible with Ageia physics cards. This will be fixed shortly. Ageia physics software should work properly in Issue 7

7. Although characters now keep their Origin-based attack power past level 10, characters who have already lost the power by leveling up are not being given the power back. This is a bug and will be addressed in a later patch.


COMBINED NOTES

New PvP Zone

• Recluse’s Victory – new high level PvP zone, open to players level 40 and up.

City zones

• In PvP zones, if a character releases to the Hospital, they will respawn with 1 hit point and 1 endurance. This is to enforce a short delay on all characters before they can get back into battle.


New Base Items:

• Inspiration Receptacle: This item allows all members of the Supergroup to store Inspirations that they may not be using, but other members can use to greater benefit. A permission set in the SG Permissions allows a character to withdraw Inspirations from the Receptacle.

• Enhancement Container: This item allows all members of the Supergroup to store Enhancements in the Supergroup’s base. Members with the proper SG Permission will be able to withdraw Enhancements from the Container.

• Salvage Bin: This item allows all members of the Supergroup to store salvage in the Supergroup’s base. Members with the proper SG Permission will be able to withdraw Salvage (and just “see it” from the base’s worktables as well).

• Empowerment stations - Empowerment stations are base items where players can convert basic salvage into Tier 2 salvage and cash Tier 2 salvage in for special buffs. Players can choose the buff applied from the recipes available at that Station, determined by the station rank.

• SG Logo Items – Numerous items can now be placed in your base that will display your Super Group’s logo, including banners, stands, floor plates and more.

Bases:

• Added the ability to attack Phase Shifted targets to certain base items.

• Added tag to make Base Defenses and Traps no longer give debt.

Powers:

• Arch Villains/Heroes and Giant Monsters have been significantly boosted. They should now require more people in order for them to be defeated, especially at higher levels.

• Many Location based powers (Such as Rain of Fire, Blizzard) can now be affected by the casters Buffs (for example, casting Build up will now increase the damage of Blizzard).

• Stealth and Phase Shift Powers will suppress (for self buffs or toggles) or cancel (for external buffs) when a player interacts with Interactive Objects, such as Plaques or Mission Objective Objects. Suppression of this type has a duration of 10 seconds.

• Circle of Thorns Vine's are now immune to teleportation effects.

• Modified PvE critter accuracy. Defense powers will now work equally well against critters, regardless if they have higher accuracy. For instance, your defense powers will work equally well against a Boss or any critter up to 5 levels higher than you, as it does for an equal level minion. Previously, a more accurate critter could circumvent much of your defense, but this will no longer happen. This change is designed to alleviate the disparity between Defense and Damage resistance powers (for instance, a player with super reflexes will now be more effective against a high level critters, a boss or Arch villain) This change has no effect on a player who does not have any Defense. More accurate critters may have a greater chance at the extreme low end of the To Hit scale than previously due to this change. For instance, an Archvillain whose To Hit previously was set at the 5% minimum, will now have a 7.5% chance to hit. This change does not affect PvP.

• Reduced the effectiveness of Super Reflexes defense to AoE attacks (stalker and scrapper). With I6, Super Reflexes was given a very high bonus to AoE attacks in order to make it more effective against bosses and Arch Villains, since they typically use AoE powers, but with the new To Hit calculations, this is no longer necessary.

• Super Reflexes Passive Defense abilities have been increased in effectiveness by 1/3rd.

• Defense will now apply to all Taunt powers in Player versus Player combat (Ranged, or AoE, where appropriate). This replaces the previous 50% chance to work. Players now have more control over how their taunt affects targets.

• Increased chance to Taunt for Pool/Manipulation/Challenge in PvP.

• Energy and Ranged defense will now apply to Teleport Foe. (Negative Energy and Ranged defense will now apply to Warshade/Starless Step)

• Smashing Defense will now also apply to Earth Control/Fossilize (Ranged Defense still also applies).

• All Melee powers are now exempt from Range Debuffs.

• Removed Melee ATs’ exemption from Hurricane's -Range debuff.

• Oil Slick Arrow should no longer have the odd failure to ignite condition.

• Modified Gravity Control Hold, Immobilize and Slow visual f/x so they more accurately reflect the control f/x.

• Removed Legacy Target and Self holds from some Buff powers. This means that when you use Twilight Grasp, Howling Twilight, Transference or Transfusion, you will not set up a condition on yourself that allows Containment to have its damage modifier apply.

• Freakshow Noise Tanks had incorrect level ranges assigned. They now exist in the 40-45 range.

• Reduced End costs on Claws high end powers.

• Rain of Arrows, Fistful of Arrows and Ranged Shot animations shortened.

• Fire Sword Circle has had the delay after animation removed.

• Greater Fire Sword has had the delay after animation removed.

• Confuse has had the delay after animation removed.

• Arcane Elite Turrets will now accept the same number of Auxiliary items as Tech Elite Turrets.

• Base Field defenses will now affect all enemies within the field. In other words, Field powers do not check To Hit.

• Current changes implemented to Defender, Controller and Mastermind Trick Arrow sets:

1. Added 0.1 Slow to Entangling Arrow. Included Run Speed cap reduction as per other slow powers.
2. Changed Flash Arrow to Auto Hit in PvE. In PvP, a tohit check is still required.
3. Glue Arrow recharge time cut by 50% to 60 seconds.
4. Disruption Arrow recharge time cut by 50% to 60 seconds.
5. Fixed Continuing FX for Entangling Arrow in PvP -- the FX would never show up on a player target.

• Fixed a bug with Oil Slick -- it was erroneously showing a -SPD debuff on the caster.

• Reduced Cast/Interrupt Time on Archery Ranged Shot

• Corrected End cost for Archery Snap Shot, Aimed Shot, Fistful of Arrows and Blazing Arrow. The Snap Shot, Aimed Shot and Fistful of Arrows changes apply to Mastermind Ninja's powerset as well.

• Fixed some issues with Poison Gas Arrow (Mastermind, Defender and Controller). All versions will now choke the targets more often, will play the proper visual f/x and will affect the proper area.

• Changed Increase Density's Table lookup to improve it's effectiveness. It should now be about 50% more effective at protective from Knockback/Knockup and Repel.

• Fixed a bug with Black Hole and Dimension Shift that was causing the translucency effect to play even though the target was not affected by the power.

• The Claws Power sets for both Scrappers and Stalkers have new animations for the powers Swipe and Strike. The animation for Slash has been replaced with the old Strike animation in order to better match the cast, recharge and damage values.

• All powers which have an Endurance Drain component will now drain a percentage of a PvE target’s Endurance, rather than a set number of Endurance Points. This fixes the issues created when enemies’ Endurance Pools were increased.

• The Phase Flight temporary power has had its endurance cost increased to more match a similar power in the Peacebringers set.

• Rebalanced Hurricane’s PvE repel effect. Its effectiveness should be equal to what it was before the last change.

• Tanker, Scrapper and Brute Taunt powers will now accept Accuracy Enhancements. Note that these enhancements will have no effect in PvE, as the powers automatically hit PvE targets. The change is made strictly for PvP purposes.

• All player powers with Forced Toggle Drop effects have had the chance for those effects to go off reduced. The need for these effects is greatly reduced with the advent of Enhancement Diversification. No player power has a 100% chance of dropping toggles with this change.

Badges:

• Defeat Badges now require that you or your team do 10% or more damage to the entity to receive credit for the badge. (The former system required that you deal 25% or more damage to get credit).

• All exploration badges now give a small amount of XP when you find them (based on your level).

• Many new badges added to the game, and some new accolades.

• Fort Knox badge text error fixed.

• Only heroes should now receive the Fire Thorn Caster gladiator.

• Blue Shield badge text error fixed.

• Demonslayer badge is now given for both CoH and CoV versions of Baphomet.

• Only heroes should now receive the Button Man Gunner gladiator.

• Villains will now receive the TacOps gladiator upon reaching level 20.

• Only heroes should now receive the Nebula Buckshot gladiator.

• Villains will now receive the Wolf Spider gladiator upon reaching level 10.

• Smasher Elite badge should now award correctly

• Troll Task Force badge is now given out for spending time in The Hollows.

Graphics

• Added new lower Shader Detail options to disable bumpmaps.

• Added new "recommended low-end" or "performance" option on the Graphics Quality slider that should set graphics detail levels to approximately CoH-launch values.

UI
• Same Buff Icons can be stacked
• Buff icons will flash before timing out
• Autopower buffs can be hidden
• New Emotes
• Attacks avoided by defense powers will now show text message like "Avoid!" or "Eluded" instead of "Miss"
• Global Channel Search
• "Do Not Allow Invites" option in LFG flags
• Camera Has been changed to be smoother and avoid popping for small items (e.g. A light pole between yourself and the camera should not jerk the camera forward now)
• Temp powers show duration or charge now in their info
• Powers that put you into a self-contained state (Rest and Phase Shift, PFF, Invisibility, etc) now display Only Affecting Self in the mez state text below the buff bar.


CITY OF HEROES

City Zones

• Spawns updated and adjusted in several city zones. Street encounters in lower level zones have more variety.

Powers

• Fixed Long Help Description for Blaster Charged Brawl. It described the power as ‘Minor’ damage, when it should have been ‘Moderate’

• Tanker Inherent Gauntlet now works in PvP. Single target powers have a chance of Taunting the target hit, while Area of Effect powers have a much smaller chance of Taunting all targets in the radius.

• Controller and Defender versions of Poison Gas arrow will be more effective now. The chance to Sleep a target has been increased, and the PvP aspect of the Controller version has been fixed (it was not working against players at all.)

Tailor

• For players with both City of Heroes and City of Villains access, Hero characters have access to all formerly Villain-only costume pieces.

CITY OF VILLAINS

Level 41-50 now open to Villains

• New missions, story arcs and new enemies for high level villains.

• New Strike Force – The Future of Freedom

• In order to truly prove yourself the greatest of villains you must take on the greatest of heroes… Statesman! Villains who think they are up to the ultimate challenge should contact Lord Recluse directly in Grandville. Be warned – many have tried to challenge Statesman, and most failed without even getting close to him. Until now, none have succeeded. Only a group of the very strongest villains should attempt this.

New City Zone

• Grandville – The black heart of the Rogue Isles is a dangerous place for even the strongest villains to venture into.

Tailor

• Many new costume pieces are available.

New Power Sets

• Mastermind Primary – Thugs
• Brute Primary – Electric Melee
• Brute Secondary – Electric Shields
• Stalker Primary – Dark Melee
• Stalker Secondary – Dark Armor

Patron Powers

• High level villains may complete a series of missions to gain favor with one of the faction leaders of Arachnos, gaining access to a new power pool. A villain may only have one patron during their career, so choose carefully.

• Level 40+ villains should talk to Arbiter Rein in Grandville to learn about and unlock Patron Powers.


Ghost Widow - Soul Mastery
Ghost Widow will teach you how to corrupt and utilize souls of the dead to damage and hinder your enemies.

Brute

• Gloom - Slowly drains a target of life, while reducing his Accuracy. Slower than Dark Blast, but deals more damage over time.

• Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while they drain their life.

• Dark Obliteration - You hurl a large blast of negative energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

• Summon Widow - Ghost Widow will assign a beautiful and deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Stalker

• Dark Blast - A long range blast of dark energy. Deals moderate Negative Energy damage and reduces the target's Accuracy.

• Moonbeam - An extremely long range and accurate beam of Negative Energy that deals tremendous damage and reduces the target's Accuracy. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

• Summon Widow - Ghost Widow will assign a beautiful but deadly Blood Widow assassin for you to command. Her weapons of choice include wrist retractable mounted razors and darts, all tipped in deadly poison.

Corruptor

• Soul Drain - Using this power, you can drain the essence of all nearby foes' souls, thus increasing your own strength. Each affected foe will lose some Hit Points and add to your Damage and Accuracy.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have one other Soul Mastery power before selecting this power.

• Summon Mistress - Ghost Widow will assign a Fortunata Mistress for you to command. Arguably, the most powerful of the Fortunatas, these rare few have mastered numerous psychic abilities and have risen to the top of Lord Recluse's beautiful Black Widows.

Dominator

• Dark Consumption - The dark power of the Netherworld allows you to tap the essence of your foe's soul and transfer it to yourself. This will drain Hit Points of your enemy and add to your Endurance.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy and Toxic damage.

• Dark Obliteration - You hurl a large blast of Negative Energy that violently explodes on impact, exposing the dark power of the Netherworld to all foes near the target. Dark Obliteration can reduce the Accuracy of all affected targets. You must have one other Soul Mastery power before selecting this power.

• Summon Seer - Ghost Widow will assign a Fortunata Seer for you to command. Fortunata Seers can glimpse moments into the future. They use this ability to increase the Perception of their teammate.

Mastermind

• Night Fall - Unleashes a cone-shaped burst of particles from the Netherworld. All targets within the modest range of this power take Negative Energy damage and have a reduced Accuracy.

• Dark Embrace - You tap into the energy of the Netherworld to protect yourself from damage. This Dark Embrace shrouds you and grants resistance to Lethal, Smashing, Negative Energy, and Toxic damage.

• Soul Tentacles - You can create a cone-shaped rift to the Netherworld that allows the souls of the damned to slip into our reality. These Soul Tentacles will snare all foes within range, Immobilizing them while their drain their life. You must have one other Soul Mastery power before selecting this power.

• Soul Storm - Like Ghost Widow, you will be able to summon the souls of your victims to do your bidding. Soul Storm enraptures a single target, Holding them while their life-force is drained from their body. You must have two other Soul Mastery powers before selecting this power.

Black Scorpion - Mace Mastery
Black Scorpion will give you access to an Arachnos Mace, and teach you how to use it in battle.

Brute

• Mace Blast - The Executioner's Mace is capable of firing a powerful bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

• Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Disruptor Blast - Fires a tremendous charge of kinetic energy from your Executioner's Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

• Summon Blaster - Black Scorpion will grant you an Arachnobot Blaster to command. Arachnobot Blasters were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Stalker

• Mace Blast - The Bane Mace is capable of firing a bolt of kinetic energy. The blast is powerful enough that it may knock down some foes. Arachnos Bane Spider Troopers call this the Mace Blast. The Arbiters who invented it scoff at this simple term.

• Mace Beam - Fires an extremely long range and accurate beam of kinetic energy from the Bane Mace that deals tremendous damage and knocks back the target. This is a sniper attack, and like most sniper attacks, is best fired from a distance as it can be interrupted.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

• Summon Spiderlings - Black Scorpion will grant you access to a small squadron of Arachnobot Spiderlings. Three Spiderlings that are one level less than you will show up when summoned.

Corruptor

• Web Envelope - The Executioner's Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

• Summon Disruptor - Black Scorpion will grant you an Arachnobot Disruptor to command. Arachnobots were created by Arachnos Orb Weavers to take down particularly powerful super-powered threats.

Dominator

• Poisonous Ray - The Bane Mace can fire a nasty Poison Ray. This toxin is suspended in a polarized plasma field and delivered like an energy blast. Upon impact, the toxin directly attacks the immune system, reducing the affected target's Defense and Damage Resistance as it deals Toxic damage.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Disruptor Blast - Fires a tremendous charge of kinetic energy from your Bane Mace. This charge is so powerful it will explode on impact, blasting all nearby foes. Some affected foes may be knocked down by the force of the blast. You must have one other Mace Mastery power before selecting this power.

• Summon Tarantula - Black Scorpion will grant you a Toxic Tarantula to command. Weaver One developed the Tarantula Exoskeleton Armor, which so radically transforms an Arachnos troop that hardly anything human is recognizable.

Mastermind

• Web Envelope - The Nullifier Mace can lob a modified Web Grenade. Upon impact, the Web Grenade expels a strong, tenuous, and very sticky substance that can Immobilize most targets in a wide area. This non-lethal device deals no damage and does not prevent targets from attacking, although their attack rate is Slowed. The Web can bring down flying entities and halts jumping.

• Scorpion Shield - Black Scorpion's technologies are impressive indeed. This energy shield grants you Defense to Lethal, Smashing and Energy attacks, as well as improves your Damage Resistance to Toxic damage.

• Mace Beam Volley - Fires a volley of multiple kinetic energy blasts from your Nullifier Mace. These blasts spread out in a wide cone and are powerful enough to knock down some foes. You must have one other Mace Mastery power before selecting this power.

• Web Cocoon - The Bane Mace can fire a more powerful version of the common web grenade. The sinewy fibers of this grenade are strong enough to completely Hold one target. Targets able to resist the Hold are still likely to have their attack and movement speed dramatically Slowed. Web Cocoon can also bring down flying targets and prevent foes from jumping. You must have one other Mace Mastery power before selecting this power.

Captain Mako - Leviathan Mastery
Captain Mako will embolden you with the knowledge of the Coralax and their mysterious powers over the seas.

Brute

• Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Stalker

• Spirit Shark - You are empowered with Spirit of the Mako Shark. You can project this spirit to attack and maul your opponent. The Shark Spirit Energy will manifest and attack your foe, quickly dealing heavy Lethal damage over time.

• Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

• Summon Guardian - Captain Mako will show you how to summon a Coralax Guardian Sentinel to do your bidding. These creatures are composed of living coral made from the sea-goddess Merulina.

Corruptor

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

• Summon Coralax - Captain Mako will show you how to summon a Coralax Red Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Dominator

• Water Spout - Conjures up a Water Spout at a targeted location. The Water Spout will chase down your foes, tossing them into the air and hurling them great distances. The victims are left Disoriented and with reduced Defense. The Water Spout is a menacing sight, and can even cause panic among your foes.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Summon Coralax - Captain Mako will show you how to summon a Coralax Blue Hybrid to do your bidding. The Coralax are humans who have been infected with living coral.

Mastermind

• School of Sharks - You can call forth a school of vicious Shark Spirits that will swim out in a cone formation and will encircle your foes, draining their spirit energy. The encircling Shark Spirits will immobilize most foes while they deal Negative Energy damage over time. Both you and the target must be near the ground for this power to activate.

• Bile Spray - Sharks will eat anything, so their stomach acid must be powerful indeed. You can regurgitate this acid and spew a corrosive spray of bile at a foe. Affected foes in the cone will take Toxic damage over time. You must have one other Leviathan Mastery power before selecting this power.

• Shark Skin - The power of the Leviathan Mako has shown you seems to have no end. Shark Skin improves your Damage Resistance to Lethal, Smashing and Cold damage.

• Spirit Shark Jaws - You can summon a massive Spirit Shark that will attack your foe from below. The Shark will grip your foe with its massive jaws and attempt to Hold the target while he mauls it, dealing Lethal damage over time. Flying targets will likely be pulled to the ground. You must have one other Leviathan Master power before selecting this power.

Scirocco - Mu Mastery
Scirocco will instruct you on the Way of Mu, ancient techniques that give access to the lightning-based powers of the ancient race.

Brute

• Mu Lightning - You can send a large blast of Mu energy at a foe, dealing heavy damage and draining some Endurance. Some of this Endurance may transfer back to you.

• Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

• Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

• Summon Striker - Scirocco will show you how to call upon a mystical Mu Striker to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Stalker

• Mu Bolts - You can quickly hurl small bolts of Mu electricity at foes, dealing some damage and draining some Endurance. Some of this Endurance may transfer back to you. Mu Bolts deals light damage, but recharges quickly.

• Zapp - A focused blast of Mu electrical energy that can travel great distances with high Accuracy. Zapp drains Endurance, and is best fired from a distance as it can be interrupted. Some of the Endurance you drain may transfer back to you.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

• Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Corruptor

• Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

• Charged Armor- When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

• Summon Adept - Scirocco will show you how to call upon a mystical Mu Adept to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Dominator

• Power Sink - Power Sink leeches Energy directly from the bodies of all nearby foes, draining their Endurance. Each foe you draw energy from increases your Endurance. If there are no foes within range, you will not gain Endurance.

• Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Ball Lightning - Hurls a highly charged ball of Mu lightning that explodes on contact. Ball Lightning deals good damage in an area of effect, and drains some Endurance from each target it hits. You must have one other Mu Mastery power before selecting this power.

• Summon Guardian - Scirocco will show you how to call upon a mystical Mu Guardian to assist you. The Mu pulse with the blood of their slaughtered ancestors in their veins, and are well practiced in the dark arts.

Mastermind

• Static Discharge - Hurls multiple bolts of Mu electricity in an arc that deals damage and drains Endurance from all affected foes in the area.

• Charged Armor - When you toggle on this power, you are surrounded by a charged field that makes you highly resistant to Smashing, Lethal, and Energy damage.

• Electrifying Fences - Electrifying Fences attempts to Immobilize a group of foes in an area. This power deals some Energy damage over time as it slowly drains some Endurance.

• Electric Shackles - Electric Shackles binds a foe's limbs, leaving the target Held and helpless. The target is drained of some Endurance and some of that Endurance may be transferred back to you. You must have one other Mu Mastery power before selecting this power.

Mayhem Missions

• Mayhem missions allow villains to enter a large instanced outdoor mission map and create chaos. The eventual goal is to rob a bank – but there are lots of other things going on, too. Mayhem missions are set up for single players and teams. Extra mission time is awarded for destroying property and defeating police. Side missions that appear within the mission map award more extra time and other rewards.

• The old Heists (Bank and Casino) are now available as normal Newspaper missions.

Powers

• F/X for Brute Invulnerability powers changed. They are now darker and more villainous.

Mastermind Bodyguards – a new defensive feature

• Setting to Bodyguard - You can set any Mastermind pet to Bodyguard by selecting the Defensive Stance and the Follow Orders. Your pets must be within Supremacy range for this function to work.

• Damage Mitigation - When set to Bodyguard mode, the Mastermind and his pets share damage from any attack that the Mastermind takes damage from. Each pet takes one “Share” of the damage, and the Mastermind himself takes 2 “Shares”. This is in addition to any damage that the pets themselves might incur from Area attacks.

• Example: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with a 100 point attack, each pet will take 20 points of damage, and he himself will take 40 points. (total of 100 points of damage).

• Example2: If a Mastermind has 3 pets set to Def/Fol, and he gets hit with an Area Effect attack for 10 points of damage, then each pet will take 2 points of damage, and he himself will take 4 points. Pets that were also in the Area of Effect will take an additional 10 points each.

• Mastermind Poison Poison Gas Trap has been improved. Now, in addition to the instant sleep attack, the gas will linger up to 30 seconds and give a chance of holding any enemies in the area of effect.

• Decreased the recharge time for Mastermind Minion Henchmen summon powers.

• Increased the recharge time for Mastermind Boss Henchmen summon powers.

• Dramatically decreased the recharge time for Mastermind Second Tier Upgrade powers.

• Dominators Domination inherent ability will charge much more quickly when fighting PvP.

• Domination recharge time reduced from 300 to 200.

• Player Pets should no longer attack the lava in the Batzul mission.

• Dominator Psionic Assault Drain Psyche now accepts Accuracy enhancements. The power was intended to accept them originally, but was unintentionally left off.

• Dominators Domination inherent ability will charge much more
quickly when fighting PvP targets. Each successful attack from the Assault
secondary power sets adds a bonus of 8 points toward filling the
Domination bar over the normal value.

Joined: Aug 2005
Posts: 683
Active
Active
Joined: Aug 2005
Posts: 683
Thanks Seymour! You rock!

Lots of interesting things but this issue bothers me less then the last one did.

Jamie

Joined: Aug 2004
Posts: 1,464
Deputy
Deputy
Joined: Aug 2004
Posts: 1,464
Hmm.

I didn't see anything about an effect I observed yesterday in /electric powerset for blasters.

I rolled up an electric/electric blaster on test yesterday called Clockwork Exile to see how close I could get to the Clockwork look with the new costume set. (Not as close as I hoped, as it turned out.)

Anyway, I was using electric fence on a Contaminated and it drained almost all of his endurance in a really short period of time. I was very surprised.

So I ran some tests on live, and the end drain on test was far greater than it was on live. I even rolled an Outbreak level toon on Live to try it out, and found the drain didn't match what was going on in test.

Since I didn't see anything in the notes that Seymour posted, this is probably a bug. It'd be fun if it made it to live, though ... laugh

Joined: Aug 2005
Posts: 683
Active
Active
Joined: Aug 2005
Posts: 683
Let me just say that the new Mayhem missions are FUN!

Haven't tried the new costumes out yet, as I am waiting on L40.

Jamie

Joined: May 2007
Posts: 145
Submission Editor at Source Point Press
Submission Editor at Source Point Press
Joined: May 2007
Posts: 145
It is now you're chance to become an evil doppleganger of the Legion.

Contact ERG 1, on Pinnacle, to join my Legion of Super-Villains!

*I do ask that you attempt to make a Legionnaire. Or Teen Titan. Or any evil version of a comic-book character, for that matter...

Joined: May 2007
Posts: 145
Submission Editor at Source Point Press
Submission Editor at Source Point Press
Joined: May 2007
Posts: 145
I won't be playing much of ERG 1 today, thoug I could change my mind.

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