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	<title>Gamer Monkey &#187; Champions Online</title>
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		<title>Champions Online &#8211; State of the Game July 20, 2010</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/#comments</comments>
		<pubDate>Tue, 20 Jul 2010 23:01:53 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[Shannon Posniewski]]></category>
		<category><![CDATA[state of the game]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2359</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Executive Producer Shannon Posniewski from Cryptic Studios gave us the latest State of the Game for Champions Online today. As would be expected, the update was full of information on upcoming changes, fixes, enhancements and expansions even for this MMO. Enhancements to the Super Group interface and additional functionality for Super Groups is something many [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-for-champions-online-june-17/' rel='bookmark' title='Permanent Link: State of the Game for Champions Online &#8211; June 17'>State of the Game for Champions Online &#8211; June 17</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-feb-9-2010/' rel='bookmark' title='Permanent Link: Champions Online: State of the Game Feb 9, 2010'>Champions Online: State of the Game Feb 9, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-feb-19-2010/' rel='bookmark' title='Permanent Link: State of the Game: Feb 19, 2010'>State of the Game: Feb 19, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Executive Producer Shannon Posniewski from Cryptic Studios gave us the latest State of the Game for Champions Online today.  As would be expected, the update was full of information on upcoming changes, fixes, enhancements and expansions even for this MMO. Enhancements to the Super Group interface and additional functionality for Super Groups is something many have been waiting for. And of course the announcement of the next installment in adventure packs was most welcome, The Demonflame is expected to be released in late September and will bring another instanced area to adventure in and new baddies to pummel. Cryptic continues to hold to their commitment of updating and adding content to their Champions Online MMO, brownie points for them to be certain.  Below is the official post made by &#8220;Poz&#8221;</p>
<p>&#8220;Hello Champions!</p>
<p>School&#8217;s out and summer is upon us (in the northern hemisphere)! I&#8217;m  just recently back from a vacation to the Adirondacks, where I was eaten  by <a href="http://www.nfb.ca/film/blackfly/">black flies</a>, the  temperature was high, and the internet non-existent. But while I&#8217;ve been  basking in <a href="http://en.wikipedia.org/wiki/DEET">DEET</a>, the  team has been hard at work.</p>
<h3>Summer Update</h3>
<p>It&#8217;s been HOT here at Cryptic HQ, so we&#8217;ve been hiding in the air  conditioning and working on the Summer Update. We hope to have our first  candidate up on PTS on Friday or early next week! We&#8217;re aiming for  going live on August 17, but that depends on how it looks on PTS and  what you think.</p>
<p>Here&#8217;s what&#8217;s coming in the Summer Update:</p>
<ul>
<li><strong>Supergroup Improvements</strong>
<ul>
<li>We&#8217;ve added a number of new features to Supergroups. At the same  time, we did a user interface overhaul and made it easier and more  straightforward to use.</li>
<li>Supergroups can now advertise for recruits by making their  supergroup visible in the new supergroup search window. You can specify  how casual your group is, what kinds of things you like to do, point to  your website and so on. We now keep a historical log of key events in  the supergroup such as when people join, change ranks and level up.</li>
<li>We&#8217;ve added an Event system, which lets you create and schedule  events for members to attend. You can sign up for the event, decline it  and leave notes about it.</li>
</ul>
</li>
</ul>
<p>Here&#8217;s a couple screenshots to show you where we&#8217;re going:</p>
<div><a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui1.png" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui1sm.png" alt="" /></a> <a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui2.png" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui2sm.png" alt="" /></a> <a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui3.png" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/ui3sm.png" alt="" /></a></div>
<ul>
<li><strong>Pet Powers</strong>
<ul>
<li>We&#8217;re giving pet powers a huge and complete overhaul in this  update. We are greatly changing the way they operate.</li>
<li>Previously, players controlled pets through special multi-mode  powers and clever pet AI. Now players will be more explicit with their  pets. An expanded user interface will let you control how they operate  (e.g. going into special modes) more directly.</li>
<li>We have made pets stronger overall. They have more powers and they  do more damage. However, they now need energy to do their work. They  don&#8217;t have their own energy builders like players; you will need to make  sure that you keep your pets juiced up.</li>
<li>We&#8217;re very excited about these changes and think they make pets a  whole lot more fun to play, but we want to know what you think. When  these changes get to PTS, try them out and let us know. Balseraph will  also write up a big post about all the changes when we get it out there.</li>
</ul>
</li>
</ul>
<ul>
<li><strong>Ren Center Update</strong>
<ul>
<li>We gave Ren Center a facelift, made it a better space for social  activities, and made a place for the tailors to live. We moved the  Powerhouse to the side, built a big stage and tailors have moved into a  covered area on the other side.</li>
</ul>
</li>
</ul>
<div><a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/2.jpg" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/2sm.jpg" alt="" /></a> <a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/3.jpg" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/3sm.jpg" alt="" /></a></div>
<ul>
<li><strong>Emotes</strong>
<ul>
<li>We&#8217;ve added over 20 new emotes and improved the UI so you can  see and use them all easily. There are many more dances,  rock/paper/scissors, coin flip and a bunch more.</li>
</ul>
</li>
</ul>
<ul>
<li><strong>CStore 2.0</strong>
<ul>
<li>We&#8217;ve rewritten the interface to the store. Previously, you  would need to go to the web to get reasonably good pictures and  information about the items. We&#8217;ve integrated these pictures into the  new store. In addition, we&#8217;ve categorized the items better and made  navigation more clear.</li>
</ul>
</li>
</ul>
<ul>
<li><strong>Civilian Mission Fixes</strong>
<ul>
<li>In a previous update, we made a bug fix which greatly reduced  the number of civilian missions given to players. Many people didn&#8217;t  like this change because they like these instanced missions. In this  update, you can now also go out and actively get these missions by  rescuing civilians. If you find a civilian being threatened and defeat  the critters around him, the citizen will give you a mission (assuming  he has a valid one for you).</li>
</ul>
</li>
</ul>
<ul>
<li><strong>Tights and High Heels</strong>
<ul>
<li>Men and women will be able to choose from many more Tights  options in the costume creator. In addition, we made a few different  high-heeled shoes and boots for women.</li>
</ul>
</li>
</ul>
<ul>
<li><strong>Difficulty Slider</strong>
<ul>
<li>Our new difficulty slider will &#8220;go to 11&#8243; (one higher than we  have now).</li>
</ul>
</li>
</ul>
<p><strong>Other Major Changes</strong></p>
<ul>
<li>Costume Unlocking
<ul>
<li>When you find an item which unlocks a costume part, it is  supposed to unlock for all your characters. We found many that didn&#8217;t  and fixed them.</li>
</ul>
</li>
<li>Sidekicking in an instance no longer has a distance requirement. As  long as your Mentor is on the map, you stay sidekicked.</li>
<li>Our crack video team went through a bunch of the zone cutscenes and  made them look more cinematic and awesome!</li>
<li>VIPER&#8217;s pulson gun will do less damage now.</li>
</ul>
<p>These are just the big ticket items. The patch notes will have the  full list of changes and bug fixes. You&#8217;ll be able to see all of this  (and maybe a couple more goodies if we get them done and tested in time)  very soon on PTS. Let us know what you think!</p>
<h3>The Demonflame</h3>
<p>Near the end of September, we are planning on launching the next  adventure pack, The Demonflame. Here&#8217;s the basic back plot, which some  of you may remember from the Champions pen and paper game.</p>
<p>Nearly 20 years ago, Luther Black used the full power of the DEMON  organization that he&#8217;d built to cause the Demonflame Incident. Through  vile magic and human sacrifice he created a flaming tower that rose into  the sky, and at its peak he tried a horrific ritual to let him pry open  the doors between worlds and take on unnatural powers. He was stopped  by the combined forces of brave superheroes and, to everyone&#8217;s surprise,  VIPER. No one knows why VIPER lent their aid, but VIPER and DEMON have  been fighting each other ever since. Luther Black&#8217;s plan was foiled, and  the tower disappeared.</p>
<p>Now, with his plans deeply shaken and the day of reckoning coming  fast, Luther Black has taken a desperate gamble to re-create the  Demonflame incident. If he succeeds, he may be able to open a portal to  the Qliphothic realm, and attain his apotheosis of evil.</p>
<p>Work with the mystic hero Witchcraft of the Champions and Violette  Boudreau of UNTIL&#8217;s Project Hermes to discover what DEMON and Luther  Black are planning in the chaotic realm known as the Qliphothic. Be  prepared to face otherworldly horrors in order to stop Luther Black  before he gains the power he seeks!</p>
<p>The adventure pack has a new environment (Qliphoth) and a new critter  group (the Qliphothic Horrors). It also has a bunch of other cool stuff  in it. We&#8217;ve been playtesting it in-house and it&#8217;s looking really  great.</p>
<div><a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/1.jpg" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/1sm.jpg" alt="" /></a> <a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/4.jpg" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/4sm.jpg" alt="" /></a> <a rel="lightbox[1]" href="http://files.champions-online.com.s3.amazonaws.com/img/sotg/5.jpg" rel="prettyPhoto[g2359]"><img src="http://files.champions-online.com.s3.amazonaws.com/img/sotg/5sm.jpg" alt="" /></a></div>
<h3>And Also &#8230;</h3>
<p>There is also some feedback that we&#8217;re looking into. We&#8217;re not  promising anything (yet), but I wanted you to know we&#8217;re looking at what  you have to say.</p>
<ul>
<li>Holds in game don&#8217;t seem to work correctly.  Pressing Z does not  seem to help break a hold more quickly.  We&#8217;re investigating this right  now.</li>
<li>Many think that too many critters in game can dispel travel powers.  We&#8217;re looking at ways to make them less irritating while still not  letting players kite or ignore them with impunity.</li>
<li>There have been reports than critters with Defiance are too tough  compared to other critters of the same level without Defiance. They are  supposed to be more difficult, but we will investigate and see if they  are turned up too high.</li>
</ul>
<p>Keep cool, Heroes!<br />
-poz&#8221;</p>
<p>﻿</p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-for-champions-online-june-17/' rel='bookmark' title='Permanent Link: State of the Game for Champions Online &#8211; June 17'>State of the Game for Champions Online &#8211; June 17</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-feb-9-2010/' rel='bookmark' title='Permanent Link: Champions Online: State of the Game Feb 9, 2010'>Champions Online: State of the Game Feb 9, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-feb-19-2010/' rel='bookmark' title='Permanent Link: State of the Game: Feb 19, 2010'>State of the Game: Feb 19, 2010</a></li>
</ol></p>]]></content:encoded>
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		<title>Changing Chat Channels easily in Champions Online</title>
		<link>http://www.gamermonkey.com/champions-online/co-guides/changing-chat-channels-easily-in-champions-online/</link>
		<comments>http://www.gamermonkey.com/champions-online/co-guides/changing-chat-channels-easily-in-champions-online/#comments</comments>
		<pubDate>Thu, 01 Jul 2010 15:15:29 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO Guides]]></category>
		<category><![CDATA[bind]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[chat channel]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[guide]]></category>
		<category><![CDATA[hotkey]]></category>
		<category><![CDATA[keybind]]></category>
		<category><![CDATA[mmo]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2361</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO Guides" /><br/>KEY BINDING TO MAKE CHAT CHANNEL CHANGING EASIER If you are like me you probably have multiple chat channels setup in addition to the standard ones that you find in Champions Online (Zone, Local, Team, etc.).  Setting up custom channels can be their own minor problem but once they are setup the problem quickly becomes [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/warhammer-online/warhammer-online-war-guides/chat-channels-in-warhammer-online/' rel='bookmark' title='Permanent Link: Chat Channels in Warhammer Online'>Chat Channels in Warhammer Online</a></li>
<li><a href='http://www.gamermonkey.com/lord-of-the-rings-online/lotro-warcrydev-chat-wednesday-june-3/' rel='bookmark' title='Permanent Link: LOTRO WarcryDev Chat: Wednesday June 3'>LOTRO WarcryDev Chat: Wednesday June 3</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/upgrades-in-champions-online/' rel='bookmark' title='Permanent Link: Upgrades in Champions Online'>Upgrades in Champions Online</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO Guides" /><br/><h3>KEY BINDING TO MAKE CHAT CHANNEL CHANGING EASIER</h3>
<p>If you are like me you probably have multiple chat channels setup in addition to the standard ones that you find in Champions Online (Zone, Local, Team, etc.).  Setting up custom channels can be their own minor problem but once they are setup the problem quickly becomes changing back and forth between the various chat channels to type.</p>
<p>To alleviate this stress I give you Chat Channel Key Binding!</p>
<p>Below you will find an example list of these binds:</p>
<p>/bind F7 &#8220;channel_setcurrent  &#8220;custom-chat-channel-name-1&#8243; &#8221;<br />
/bind F8 &#8220;channel_setcurrent  &#8220;custom-chat-channel-name-2&#8243; &#8221;<br />
/bind F9 &#8220;channel_setcurrent &#8220;Zone&#8221; &#8221;<br />
/bind F10 &#8220;channel_setcurrent &#8220;Team&#8221; &#8221;<br />
/bind F11 &#8220;channel_setcurrent &#8220;Local&#8221; &#8221;<br />
/bind F12 &#8220;channel_setcurrent &#8220;Super Group&#8221; &#8221;</p>
<p>Simply input these one at a time through your regular chat window and then from that point on it is just a matter of hitting one button to change chat channels.</p>
<p>To make it easier to setup these same bindings to new alts on your account, simply type in /bind_save once you&#8217;ve set them up for one character, then when you change to another alt just type /bind_load to load all of your keyboard shortcuts including these to the new character. WARNING: If you have different binds for different characters do not use /bind_load. It may overwrite your unique binds on the character.</p>
<p>There you have it.  Time saved, stress relieved.. life is good.</p>
<p>Special Thanks to @peace for pointing this out to me in the first place!  You rock peace.</p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/warhammer-online/warhammer-online-war-guides/chat-channels-in-warhammer-online/' rel='bookmark' title='Permanent Link: Chat Channels in Warhammer Online'>Chat Channels in Warhammer Online</a></li>
<li><a href='http://www.gamermonkey.com/lord-of-the-rings-online/lotro-warcrydev-chat-wednesday-june-3/' rel='bookmark' title='Permanent Link: LOTRO WarcryDev Chat: Wednesday June 3'>LOTRO WarcryDev Chat: Wednesday June 3</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/upgrades-in-champions-online/' rel='bookmark' title='Permanent Link: Upgrades in Champions Online'>Upgrades in Champions Online</a></li>
</ol></p>]]></content:encoded>
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		<title>State of the Game for Champions Online &#8211; June 17</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-for-champions-online-june-17/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-for-champions-online-june-17/#comments</comments>
		<pubDate>Thu, 17 Jun 2010 22:46:11 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[Poz]]></category>
		<category><![CDATA[state of the game]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2350</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Right on the heels of their Serpent&#8217;s Lantern expansion going live, Poz from over at Cryptic released the latest State of the Game today. He of course touches on The Serpent Lantern&#8217;s launch and the cool features added with this new content. There is also a nice sampling of things to come in the next [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/' rel='bookmark' title='Permanent Link: Champions Online &#8211; State of the Game July 20, 2010'>Champions Online &#8211; State of the Game July 20, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-sept-15-2009/' rel='bookmark' title='Permanent Link: Champions Online State of the Game Sept 15, 2009'>Champions Online State of the Game Sept 15, 2009</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-feb-9-2010/' rel='bookmark' title='Permanent Link: Champions Online: State of the Game Feb 9, 2010'>Champions Online: State of the Game Feb 9, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Right on the heels of their Serpent&#8217;s Lantern expansion going live, Poz from over at Cryptic released the latest State of the Game today.  He of course touches on The Serpent Lantern&#8217;s launch and the cool features added with this new content.  There is also a nice sampling of things to come in the next planned release in August which includes changes to the big super group UI functionality, funky new dance move emotes, improvements to the in game C-Store and a pass at making pets more fun and less clunky to manage.</p>
<p>Read below for the full State of the Game as given by Poz.</p>
<p>&#8220;Greetings Champions!</p>
<p>Over the last month, we&#8217;ve been hard at work finishing up our first Adventure Pack: The Serpent Lantern. I&#8217;m happy to say that <a title="The Serpent's Lantern" href="http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/" target="_blank">The Serpent Lantern</a> is now LIVE and ready for you to play! Once again, your testing and feedback has been very important in making this update great.</p>
<h3>The Serpent Lantern</h3>
<p>This is our first Adventure Pack, and we learned a lot when building it. We had to devise a way to make the content scale with both team size and character level, for example. We also had to find a good way to let people leave off in the middle of the adventure and pick it up again. We look forward to everyone&#8217;s feedback now that it&#8217;s live. Tell us what you like and what you don&#8217;t like so we can improve these very cool updates.</p>
<p>The Serpent Lantern has a whole lot more than just the adventure, though. Some highlights:</p>
<ul>
<li>We added the Difficulty Slider, which will let you choose to make instanced missions more difficult. Doing so will increase your rewards and some maps will also drop better items. We expect that we&#8217;ll make some changes to the slider; players on the test server are already clamoring for an even harder mode!</li>
<li>The events of the Serpent Lantern also showcase the newly revamped VIPER villain group. They have new weapons, spiffier uniforms, and are generally a nastier and more formidable force to be dealt with. Everyone seems to think these guys a whole lot more fun to take on now.</li>
<li>We&#8217;ve normalized the energy builder powers so they all have approximately the same efficiency. In general, this increases the damage they do across the board by 17 percent.</li>
<li>We&#8217;ve heard many complaints that teaming seems less efficient than going solo. We crunched a bunch of numbers and significantly increased the teaming bonuses for defeating critters and the bonus for completing crossover missions.</li>
<li>Veteran Rewards are granted to players based on how long they&#8217;ve subscribed to Champions Online. Every hundred days of subscription, a new set of bonuses are granted to you. You earn costume parts, retcon tokens, XP buffs, and cool devices. Details here: <a href="http://www.champions-online.com/veteran_rewards">http://www.champions-online.com/veteran_rewards</a>.</li>
<li>A zillion bugs were squashed.</li>
</ul>
<p>Full details for the changes in Serpent Lantern can be found <a title="The Serpent's Lantern Expansion" href="http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/" target="_blank">here</a>.</p>
<h3>Summer Update</h3>
<p>Our next update is targeted for early August. We have several Supergroup and quality of life features on the way.</p>
<p>We&#8217;re adding place to put Supergroup news, the roster, link to a website and so on. We&#8217;re also adding an event calendar which will let you create events, sign up for them and leave comments. We&#8217;re also adding a way for Supergroups to describe themselves for recruitment. Players will be able to search them like they can search for individual characters today. I&#8217;m pretty excited by what we&#8217;ve got planned for Supergroups. We&#8217;ll get you updates as we get closer to going live.</p>
<p>A good number of new emotes are on the way. More dances! We&#8217;re also redoing the user interface for emotes a bit so it&#8217;s less cumbersome. The place to bust those moves is at the renovated Ren Center. We&#8217;re rebuilding the amphitheatre around the Powerhouse entrance to provide a big stage for contests and other events. We also built a better place for the tailors to hang out.</p>
<p>On the powers side, we are updating the pet powers. We&#8217;re still working out the details, but we&#8217;re focused on making them overall more fun to play. They are currently a bit clunky, requiring you to dismiss all of them to respawn and so on. We hope to clean that up and make it a lot smoother.</p>
<p>We&#8217;re also planning on updating the in-game store so it&#8217;s a lot more usable. For example, the pictures that you can only get from the web now will be built into the game so you don&#8217;t need to swap between them to figure out what you&#8217;re buying.</p>
<p>And as always, we&#8217;re fixing bugs and tweaking. It&#8217;s shaping up to be a fun update.</p>
<h3>Community</h3>
<p>I&#8217;d like to give a great big welcome to our new players. We&#8217;ve had quite a few new heroes join up over the past month, which is awesome. For all you new players, don&#8217;t forget to invite your friends and family to Millennium City! The <a href="http://champions-online.com/referral">Champions Online Referral Program</a> gives you cool stuff if they sign up.</p>
<p>Our new website is now live, and it looks great. I know I find it a lot easier to get around. I hope you do too.</p>
<p>Our next &#8220;Play with the Devs&#8221; event is June 17, 2010. Some of us will be playing The Serpent Lantern. Others will be hanging out as always to chat, PvP or do pick-up missions.</p>
<p>I hope to see you there!<br />
-poz&#8221;</p>
<p><a href="http://forums.champions-online.com/showthread.php?t=110553">Link to the official Champions Online forum post</a></p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/' rel='bookmark' title='Permanent Link: Champions Online &#8211; State of the Game July 20, 2010'>Champions Online &#8211; State of the Game July 20, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-sept-15-2009/' rel='bookmark' title='Permanent Link: Champions Online State of the Game Sept 15, 2009'>Champions Online State of the Game Sept 15, 2009</a></li>
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		<title>Champions Online Patch &#8211; Serpent Lantern Expansion Live</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/#comments</comments>
		<pubDate>Tue, 15 Jun 2010 15:26:37 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[The Serpent Lantern]]></category>
		<category><![CDATA[update]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2348</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Official Cryptic Patch Notes: June 15th, 2010 The Serpent Lantern: The Serpent Lantern is the first of our new Adventure Packs, providing epic new story arcs for heroes to tackle!  VIPER may just rule the world one day &#8211; if the Council of Thirty and the Supreme Serpent ever stop fighting for control and work together. Both would [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/the-serpent-lantern-adventure-pack-promises-changes-for-champions-online/' rel='bookmark' title='Permanent Link: &#8220;The Serpent Lantern&#8221; Adventure Pack promises changes for Champions Online'>&#8220;The Serpent Lantern&#8221; Adventure Pack promises changes for Champions Online</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-nov-24th-2009/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes: Nov 24th, 2009'>Champions Online Patch Notes: Nov 24th, 2009</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Official Cryptic Patch Notes: June 15th, 2010</p>
<h2>The Serpent  Lantern:</h2>
<p>The Serpent Lantern is the first of our new Adventure Packs, providing epic  new story arcs for heroes to tackle!  VIPER may just rule the world one day &#8211; if  the Council of Thirty and the Supreme Serpent ever stop fighting for control and  work together. Both would reshape the world in their image. Both would create  soul-killing totalitarian regimes. Luckily for the rest of the world, VIPER is  still torn by internal conflict.<br />
However, there is one magical artifact out  of legend that could force unity on the warring factions: the Serpent  Lantern.<br />
The quest for the Serpent Lantern will take you from the skyscrapers  of Millennium City to a hidden jungle VIPER base. It&#8217;s up to you to stop the  Supreme Serpent from finding the lost Serpent Lantern and uniting VIPER into one  deadly purpose.<br />
Here&#8217;s what players can expect from The Serpent Lantern:</p>
<ul>
<li><strong>Scaling Levels and Teamplay:</strong> The Serpent Lantern can played by any  level from 11-40 and any team size from 1-5, with challenges scaling to match.  Team up with your friends and take on greater challenges!</li>
<li><strong>New VIPER adversaries:</strong> Meet and battle new VIPER agents, including  Draconis, Viperia and the mysterious Serpent Mages.</li>
<li><strong>Dens of snakes:</strong> Explore VIPER&#8217;s network of Project Scavenger bases,  the Serpentine Caves and the ancient Temple of Nama.</li>
<li><strong>Snakecharming never paid so good:</strong> Earn UNTIL Merits from Project  Snakecharmer to buy special costume pieces, action figures, devices and  more.</li>
</ul>
<p>To start the quest chain, talk to the Rashida Kwame inside the UNTIL  Headquarters in MIL!  Players looking for the UNTIL Headquarters can talk with  the UNTIL agent located by the Jet in MIL.</p>
<h2>Difficulty Slider:</h2>
<p>Want more of a challenge? The Difficulty Slider allows players to adjust the  difficulty of nearly any instanced map to &#8220;Hard&#8221; or &#8220;Very Hard&#8221; settings, making  the enemies much tougher. In return the players get increased experience,  resources, and drop quality. Players can adjust their difficulty by  right-clicking in the character HUD and selecting a different  setting.<br />
<strong>Position 1: Hard</strong> &#8211; When set to Hard, all enemies in the  instance map gain the &#8220;Dangerous!&#8221; buff, which increases their hit points and  damage, as well as the experience and resources granted for their  defeat.<br />
<strong>Position 2: Very Hard</strong> &#8211; When set to Very Hard, all enemies in  the instance map gain the &#8220;Lethal!&#8221; buff, which increases their hit points,  damage, resistance to damage, dodge chance, avoidance, and critical strike  chance and severity. If you manage to survive, there is a bonus to the  experience and resources granted for their defeat.<br />
<strong>Bonus Loot:</strong> &#8211; In  addition, certain boss fights now drop improved gear when defeated on Hard or  Very Hard difficulty. At this time, the Bonus Loot functionality is limited to  the three bosses in The Serpent Lantern &#8211; Draconis, Viperia, and the Spirit  Serpent. Once we decide that the scaling and values are where we want them, we  expect to expand this feature to most (if not all) bosses that live on instanced  maps.</p>
<p>Improved items grant extra bonus values to one or two stats, at a value equal  to 1/3<sup>rd</sup> (for Hard) or 2/3rds (for Very Hard) of an equal level,  equal color Secondary item. While the specific number of points of stats might  not be extremely high, any stat or pair of stats can be added, including stats  that normally can&#8217;t be found on a certain slot, or paired together.</p>
<h2><a name="test-PerkStoreRemoval:"></a><a name="test-Toc264281215"></a>Perk  Store Removal:</h2>
<p>We&#8217;ve made getting your Perk rewards easier &#8211; the Perk Store is no more!   When you earn a Perk reward, it will automatically go into your inventory (or  overflow bag if you inventory is full).  Enjoy your Perk rewards!</p>
<p>Note: The first time that players log in they will be regranted all  previously earned Perk rewards.  This was done to prevent an item that was  earned by the player, but not yet retrieved from the Perk store from being  lost.</p>
<h2>Powers: Number Normalization Pass for Energy  Builders:</h2>
<p>In Champions, there was a significant difference in efficiency and  effectiveness between energy builders, with some generating substantially more  energy than others. We have rebalanced these core, early game powers.</p>
<ul>
<li>Increased damage for energy builders &#8211; All energy builders now deal  approximately 17% more damage. As a consequence of this, the energy costs of  many powers have changed a very small amount. Powers with costs in the 10 &#8211; 30  range will probably look exactly the same. Most powers with very high costs (90  or more) have had their costs increased by ~2% (so a power that used to cost 100  energy now costs 102). Some very inexpensive powers have actually had their  costs decreased.</li>
<li>Energy gain from fighting attacks now scales with power rank &#8211; The energy  generated by fighting attacks now improves as you rank up the power. Rank 1  generates energy approximately equivalent to its current rate (base 20% of your  total pool, increased by your stats). Rank 2 increases this amount by 10%.  Rank  3 increases the amount by 20%.</li>
<li>Energy gained and damage dealt by fighting (energy building) attacks has  been substantially normalized. As of this patch, they should all generate  exactly the same amount of energy over time, and deal the same damage over time,  with the following exceptions:
<ul>
<li>Melee energy builders, when used in melee range, still receive the standard  melee strength bonus, and receive a flat bonus of 15% to energy generation.</li>
<li>Not all &#8220;opening&#8221; attacks deal the same amount, of damage, or generate the  same amount of energy. However, the numbers are balanced so that there is no  particular advantage to having one over another.</li>
<li>Some energy builders are still built as &#8220;maintained&#8221; attacks. Every effort  has been made to make these attacks be exactly equivalent to &#8220;click&#8221; based  attacks. We are exploring converting all of these attacks to a more standard  click activation.</li>
<li>Procs and secondary effects. Some energy building attacks have secondary  effects (such as Throw Fire sometimes igniting the target), and some do not  (Strafe has no secondary effect.) The powers without secondary effects WILL be  compensated, most likely with the introduction of new secondary effects. This  feature is still being explored, and will likely come in a future (but soon)  patch or revision. In general, we want the secondary effects to be minor but  desirable.</li>
<li>The value of the custom advantages between different energy builders is  uneven. This will be addressed in a future (but soon) patch or  revision.</li>
</ul>
</li>
<li>Energy gain from blocking has been substantially reworked.
<ul>
<li>The general experience should be that blocking generates less energy per  second than using your energy building attacks. The energy gain is increased  both by the amount of damage that penetrates your defenses and by your Ego stat,  with an absolute cap of 30% of your maximum energy pool.</li>
<li>Characters in defensive (Protector) role increase energy from blocking. When  in that role, players will now gain two energy values when they are hit; the  first number is the &#8220;normal&#8221; energy gain from blocking; the second is the bonus  value you get from being in Protector Role, which is a flat value that is  increased by your Constitution score.</li>
</ul>
</li>
<li>Advantages which add a proc to the &#8220;spam&#8221; attacks (Such as the custom for  Electric Bolts) have had their activation chance approximately doubled; the  exact chance varies from power to power, bit is normalized to about 20% per  second.</li>
<li>Added a small knockback effect to Sonic Blaster. Energy builders without  small procs (Kinetic Dart, Strafe, etc.) will be getting them soon.</li>
</ul>
<p><strong>Veteran  Rewards</strong><br />
To thank our loyal fans we are introducing Veteran  Rewards!  For every 100 days of active accounts we will grant a new Veteran Perk  consisting of various rewards. Example rewards include: new Titles, new costume  pieces, new costume slots, XP buffs, new &#8220;Heroic Resonance&#8221; devices, and VIP  access to Club Caprice.  Thanks again - you are the people who make our game  great!<br />
Players will be able to earn the following:</p>
<ul>
<li>At 100 days:
<ul>
<li>Players will receive the Perk and title of Stalwart.</li>
<li>Players will receive one free Full Retcon token.</li>
<li>Unlock the Hammer Bracers Costume Piece.</li>
<li>All characters receive a 5% XP buff until Level 15.</li>
<li>All characters receive the Heroic Resonance item. When activated the items  instantly takes health and energy to 100%. The item has a cooldown of 120  minutes.</li>
</ul>
</li>
<li>200 days
<ul>
<li>Players will receive the Perk and title of Redoubtable.</li>
<li>Players will receive one additional Character slot.</li>
<li>Unlock the Wizard / Druid Robes (chest, belt, hips layer and jacket)  pieces.</li>
<li>All characters receive a 7.5% XP buff until Level 15</li>
<li>All characters receive the Heroic Resonance item. When activated it  instantly takes health and energy to 100%. The item has a cooldown of 90  minutes</li>
</ul>
</li>
<li>300 days
<ul>
<li>Players will receive the Perk and title of Dauntless.</li>
<li>Players will receive one additional Costume Slot for each character.</li>
<li>Unlock the Spartan Lion Armor (helmet, bracers, chest, and boots)  pieces.</li>
<li>All characters receive a 10% XP buff until Level 15.</li>
<li>All characters receive the Heroic Resonance item. When activated it  instantly takes health and energy to 100%. The item has a cooldown of 75  minutes.</li>
</ul>
</li>
<li>400 Days
<ul>
<li>Players will receive the Perk and title of Valiant.</li>
<li>Players receive Membership to the Club Caprice VIP room and associated  benefits.</li>
<li>Players will receive one free Full Retcon token.</li>
<li>Unlock the Epic Revelation Armor (bracer 1, bracer 2, leg armor 1, leg armor  2, neck and shoulder pads) pieces.</li>
<li>All characters receive a 12.5% XP buff until Level 15.</li>
<li>All characters receive the Heroic Resonance item. When activated it  instantly takes health and energy to 100%. The item has a cooldown of 60  minutes.</li>
</ul>
</li>
</ul>
<h2>VIPER Upgrade:</h2>
<p>While always a deadly threat to normal law enforcement, VIPER has long been a  relatively easy target for super humans, never quite able to match their power,  training, or resourcefulness. Consequentially, VIPER has always been seen as  something of a punching bag by the hero community.Times are about to change.In  the late Nineties, VIPER &#8220;kidnapped&#8221; Doctor Park Lee-Wen from North Korea. After  granting him a laboratory with state of the art tools and an unlimited budget,  he applied his genius to the improvement of VIPER small arms to devastating  effect. As a result of his work, all variants of VIPER&#8217;s energy weapons &#8211;  Photonic, Plasma, and Pulson, now deal significantly more damage in standard  fire modes. The improved weapons rapidly saw wide distribution, not only among  Viper agents, but to the soldiers of ARGENT and other villainous groups, who  purchased them at a steep premium, further funding VIPER&#8217;s improved efforts at  research.Fortunately for the forces of justice, those few samples that have been  taken from VIPER agents have yielded their secrets to UNTIL&#8217;s researchers,  somewhat evening the odds. Unfortunately, considering how badly out manned and  outgunned UNTIL already is compared to VIPER, this comes as cold  comfort.(<em>Many henchmen of many different enemy groups&#8230; most anyone who  uses high tech pistols or rifles&#8230; will do more damage their maintained,  normal, NON- SHTICK attack.</em>)The following is a selection of some of the  other technical improvements to VIPER&#8217;s weaponry, armor, and troops.</p>
<ul>
<li><strong>Tartrapper(Combat Specialist)</strong> &#8211; Tar Gun &#8211; The improved Mark II  version of this weapon attempts to coat targets in a boiling, tar &#8211; like  substance that substantially reduces all forms of movement (even teleportation;  the extra weight excitable molecules of the goop prevents you from popping out!)  and reduces your ability to dodge and avoid attacks. Blocking is no protection  against this goop!</li>
<li><strong>Brickbuster</strong> &#8211; BrickBurster Gun &#8211; A Redesigned, &#8220;Mark II&#8221; version of  this gun has entered widespread use. This weapon is significantly deadlier than  its predecessor, and can weaken or penetrate <strong>any</strong> known type of defense,  <strong>and</strong> leave them weakened for a duration.</li>
<li><strong>Adder Technician</strong> &#8211; Sonic Bombs &#8211; These weapons been rebuilt from the  ground up. The stationary ones now do much more damage (they were previously  bugged and only did around THREE points. Also, they used to be invisible; now  you can see them.) The mobile ones now inflict about 2/3rds as much damage as  they used to, and stop moving once they begin their countdown.</li>
<li><strong>Golden Nest Leaders</strong> &#8211; Their golden power armor has received a  significant upgrade; watch out for their new combined attacks. In addition, they  now have an enhanced force shield that they can activate when they become  wounded. This shield dramatically reduces incoming damage, but heavy enough  damage can eventually penetrate and overwhelm it.</li>
<li><strong>Red Guard Knife Fighter</strong> &#8211; For many years, The Red Guard weren&#8217;t much  more than highly trained, glorified street thugs and prison brawlers. While  valued internally as &#8220;discipline officers&#8221; for their willingness to brutalize  their fellow VIPER agents, they never represented a significant threat to the  hero community. Two years, ago, however, a new doctrine was brought to their  recruitment and training, and the first students of that doctrine are now  entering the field, and proving themselves to be immensely deadlier than their  predecessors. This new breed now bear diamond hard swords of an alloy that has  so far defied analysis, but are capable of devastating critical strikes. In  addition, their improved martial skills are supplemented by a net launcher and a  laser blaster for use against enemies that attempt to just fly out of their  range. The identity of the individual that initiated this new doctrine remains  unknown, and its discovery is considered to be of the utmost priority.</li>
<li><strong>Scarlet Serpents</strong> &#8211; As the weaponry of the standard VIPER soldier  improves, the elite of VIPER has been given access to improved armor and an  expanded inventory of weapons, including fragmentation grenades and countergrav  minimines, all well suited to waging battle on the modern super powered  battlefield.</li>
<li><strong>Munitions Experts</strong> &#8211; These heavy hitters have had their armor and  weaponry significantly improved. Their heavy gatling style guns can fire in  either of two modes; an armor and shield penetrating burst, or a maintained  stream that&#8217;s nearly impossible to dodge. In addition, their arsenal includes a  powerful shotgun and an even more powerful rocket launcher.</li>
<li><strong>VIPER Squad Leaders</strong> &#8211; Motivated, dedicated, and utterly committed to  the ideals of VIPER, the Squad Leaders have had their previous, largely  ornamental armor replaced with the highest tech armor, force fields, and  equipment in VIPER&#8217;s arsenal. Squad Leaders can now deploy multiple kinds of  robotic drones with both offensive and support properties. In addition, they are  able to inspire surges of manic zeal by triggering the latent Draysha implants  in other VIPER agents.</li>
<li><strong>Air Cavalry</strong> &#8211; VIPER&#8217;s elite Air Cavalry is finally ready for broad  deployment! Equipped with the newest generation of flying armor, these soldier  are ready to take the fight to the heroes in the air enforce VIPER&#8217;s will  wherever needed. Fortunately for the heroes, the standard Air Cavalry soldier is  &#8220;only&#8221; armed with the improved standard VIPER weaponry, such as laser, plasma,  and pulson weaponry. Unfortunately, they are led by Aces who are equipped with  powerful, experimental Thermal Lance pistols and powered energy blades that make  these aerial warriors a force to be reckoned with.</li>
<li><strong>Super VIPER Powered Armor</strong> &#8211; While their power armor has always been  impressively advanced, it&#8217;s bleeding edge design has actually worked against its  effectiveness in the field, as glitches and malfunctions have plagued these  units since their debut. Missiles would fail to fire, or fire independent of the  targeting laser, an inefficient force field that failed shortly after  activation, and other problems retarded their effectiveness.These problems have  been solved. Heroes, consider yourselves warned.</li>
<li><strong>Omicron Enforcer</strong> &#8211; Twenty years ago, Doctor Phillippe Moreau  transformed a wounded VIPER soldier into Ripper, one of the deadliest super  powered combatants on the modern battlefield. Unfortunately for VIPER, he&#8217;s also  one of the most unstable and difficult to control. For twenty years, VIPER&#8217;s  technical division has been attempting to control, improve and harness the  Omicron technology that granted Ripper his strength, durability and power in  order to create a new breed of technologically enhanced super soldiers. They&#8217;ve  succeeded.</li>
<li><strong>Quetzalcoatl Gunship</strong> &#8211; The second generation of the Osprey Gunship,  the Quetzalcoatl is faster, better armed, and generally more dangerous than its  predecessor. The enhancements aren&#8217;t as significant as some of the other  improvements to which VIPER now has access, but when taken in total, still  increase the danger of this already powerful organization.</li>
</ul>
<h1>Other Patch Notes:</h1>
<h2>Art:</h2>
<ul>
<li>Players can now access the new UNTIL Headquarters!!
<ul>
<li>Note: UNITY Headquarters is also located at the new complex.</li>
</ul>
</li>
<li>The Vibora Bay starting area has been updated with lots of new art!!!   Players now have access to the Bank, Auction House, Tailor, Nemesis and UNTIL  kiosks.</li>
<li>Updated the Nemesis kiosk in Millennium City to match the new kiosk in  Vibora Bay</li>
</ul>
<h2><a name="test-Critters:"></a><a name="test-Toc264281221"></a>Critters:</h2>
<ul>
<li>Critter Regeneration has changed.  Higher ranked critters now regenerate  more hit points per tick. Further, the number of points regenerated per tick  increases as the critter is damaged, up to a maximum of double the base rate.  Critters weaker than a Master villain will regenerate more slowly than  previously. Master Villains should regenerate at about the same rate, and more  difficult enemies have increased regeneration. Player regeneration powers are  completely unchanged.</li>
<li>Critter Force Field has changed.  The number of points in a critter&#8217;s force  field, and the number of points restored tick now scales with critter rank.  Critters weaker than a Master villain will have weaker fields than previously.  Master Villains should have about the same strength, and the fields of more  difficult enemies have increased effectiveness. Player Force Fields are  completely unchanged.</li>
<li>The Force template has been changed.  Sig enemies that used Force powers  have been reviewed and improved. They&#8217;ll now use their attacks in a more logical  and effective fashion.</li>
<li>Corrected a tiny calculation bug with how several reward mechanisms.  Missions, Legendary class enemies and Cosmic class enemies now grant a very  small amount of additional XP and resources.</li>
<li>The critter version of the Eldritch Bolt power no longer generates a &#8220;Root  incoming!&#8221; message. This was a consequence of the power being derived from an  old incarnation of the player version that could proc a weak root, which could  lock down a henchman or a villain, but not a Master Villain or Player.  The  power now has a (slightly lower) chance of proccing an actual Root against  players</li>
<li>The critter versions of Ice Cage, SnowStorm, and Frost Breath now work  correctly.  Previously, these powers were broken.</li>
<li>Galeforce: Her WindWave power now works correctly.  It was previously  broken.</li>
<li>Updated the critters in UNTIL Headquarters to use different  costumes.</li>
</ul>
<h2><a name="test-CStore:"></a><a name="test-Toc264281222"></a>CStore:</h2>
<ul>
<li>Beast Head Pack: Added a small selection of hairs that work with Male and  Female Vampire Long Jaw head.</li>
</ul>
<h2><a name="test-General:"></a><a name="test-Toc264281223"></a>General:</h2>
<ul>
<li>Auction House:
<ul>
<li>Search results can now be sorted! There is a new drop-down menu on the side  from which you can choose to sort by price, or sort by name.</li>
<li>The UI has been cleaned up. The scrollbar has been removed, the next and  previous page buttons are much more responsive, and the page display on the  bottom now displays actually useful information.</li>
</ul>
</li>
<li>Increased the teaming bonus for defeated critters by 16%.</li>
<li>Crossover missions now give 60% of the full mission XP.</li>
<li>Recruit Experience Bonus will now be given for all earned entity  experience.  Previously, the Recruit Experience Bonus was only given for killed  entities.  This was a bug and has been fixed.</li>
<li>Corrected a race condition in Unity2 Missions that a few players were  encountering.  This was causing zones to crash when the players tried logging  into the game.</li>
<li>The /MovementReset command has been changed to allow players to use it once  every 5 minutes per map.  This is being changed to give the Programming team  additional information for tracking down the issue with players&#8217; character  getting stuck in position.</li>
<li>Trying to change instances when there are no instances to change to will no  longer break chat.</li>
<li>Moved the starting spawn point in Vibora Bay to a better location.</li>
<li>Moved Police Chief Iron Tom Buford to a more central location in the new  social area in Vibora Bay.</li>
<li>All players with Lifetime accounts were incorrectly awarded the Chilly  Title.  Players will now correctly receive the title when they accumulate 1  million cold damage.</li>
<li>Players will now be resubscribed to the SuperGroup chat channel if they are  kicked from the SuperGroup and reinvited back.</li>
<li>Changed the channel_leave command to be able to leave from &#8220;built-in  channels&#8221; (e.g. Zone channels, Guild channels, &#8220;Global&#8221;)</li>
<li>Only players will paid subscriptions will be able to join or create a  SuperGroup.</li>
<li>French Localization only: Fixed a number of French translation errors  involving slashes.</li>
<li>Auto-attacks should no longer become stuck when the controls are configured  in a specific manner.</li>
</ul>
<h2><a name="test-HeroGames:"></a><a name="test-Toc264281224"></a>Hero Games:</h2>
<ul>
<li>Players will now receive a prompt to leave the PVP map once the game has  ended.</li>
<li>Stronghold PvP: Completed a balance pass on Raza and Ironclad. Removed any  additional passives on them.  Also, increased Raza&#8217;s HP and reduced Ironclads  HP, so their HP should be similar now.</li>
</ul>
<h2>Items:</h2>
<ul>
<li>All Vibora Bay Costume Unlock drop rates have been adjusted!  The drop rate  has been doubled.</li>
<li>Created a store that will allow players to trade-in Vibora Bay BOP Costume  drops for a BOE version of the item.  The store can found on the Costume  Quartermaster in Renaissance Center in Millennium City.</li>
<li>Steampunk Costume: All eight pieces of the Steampunk Costume have been added  to the game!  These costume pieces can be purchased for Snake Bucks from  Bargaining Bill!  Snake Bucks can be earned off of all critters in Snake  Gulch.</li>
<li>Munitions: U12 Paralysis Grenade now inflicts a &#8220;shock&#8221; type of stun.</li>
<li>Updated Howling Recurve Bow, Archery_Replace_Recurvebow_Sonic, so that its  quality color should no longer vary when interacting with contact Mayte  Sanchez.</li>
<li>Mass Faerie Onyx Blueprint: The blueprint will now let players make the  component Faerie Onyx.</li>
<li>Yengtao Incense Blueprint: The blueprint will now let players make the  component Yengtao Incense.</li>
<li>Updated the description for item Military Optical Implant,  L16_Arms_Crft_Utl_Pri, so that it now appropriately fits the item type.</li>
<li>Changed the range on the Psionic Accelerator to 100 feet to make it better  fit how ranged items normally work.</li>
<li>Updated U0-9 Crybaby Grenade so that it will effectively placate the  enemy.</li>
</ul>
<h2><a name="test-Missions:"></a><a name="test-Toc264281226"></a>Missions:</h2>
<h3><a name="test-Canada:"></a><a name="test-Toc264281227"></a>Canada:</h3>
<ul>
<li>The Co-Worker: The hostages will no longer run away and get stuck on map  geo.</li>
<li>Undead on Arrival: Increased the number of hit points on Rictus to help  prevent breaking the Open Mission.</li>
<li>VIPER Cache: The mission text now says &#8220;Weapons Disabled&#8221; instead of  &#8220;Clickies Used&#8221;.</li>
</ul>
<h3>Canada  Crisis:</h3>
<ul>
<li>Into the Storm: The mission now grants credit for a team defeat of  Rakshasa.</li>
</ul>
<h3><a name="test-Desert:"></a><a name="test-Toc264281229"></a>Desert:</h3>
<ul>
<li>Belle&#8217;s Saloon: Belle Steele entry text in the Crime Computer now has  correct grammar.</li>
<li>Hanks Forlorn Memoirs: Updated the mission waypoint.</li>
<li>Long-Buried Boots: Decreased the interact time on the boots from 45 to 10  seconds.</li>
<li>Sinisiter: Witchcraft and Talisman will now respawn when the mission is  failed and reacquired.</li>
<li>Stronghold Prison: The Cellblock keys now count correctly for the Open  Mission tracker.</li>
<li>Snake Gulch: Updated the display names of a of crates in the viper area</li>
<li>Blank and Steins Monster: changed the name of the mission drop item to match  the mission</li>
<li>Snake Gulch: changed the weaponsmith groups to only have 1 weaponsmith as  the difficulty was a little too high</li>
</ul>
<h3>Desert  Crisis:</h3>
<ul>
<li>A Crafty Contrivance: Updated the mission text to better explain to players  how to complete the mission.  Players need to train the skill and take the  skillset mission from the Trainer.</li>
<li>Gigaton: Adjusted his leashing volume to make sure he doesn&#8217;t enter  impassable terrain and get stuck.</li>
</ul>
<h3>Lemuria:</h3>
<ul>
<li>Caliginous Depths: The spawn point at Sealab now has a visual indication  that it is a spawn point.</li>
<li>Ship of Fouls: Made several changes to the mission:
<ul>
<li>Increased hitpoints on the boss</li>
<li>Reduced the size of the ships patrol and waypoint to make it easier to  find</li>
<li>Updated the landmark.</li>
</ul>
</li>
</ul>
<h3>Millennium  City:</h3>
<ul>
<li>All Citizen Granted Missions: Updated Citizen AI to wait until a player is  not in combat or talking to a contact in order to grant a mission.  Also, fixed  an inventory bug that prevented Citizens from removing tokens that marked  mission eligibility.  Please note that some players may have accumulated a  number of tokens, so it may take a few days to see a drop off of mission offers  to normal levels.</li>
<li>All Patrol Missions: Updated the encounters to not include tough critters  during solo play.</li>
<li>Biotechnical Difficulties: The boxes will now only drop on item per  box.</li>
<li>Defender Fanboy now has the correct text to match his voice over.</li>
<li>How ARGENT Gets Ahead: Changed crate interact to say &#8220;Search Crate for  Petrified Head&#8221;.</li>
<li>Maniacs Bank Job: The Maniacs version of this mission will now correctly  spawn critters.</li>
<li>Museum Mayhem: The mission will now properly grant credit for exploring the  rooms.</li>
</ul>
<h3>Millennium City Tutorial:</h3>
<ul>
<li>Added another reset condition on Sapphire&#8217;s FSM to help prevent her  disappearing on the map.</li>
<li>Added VO to the commanding officers outside of Champs HQ during the  celebration</li>
</ul>
<h3>Monster  Island:</h3>
<ul>
<li>Andrith Ruins: Changed Vikorin the Blind&#8217;s reward table drop so that he now  drops an upgrade and also has a chance of dropping a rare item.</li>
<li>Deathray Demolition: The mission will no longer spawn encounter template  coreys.
<ul>
<li>Note: This fix significantly reduces the difficulty of the encounter because  there can only be 4 villains in the group.</li>
</ul>
</li>
<li>Great Barrier Grief: Reworked the mission to prevent the mission from being  exploited.</li>
<li>Sentries of Another Dimension: changed the critters from Captured Scientists  back to Riftkeepers.</li>
<li>The Rat King: The mission contact will now re-grant the mission if a player  drops it.</li>
<li>Viper Nest: Removed the duplicate destructible property from the cage door  library piece.  Players are now able to destroy the door.</li>
</ul>
<h3>UNITY:</h3>
<ul>
<li>Updated the missions to prevent sharing of the submissions.  Sharing of  these was causing a GameServer crash when the child mission became disassociated  from the parent.</li>
<li>Bleak Reckoning: Changed the way hostages work in this mission. The hostages  will now stand up, thank the hero, and despawn.</li>
<li>Lizard Mind Magnification: All four network systems can now be  deactivated.</li>
<li>Elders Among Excrement: The mission now grants properly.</li>
<li>Manimal Farm: The mission now grants properly.</li>
<li>Of Serums and Secrets: The Courier drop location will now drop for all team  members.</li>
<li>Unity&#8217;s Most Wanted: Made the mission for Therakiel&#8217;s Temple  repeatable.</li>
</ul>
<h3>Vibora Bay</h3>
<ul>
<li>Bat to the Future: The console will now grant Bat to the Future if the  player has already completed Fox in the When House and is not currently on Bat  to the Future.</li>
<li>Caliburn Baby Burn: The mission drop will now grant the Flame Gem to all  team members.</li>
<li>Salem&#8217;s House: The mission will now give appropriate credit for defeating  Mina Salem.</li>
<li>Sovereign Sunset: The artifacts will now glow correctly.</li>
<li>Therakiel&#8217;s Temple: Players must have a mission to enter Therakiel&#8217;s Temple  (i.e. either Apocalypse Aversion or the Vibora Bay UNITY&#8217;s Most Wanted  mission).</li>
<li>Therakiel&#8217;s Temple: Move the spawn point before Vladic&#8217;s chamber to before  the Immortals&#8217; room.  This makes it harder to accidentally trigger this spawn  point, and gives players a closer respawn if they have trouble with the  Immortals.</li>
<li>Therakiel&#8217;s Temple: Therakiel will now properly drop his sword to the ground  when defeated.</li>
</ul>
<h2>Perks:</h2>
<ul>
<li>New Signature Villain Perk Icons: Updated all 72 Signature Villains Perks  icons!  Every single Signature Perk has a unique icon that accurately represents  the villain associated with it.</li>
<li>A  Job Well Done!!!: Changed the Perk mission to be a talk to Defender to  learn about Perks instead of handoff to perk costume quartermaster due to the  Perk Store removal.</li>
<li>Bloodhound: The Perk will now complete when Bludhound is defeated.</li>
<li>Death by a Thousand Cuts: The Perk now grants the proper title.</li>
<li>Good Fella: The Perk will now have the proper icon associated with it.</li>
<li>Perked Your Curiosity:  Added this new Perk to grant when the Perk for a Job  Well Done!!! mission is completed.  Also, created a new title for this  Perk.</li>
<li>Perked Your Curiosity:  Completing this Perk will now grant the UNTIL cape  to players.</li>
<li>Reign of Frogs: The Perk will now properly grant when the Open Mission is  completed.</li>
<li>Second Stringers: Skortch will now give credit for the Perk.</li>
<li>Ship of Fouls: The Perk will now give appropriate credit for completing the  Open Mission.</li>
<li>Undead on Arrival: The Perk will now give appropriate credit for completing  the Open Mission.</li>
<li>Vanquished Dr. Timothy Blank: Updated the icon to a version that correctly  depicts Dr. Timothy Blank.</li>
<li>Voodoo Child: The Perk now grants the proper title.</li>
</ul>
<h2>Powers:</h2>
<ul>
<li>Charged powers that cancel will no longer have an energy cost (e.g. If a  player is attacking a critter that moves out of range, energy will no longer be  consumed).</li>
<li>All lunges: Corrected a synching issue that would let the client attempt to  activate a lunge while the server still had it on recharge.</li>
<li>All ranged attacks that have a 50&#8242; maximum range have had their discount  increased.</li>
<li>The cost has been reduced for some powers that had proc effects of 100%  chance at full charge.</li>
</ul>
<h3>Knocking  Update:</h3>
<ul>
<li>Fixed the following powers to use the standardized knock diminishing returns  system, which also fixes the problem where they did not properly work with  Aggressor</li>
<li>Might &#8211; Mighty Leap &#8211; Bull Rush custom advantage</li>
<li>Fire &#8211; Pyre &#8211; Backdraft custom advantage</li>
<li>Telekinesis &#8211; Telekinetic Eruption</li>
<li>Telekinesis &#8211; Telekinetic Wave</li>
<li>Celestial &#8211; Expulse</li>
<li>Munitions &#8211; Frag Grenade</li>
<li>Gadgeteering &#8211; Particle Mine (Advantaged) (still won&#8217;t trigger Aggressor,  since it&#8217;s an indirect effect.)</li>
<li>Munitions &#8211; Rocket &#8211; Concussive Rocket advantage</li>
<li>Archery &#8211; Torrent of Arrows &#8211; Relentless Recurve advantage.</li>
<li>Ice &#8211; Ice Burst</li>
<li>Darkness &#8211; Ebon Rift &#8211; Vengeful Shadows (still won&#8217;t trigger Aggressor,  since it&#8217;s an indirect effect.)</li>
<li>An icon displaying the diminishing return will now appear for all  knockbacks.</li>
</ul>
<h3>Celestial:</h3>
<ul>
<li>Conduit: Miniaturization Drive will now correctly proc with this power.</li>
<li>Imbue: The amount of time players have to make their next attack, and take  advantage of the Imbue, has been changed to 18 seconds, up from 10.</li>
<li>Iniquity: The power effects now scales much more cleanly.</li>
<li>Iniquity: Justice Advantage:  The advantage effects now scale much more  cleanly.</li>
<li>Imbue: This power is an &#8220;on next hit&#8221; power and shares a cooldown with Sonic  Device.</li>
<li>Seraphim: Updated the description to clarify that it actually boosts all  paranormal damage, not just Dimensional damage.  This is just a text change; the  actual power is completely unchanged.</li>
<li>Vengeance: Updated the description to match the changes that were made in  the Super Power Pack.</li>
</ul>
<h3>Darkness</h3>
<ul>
<li>Drain Life: Updated all 3 ranks of Drain Life to use the corrected healing  value. These powers were previously using incorrect values to calculate their  healing amounts.
<ul>
<li>Note: Rank 1 was previously healing as if it was Rank 2. These changes have  decreased the amount healed.</li>
</ul>
</li>
<li>Drain Life: Vampiric Sympathy:  In addition to the advantages current  function, players are no longer immune to the bonus healing from Vampiric  Sympathy while under the effect of Dark Transfusion.</li>
</ul>
<h3>Fire</h3>
<ul>
<li>Fireball: Unstable Accelerant no longer scales with super stats.</li>
</ul>
<h3>Force:</h3>
<ul>
<li>Force: Force Block: The energy returned by Force Block scales off of 200% of  your Ego.</li>
<li>Force Detonation, Force Cascade, Force Blast, and Force Bolts: The  Diminishing Returns for knockback on these powers have been improved.  They now  use the same system as Munitions:  Shotgun, where several subsequent hits result  in immunity from further knocks.</li>
</ul>
<h3>Gadgeteering:</h3>
<ul>
<li>Clarified the description of Miniaturization Drive, Toxic Nanites and Sonic  Device that they only work with single target attacks, and do not function with  AoEs or some indirect attack powers, such as Orbital Canon.</li>
<li>Implosion Engine: This power now counts as part of the Munitions framework  for purposes of interaction with Lock N Load.</li>
<li>Implosion Engine: Inverse Polarization Field advantage now functions  properly.</li>
<li>Miniaturization Drive: The (de)buff component of this power can no longer  crit or be enhanced by Stat Focuses.</li>
<li>Sonic Blaster: Added a small knockback effect to this power.</li>
<li>Sonic Device: This power is an &#8220;on next hit&#8221; power and shares a cooldown  with Imbue.</li>
<li>Toxic Nanites and Miniaturization drive no longer share On Next Hit  cooldowns with Sonic Device and Imbue. These powers will be reviewed, and likely  heavily changed down the road.</li>
</ul>
<h3>Ice:</h3>
<ul>
<li>Ice Burst: Freeze, Dirtbag!: The advantage now has diminishing returns  applied to the hold.</li>
</ul>
<h3>Martial  Arts:</h3>
<ul>
<li>Inexorable Tides: Updated the description to reflect current  functionality.</li>
<li>Dual Blades:  Dragon&#8217;s Wrath: The Tiger&#8217;s Courage advantage now increases  the base damage of the power (in the same way that ranking a power up does),  instead of acting as an external buff. The net effect is that this advantage  should generate significantly greater benefit. The maximum benefit, however, is  capped at +30%</li>
<li>Dual Blades: Dragon&#8217;s Wrath: Updated the description of the dual blade  attack to read slashing instead of piercing to better reflect its effects.</li>
<li>Reaper&#8217;s Caress: Challenging Strike: Corrected a text bug.</li>
</ul>
<h3>Might:</h3>
<ul>
<li>Aggressor: Aggressor stacks now properly refresh other Aggressor  stacks.</li>
<li>Aggressor: Changed description. Added the line &#8211; &#8220;Indirect Knocks, such as  from pets, bombs, or summoned effects, do not cause you to gain Aggression&#8221;.  This is a text update and clarification only, not a change in the functionality  of the power.</li>
<li>Enrage: This power is limited to 8 stacks.  Players will no longer be able  to push it past the limit by zoning.</li>
<li>Defiance: This power is limited to 6 stacks.  Players will no longer be able  to push it past the limit by zoning.</li>
<li>Unstoppable: This power now resists the correct amount of damage.</li>
<li>Players will no longer see &#8220;Invalid Target&#8221; when attacking large enemies  when &#8220;Melee can ignore selected target&#8221; is set to On for certain Melee  power.</li>
</ul>
<h3>Power  Armor:</h3>
<ul>
<li>Targeting Computer now generates proper tooltip information on mouseover and  grants a buff icon. The actual functionality of the power is completely  unchanged.</li>
<li>Wrist Bolter &#8211; Armored Assault &#8211; Fixed an issue with this advantage. It  should now work properly with all builds, in combination with all powers,  including other &#8220;hand slot&#8221; power armor attacks (I.e. Concussor Beam)</li>
<li>Wrist Bolter &#8211; Automated Assault &#8211; now locks out other hand slot attacks  (Concussion Beam) appropriately.</li>
<li>The issue with powers incorrectly remaining on cool down has been fixed.  Wristbolter should no longer appear to break after using eye beam.</li>
</ul>
<h3>Sorcery:</h3>
<ul>
<li>Eldritch Shield: Imbue With Power Advantage: This advantage now adds your  Intellect to your Ego for purposes of calculating energy return when you have  Aura of Arcane Clarity active.</li>
<li>Primal Invocation: Invocation of Storm Calling: The FX has been updated to  reduce player lag.</li>
</ul>
<h3>Supernatural:</h3>
<ul>
<li>Aspects (both): Duration of the buff provided by these powers has been  increased from 12 to 20 seconds.</li>
<li>Regeneration: Updated the tooltip for Regeneration as players were finding  it confusing.  Previously, the tooltip seemed to indicate that the power gave  two kinds of healing, one of which became weaker as you ranked the power up. The  &#8220;healing&#8221; that became weaker is actually the mechanic that causes Regeneration  to slow down over time if players are not taking more than a certain amount of  damage, and that effect explicitly does get smaller (i.e. your regeneration  loses potency slower) as you rank it up.</li>
<li>Infernal: Condemn: Updated the description to match the changes that were  made in the Super Power Pack.</li>
<li>Infernal: Defile, a new power, has been added to the game! Defile is a Tier  3 Infernal power, which deals ranged Toxic damage and places a Toxic resistance  debuff on the target. A new custom advantage has been added for the power as  well.</li>
<li>Infernal: Vile Lariat: Fixed name in advantage window.</li>
</ul>
<h3>Telekinesis:</h3>
<ul>
<li>Telekinetic Eruption &#8211; Changed to a normalized chance to Knock; 36% at tap,  100% at full charge</li>
</ul>
<h2>Tailor:</h2>
<ul>
<li>New!  Added the ability to randomize costumes by style in the Tailor.</li>
<li>New! Added a filter to the unlocked costume pieces tab which filters on  either the costume piece name or the location of the costume piece.</li>
<li>New!  Added a Wrapped Scarf Long.  This costume piece is available for male  and female models.</li>
<li>Completed an initial optimization pass on the Tailor.  Players who have a  lot of unlocked costumes will notice a dramatic increase in performance.  This  applies overall and should affect performance when setting costume pieces by the  drop downs and through the unlocked costume parts tab.</li>
<li>The unlock costume pieces tab in the Character Creator &amp; Tailor now let  you preview the costume piece on your costume before applying it.</li>
<li>The popup prompt on the costume pieces that change the costume&#8217;s category is  now displayed in the tooltip.</li>
<li>Previewed unlocked costume pieces are not applied immediately, and require  that you click the &#8220;Apply Costume Part&#8221; button or double-click the costume piece  in the list.</li>
<li>Unlocked munitions weapons will now appear in the tailor</li>
<li>Weapons will no longer revert to their default colors if the colors are set  to mirror the base costume colors.</li>
<li>Players can once again use all head categories</li>
<li>Using the costume randomizer after loading a saved costume should no longer  crash the game client</li>
</ul>
<h2>UI:</h2>
<ul>
<li>Mission Journal UI improvements:
<ul>
<li>Added the ability for players to hide missions from appearing on the  HUD.</li>
<li>Added the ability for team leaders to share or set as primary any mission  that a team member has, even if the team leader does not have that mission.   If  the mission lender is out of range an error message will be sent.</li>
<li>The headshots on the will now update properly.</li>
</ul>
</li>
<li>Sidekicking improvements:
<ul>
<li>Players who have previously declined a sidekicking prompt will no longer  have to leave the team to be able to receive the prompt again.</li>
<li>Once a player begins sidekicking, they will remain sidekicked even if the  Team Champion changes. The prompt will not appear again until the player stops  sidekicking.</li>
<li>The C symbol will now appear for all sidekicked players.  This includes the  team leader.</li>
</ul>
</li>
<li>Several updates were made to the mail UI:
<ul>
<li>The UI no longer appears in a preset cell. It is now a large window and the  columns follow a more traditional layout.</li>
<li>The column header format for mail has been changed to  Sender/Subject/Date</li>
<li>The item attachments background has been fixed</li>
<li>The icons in the attachment screen scale appropriately now.</li>
<li>Hitting report spam now deletes the message as well.</li>
<li>The header layout has been changed.</li>
<li>Date will now only show Month Day (e.g. Apr 27) unless it was sent in the  last 24 hours, in which case it will show the time sent</li>
</ul>
</li>
<li>Several changes were made to the Chat UI:
<ul>
<li>Updated the Chat Window Text Entry Area to remove and &#8220;see through&#8221;  areas.</li>
<li>All of the Chat Windows now scale properly when changing the chat window  font scale. Previously, only the bottom area would scale.</li>
</ul>
</li>
<li>Several changes were made to the Font:
<ul>
<li>Updated the main game font to use a higher resolution version.  Players will  notice an improved appearance!</li>
<li>Corrected characters overlapping in all fonts used throughout the game.</li>
<li>Corrected minor clipping issues of characters in all fonts used throughout  the game.</li>
<li>Corrected missing characters in the italicized version of the default game  font.</li>
<li>Moved the default keybind text for the Power tray from the lower left corner  to the top right corner.  Also, the font is now slightly smaller and much more  readable.</li>
</ul>
</li>
<li>Loading Screen Changes:
<ul>
<li>Reduced the size of the loading screens description text slightly so that it  does not go out of its bounding area.</li>
<li>Moved the position of the loading screen main title (map name) slightly down  so that it is not right against the top edge of the screen.</li>
</ul>
</li>
<li>When dropping a mission, that has a cooldown timer, players will now receive  a confirmation prompt displaying the amount of time before they can take the  mission again.</li>
<li>Chat: Using ctrl+shift+arrow to select words in text areas no longer skips  the first word.</li>
<li>The minimap will now display the text for large waypoints in a saner  location when moused over.</li>
<li>Crime computer contacts now display the mission level range.</li>
<li>The UI will now properly display the map name and other information for  teammates 3 through 5.</li>
<li>Large Windows are no longer mutually exclusive.</li>
<li>Made some minor appearance changes to the overhead floating text for Player  Titles and Guild Names.</li>
<li>Closing the mission tracker will now completely hide the list of missions if  a primary mission was set.</li>
<li>Until Tokens now appear in the character status UI on the Records tab.</li>
<li>Updated the message players receive when they try to equip an item that is  too low level.</li>
<li>Fixed a bug where clicking on &#8220;Set Description&#8221; would immediately reopen the  description window in the player status screen.</li>
<li>When in mouselook mode, the mouse will now be clipped to the screen to avoid  accidentally clicking outside the window and causing the game to lose  focus.</li>
<li>Updated mousewheel handling to support values of less than 120.  This will  allow mousewheel&#8217;s to properly work in Windows 7.</li>
<li>Added support for non-Xbox Joysticks. Joysticks may be setup to map to Xbox  gamepad inputs for use with existing UI&#8217;s. The default joystick mappings have  been setup for a gamepad like controller (e.g. Logitech Rumblepad 2).</li>
<li>Added an option to enable/disable the Xbox Controller. It defaults to  on.</li>
<li>Added an option to enable/disable the use of non-Xbox Joysticks. It defaults  to off</li>
<li>Tray tooltips can now be disabled during combat. Players can toggle this  option per character in the HUD tab of the options menu.</li>
<li>The overlapping text bug on the action figure descriptions has been fixed  and the font updated.</li>
</ul>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/the-serpent-lantern-adventure-pack-promises-changes-for-champions-online/' rel='bookmark' title='Permanent Link: &#8220;The Serpent Lantern&#8221; Adventure Pack promises changes for Champions Online'>&#8220;The Serpent Lantern&#8221; Adventure Pack promises changes for Champions Online</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-nov-24th-2009/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes: Nov 24th, 2009'>Champions Online Patch Notes: Nov 24th, 2009</a></li>
</ol></p>]]></content:encoded>
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		</item>
		<item>
		<title>Champions Online &#8211; Patch Notes May 3, 2010</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-may-3-2010/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-may-3-2010/#comments</comments>
		<pubDate>Tue, 04 May 2010 12:25:50 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
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		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>(Patch Notes for FC.11.201000419.5 The Super Powers Patch) New Features UNITY 2 Missions UNITY 2 has been added to the game! You may begin Unity missions for Vibora Bay by talking with Akako at the UNITY Headquarters in Millennium City. This will lead to an additional set of daily UNITY missions. The missions granted randomize [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-nov-24th-2009/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes: Nov 24th, 2009'>Champions Online Patch Notes: Nov 24th, 2009</a></li>
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</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>(Patch Notes for FC.11.201000419.5 The Super Powers Patch)</p>
<p>New Features<br />
UNITY 2 Missions<br />
UNITY 2 has been added to the game!</p>
<p>You may begin Unity missions for Vibora Bay by talking with Akako at the UNITY Headquarters in Millennium City. This will lead to an additional set of daily UNITY missions. The missions granted randomize every night at midnight, but the missions can be repeated every 20 hours.</p>
<p>A few highlights:</p>
<p>Whisper grants a Most Wanted mission for Therakiel&#8217;s lair. Like the other UNITY lair missions, it costs 6 UNITY Intelligence.<br />
It is possible to get both the Therakiel mission and the Millennium City Most Wanted mission in the same day.<br />
New &#8220;Apocalyptic&#8221; UNITY gear has been added to Mentiac&#8217;s store. This gear is also available from Whisper.<br />
To qualify for the first mission in the UNITY 2 series, you need to have previously completed the following Vibora Bay missions:</p>
<p>Assembling The Antidote<br />
Of Serums And Secrets<br />
There And Bat Again<br />
Burn &#8216;Em Out<br />
Team Mission Journal<br />
The Champions mission journal now includes a new tab called &#8220;Team&#8221; from which you can access all of the missions that anybody on your team has. The tab is only visible when you&#8217;re on a team. The mission list is down the left side, and all the players on the team are across the top. In the middle is a grid of symbols representing each player&#8217;s status with respect to that mission. The status can be one of six things, as per the key at the bottom of the window:</p>
<p>Opaque green dot – Player has the full mission.<br />
Opaque white dot – Player has the mission as a crossover.<br />
Transparent green dot – Player does not have the mission, but is eligible for it. The mission will be shared as a full mission.<br />
Transparent white dot &#8211; Player does not have the mission and are not eligible for it. The mission will be shared as a crossover mission.<br />
Green check mark – Player has previously completed the mission.<br />
Red X &#8211; Player has previously filed the mission.<br />
The meaning of these symbols is documented both by the key at the bottom, and in more detail in tooltips.</p>
<p>The window also has the same &#8220;Make Primary&#8221;, &#8220;Share&#8221; and &#8220;Drop&#8221; buttons that exist on the active mission journal. Note that, just like on the active mission journal, &#8220;Make Primary&#8221; will only show up if you are the team leader.</p>
<p><strong>General</strong><br />
All players have been granted a free Retcon. The retcon will be available starting at 3AM on 5/4 PDT.<br />
Civilian AI will not offer missions while the player is in combat or interacting with a vendor or contact. Note: There are some additional changes that need to go in to fully resolve the Civilian Mission Spamming. This is the first part of the work.<br />
The Buy Back Button no longer fails to buy back an item from a vendor if the players’ 1st inventory bag is full.<br />
Free for All Loot Mode now drops all items, even those below threshold, when team members are off the map.<br />
Players will no longer see &#8220;Server Not Responding&#8221; in Nemesis Confrontation after the first orb is destroyed. The server lag was due to a beacons recalculating when the room shifted.<br />
The server time display now takes into account daylight savings time.<br />
Descriptions have been added to critters! Have fun checking them out!<br />
Updated Caliburn’s info page to correct typos.<br />
Corrected typos in most of the VIPER descriptions.<br />
Effects such as fire-breath from beasts like Qwyjibo no longer have a visible triangle surrounding them.<br />
Players that use bloom will see less flickering on their character.<br />
Objects that are missing their vertex lighting data will now render without vertex lighting instead of not rendering at all.<br />
Players attempting to share missions from players that are out of range will now see an appropriate out of range message.<br />
The headshots on the team mission journal will now update properly.<br />
Players with trial accounts are no longer able to join Super Groups.<br />
Fixed a client crash some users were experiencing when the tapfoot sound played.<br />
Users who turn off Landmarks on the map will no longer crash.<br />
French Only: Demo: &#8220;SPAN ALIGN=CENTER)&#8221; will no longer show up in the &#8220;Continuez L&#8217;Aventure&#8221; window.<br />
Sentinel and protector descriptions had been switched at the Power House and are now shown with proper role.</p>
<p><strong>Audio</strong><br />
Lemuria: Added viscous liquid sounds to the Aegir.<br />
Incoming team messages will now play a sound.<br />
The Heroes, Inc. room in Millennium City now has audio.</p>
<p><strong>Critters</strong><br />
Ranged critters will now not attempt to retreat until 30 seconds have passed.<br />
Ranged critters will now only retreat to 15 feet.<br />
Ranged critters will now only retreat once during their lifetime.<br />
Corrected a typo that resulted in Lemurian Dark Sorcerers and Ionic Sorcerers having their names switched.</p>
<p><strong>Items</strong><br />
Vibora Bay costume unlocks are now BOE. Users will need to double-click the item to unlock it in their inventory. Note: If the user tries to unlock a previously unlocked Costume unlock, the user will receive an error message.<br />
Primal, Atom and Catalyst Enhancements now clearly state in their descriptions that they reduce the cost of all powers and provide a bonus to Offense.<br />
Increased the health granted for all items that grant health on defeat of enemies.<br />
Changed the formula for endurance granted by items. It is now a fixed number based on the character&#8217;s level. This will generally be significantly higher for characters that do not specialize to have large pools of energy, and slightly smaller for characters that do.<br />
Energy Pistol Item: no longer continually disables the target. The item power now has a % chance to stun the target. The usual diminishing returns are applied.<br />
Updated Experimental Teleiosaurus Injection, so that duration is 10 instead of forever.<br />
Items that require a specific crafting school are now clearly labeled with the requirement.<br />
Items that can&#8217;t be sold to stores for resources will stop displaying their resource value in the tooltip and instead display &#8220;Can&#8217;t be sold&#8221;.<br />
A message will now display when players attempt to bind a previously bound costume unlock.<br />
Corrected several grammar and spelling errors on various Items and Costume Drops throughout the game.<br />
Corrected description for Gertz&#8217;s Nightvision Goggles, to read &#8220;Major&#8221; instead of &#8220;Colonel&#8221;.</p>
<p><strong>Missions</strong></p>
<p><em>Canada</em></p>
<p>Argent Thrush: Villain spawns that come out of the mine should now spawn regardless if there are players around or not.<br />
Dead Alive: Reworked some of the mission steps to prevent farming of Mr. Zombie.<br />
Defeat Von Schoultz: Fixed text errors in the mission.<br />
Divert Director&#8217;s Dispatches: The courier will spawn correctly to allow the mission to be completed. Also, addressed a problem where some critters would get stuck in the geo.<br />
Hiker&#8217;s Horror: Can now be completed! The mission is granted by Lt. McKenzie.<br />
Hiker Mazza: The Critters are no longer interactable.<br />
Hunters Hunting: The mission will now allow completion should the player drop and retake the mission halfway through.<br />
Off to Canada: Updated the mission text to refer to the jet instead of the old helicopters.<br />
Precog Subverion: The mission has been updated to have regular accept/decline text that fits in the UI window.<br />
Spies Like Us: The mission grant/return is now to Clayton Griswold. Also, attached a waypoint for the mission.<br />
Spirits in a Material World: The mission will now count group defeats instead of single critters and changed mission text to reflect the change.<br />
VIPER Cache: The mission has been updated to have regular accept/decline text that fits in the UI window.</p>
<p><em>Desert</em><br />
Coffin Caper: Mission clickies should now grant team credit.</p>
<p><em>Hero Games</em><br />
Stronghold Apocalypse: The scoreboard now correctly reports the number of regular NPCs killed.<br />
Several places with bad geo have been corrected in BASH.</p>
<p><em>Lemuria</em><br />
Caliginous Depths: The turn in text has been updated.<br />
Ship of Fouls: The correct ship will now spawn and the Open Mission now works as designed.<br />
Ship of Fouls: Made additional changes to this mission by removing the ship’s invisibility factor. The ship is now easier to find.</p>
<p><em>Millennium City</em><br />
New! Added a new mission titled &#8220;The Early Worm Gets the Bird,&#8221; a level 29 mission in downtown MC granted by SOCRATES.<br />
Bank Job: The door should now properly grant the maniacs mission and the mission map should now be populated correctly.<br />
Bullet for Biselle: Changed the open mission to require players to only talk with one contact to get the metal detector.<br />
PSI-chonauts: A door has been added to the MIL Argent Headquarters, so players who fail to defeat the boss can get out of the instance.<br />
Robots and Relics: Moved the last chest so it is no longer stuck below the ground.<br />
Westside: Moved Cobra Lord Gang member so he is no longer stuck in the wall.</p>
<p><em>Millennium City Tutorial</em><br />
Made Sapphire unkillable. This should resolve the problem users were reporting where Sapphire was missing from the tutorial.<br />
I Smell a Rat: Players can now re-enter the map to get the mission.<br />
The Rat King: Players can now re-enter the map to get the mission.</p>
<p><em>Monster Island</em><br />
Echinocos Shores: Most Evil of Elder Worms: The last two objectives can now be completed in any order.<br />
Monster Island Crisis<br />
Battle of Ironclad: Changed the level on the Open Mission from 1 to 30. This will prevent Level 1 items from dropping for the mission completion.</p>
<p><em>Nemesis</em><br />
Deathray Demolition: Addressed one possible case where the Nemesis could become stuck on the ground in the final room. Note: We could not reproduce this issue internally, so the issue may/may not be fixed.<br />
Deathray Demolition: Rocket Hawk and Lady Rocket Hawk are now much less chatty. They say less overall and are much less likely to talk over each other.<br />
Deathray Demolition: Corrected several lines of audio for Shadow Destroyer.<br />
Goldmine Showdown: Completed minor text and AI updates.<br />
Hot off the Wire: A prompt has been added to step in front of the camera after the end of the Open Mission.</p>
<p><em>Vibora Bay</em><br />
Amphibian Sewers: Made a change to allow players that didn&#8217;t get to complete Lamb to the Slaughter to enter the mission completion and complete it.<br />
Argent Acquisition: Added an exit to the end of the map.<br />
Bad Juju: Removed self rez power from Baba Kifo.<br />
Baptism by Ire: Holy Water Bomb will now stacks in sets of 3.<br />
Bauble (Blood) Bath: Players can now complete the mission if they leave the museum before talking to the museum curator.<br />
Blast to the Past: The jet will now allow reentry to Vibora Apocalypse if this mission has not been turned in.<br />
Burn &#8216;Em Out: The critters should now target the closest player and attack when the door blasts open.<br />
Caliburn Baby Burn: The mission should now give group credit and grant the gem to the team.<br />
King’s Throng: Updated the warding FX at the center of the summoning circle.<br />
Of Serums and Secrets: Players can now re-enter the map as long the mission has not been completed.<br />
Jewel of Denial: Players can now re-enter the mission if they have not completed the handoff mission Shun Away Pride.<br />
Lamb to the Slaughter: Added a waypoint for the door so players that leave before completing the mission can find their way back.<br />
Plan for the Fan: Players who leave the room before taking the next mission will now be able to talk to the contact.<br />
Shun Away Pride: Changed the mission level to level 39 instead of 40.<br />
The Demons in the Details: Added an exit to the end of the map.<br />
Therakiel&#8217;s Lair: Mission-grant items from Therakiel&#8217;s Lair (i.e. The Baron&#8217;s Delivery Schedule, Draycul&#8217;s Letter, Valerian&#8217;s Sewer Map, and Black Fang&#8217;s Crypt Key) will no longer be removed from players&#8217; inventories when they turned in the related mission. Players will only lose items when starting the mission, and only one each time.<br />
Therakiel&#8217;s Lair: Corrected the collision on one of the barriers after the Baron.<br />
Therakiel&#8217;s Lair: The doors to Therakiel&#8217;s Sanctuary will now lock when he is in combat, making the final battle with him much more challenging.<br />
Therakiel’s Lair: Closed several geometry holes in the waterfall room.<br />
Therakiel’s Lair: Players will no longer float slightly above the ground during the first stage of the Therakiel fight.<br />
There and Bat Again: Foxbat will no longer say &#8220;It&#8217;s about time you showed up hero.&#8221; After the player fails and returns to the mission. Also, removed repeatable mission option.<br />
There and Bat Again: Foxbat should now grant team credit.<br />
Who Stole the Soul: Players will no longer get stuck in the instance. Also, the boss will not spawn before he is supposed to.<br />
Vibora Bay Crisis<br />
Dr. Ka&#8217;s Brownstone: The entrance should no longer be blazingly bright.</p>
<p><strong>Perks Review</strong></p>
<p><em>General Perks</em></p>
<p>New! Melee role perk!<br />
New title! Treed is awarded for completing “A tree grown in Westside”. The title will be awarded to players who have already completed this perk the first time they load in to Champions.<br />
New! Added a new Character Perks Category. Moved Character perks to the Character Category.<br />
New! Added a new Signature Villain category. Moved the appropriate missions to the Signature Villain category.<br />
New! Player Defeated Perks!</p>
<p><em>Updated Perk Icons. </em><br />
Argent Historian: All the signs will now award the Perk.<br />
Crisis Beneath the Sea: The perk will award immediately on completion.<br />
Demons and Netherdemons are both deprecated groups. The titles from Demon are now awarded for Great Demon. All the costume pieces are awarded for this perk as well.<br />
Firewalker: Volumes were under lava geo. They have been moved up. A new title of &#8220;Firewalker&#8221; was also added.<br />
Hiker&#8217;s Horror: The perk will now properly complete.<br />
I&#8217;d Rather be Sailing: Sail Volumes had been moved well out of position. They are now properly on the sailboats.<br />
Ironclad Offensive: Will now rewarded for finishing the tutorial mission.<br />
Lemurian Sub Perks: Perks were out of order. Perks now correctly will award at 10, 30 and 50.<br />
Monster Island History: Feral Tangle has been fixed and will correctly grant.<br />
Nadir of the Invaders: The perk will now properly complete.<br />
Nemesis Minions: Soldiers will now give out the correct titles.<br />
Pacify the Spirits: Freki and Geri now correctly register when killed.<br />
Plunder the Sea: The perk will correctly grant the when the mission is completed.<br />
Qularr &#8220;Insect Wings&#8221; item in the Perks store was incorrectly named. It has been corrected to be &#8220;Qularr Insect Orb&#8221;.<br />
Scoping the Skies: Volume was misplaced. This is fixed.<br />
Sentinel and protector Labels had been switched and are now properly shown with proper role.<br />
Torpedo Run: Volume removed from LEM which prevented completion of this perk. New Aegis art has two torpedo tubes so two new volumes were set up for this.<br />
Undead on Arrival: The perk will now properly complete.<br />
Vanquished Buzzard: The perk will now properly complete.<br />
Vanquished Clyde Von Schoultz: The perk will now properly complete.<br />
Vanquished Hi Pan: Hi Pan is now an uncommon spawn in West Side.<br />
Vanquished Lionel Benjamin: He now exists again in Canada.<br />
The following perks now give their proper Perk Points:</p>
<p>Stop and smell the&#8230;<br />
Vanquished Dr. Moreau<br />
Vanquished Kevin Poe<br />
Vanquished Tachyon<br />
Vanquished White Rhino<br />
Vanquished Dr. Destroyer<br />
Vanquished Ferd<br />
Vanquished Gigaton<br />
Vanquished Leech<br />
Vanquished Teleiosaurus Hatchling<br />
Vanquished Director<br />
Vanquished Dr. Timothy Blank<br />
Vanquished Galeforce</p>
<p><em>Lore Perks</em><br />
Destroyerology 101: Shadow Destroyer. The case was under the terrain. It is now accessible.<br />
Mayhem on Monster Island: The Lore will now complete.<br />
Mechanon Lore: Added text to the Lore Perk.<br />
Of Two Minds: The mission was scoped to the wrong map, which prevented any missions from registering. The mission now properly registers and gives the perk.<br />
Phoenix&#8217;s Orders: Phoenix&#8217;s orders were beneath the terrain. They have been raised so they can be interacted with again.<br />
Qularr Operations: The &#8220;Suitability of humanity as warrior-race&#8221; clickie was incorrect which prevented the Perk from being able to be completed.<br />
Telios&#8217; Experiments: Qularr Technology notes and Teleiosaurus Vs Qwyjibo now correctly register for the Perk.<br />
The Good, The Bad and the Undead: The mission was scoped to the wrong map, which prevented any missions from registering. The mission now properly registers and gives the Perk.<br />
Viper&#8217;s Supersoldier Program: The Perk was looking for an extra submission that had been cut. The Perk now properly completes.<br />
Titles and points have been added to the Loremaster missions. All the Loremaster Perks will give out 200 perk points and the following titles:</p>
<p>&#8220;Crowned in Glory&#8221; for the Crowns of Krim<br />
&#8220;Alien Invader&#8221; for the Istvatha V&#8217;Han<br />
&#8220;Supreme Serpent&#8221; for VIPER<br />
&#8220;Edomite &#8220;for the Kings of Edom<br />
&#8220;Destroyer of Worlds&#8221; for Dr. Destroyer<br />
&#8220;Mechanical Revolution&#8221; for Mechanon<br />
&#8220;Perfect Being&#8221; for Teleios</p>
<p><strong>Powers</strong></p>
<p>All Energy Form type passive offenses: These powers now always provide their full benefit. Previously, these powers did not “turn on” until after you entered combat. It is still the case that the visual FX for these powers still only activate when you are in combat, but the damage bonus is considered “on” as long as the power is slotted. In addition, the damage bonus for these powers has been increased.<br />
Confuse effects no longer work on players. Instead, they now get a damage debuff in place of the confuse effects.<br />
You should no longer sometimes play an incorrect animation when applying Confuse to a target.<br />
Knockback Resistance now shows an icon and properly provides immunity to knockups.<br />
Knock Resistance will now make targets immune to further knocks for the first 2 seconds in addition to applying regular resistances.<br />
All Lunges: Control effects now only affect targets not currently controlled.<br />
All lunges now apply a snare regardless of range lunged.</p>
<p>Archery<br />
Explosive Arrow: Where&#8217;s the Kaboom?: Fixed an issue that caused Rank 2 of this power to display an extra explosion for 0 damage on impact in addition to the correct explosion.</p>
<p>Celestial<br />
The powerset has a new power, Vengeance! It is essentially the same power as Condemn from Supernatural &#8211; Infernal except it uses the old Condemn FX and causes dimensional damage instead of toxic.<br />
Iniquity: Fixed a bug with Ranks 2 and 3 (non-advantaged) that would cause this power to heal for very small amounts on a target at low health.</p>
<p>Darkness<br />
Life Drain: Robots, zombies, and other non-living critters have found their essence and can now be affected by this power.<br />
Shadow Blast: Crippling Challenge now correctly costs 3 advantage points.<br />
Updated the FX for the powers. This is an aesthetic change only.</p>
<p>Electricity<br />
Gigabolt: Clarified the autotooltip.</p>
<p>Fire<br />
Fire Snake: Updated all three ranks of the power. When summoned the snake will attempt to attack the target the player has selected. Once that target is defeated the critter will check your current target and attack it. If you don&#8217;t have a current target the Fire Snake will attack the nearest critter in range. If the Fire Snake can&#8217;t find a target, it will go away.</p>
<p>Force<br />
Force Cascade: Clarified autotooltip.<br />
Players can now adjust the hue of Personal Force Field.<br />
Force Eruption: Now properly applies knockback resistance.</p>
<p>Gadgeterring<br />
Resurrection Serum: Reanimator Advantage: Rank 1 of the advantaged power will continue to summon a ghoul for 60 seconds. Rank 2 of the advantaged power will now summon a ghoul for 120 seconds (up from 60).<br />
Gauntlet Chainsaw: Power now targets in a melee cylinder. 5ft diameter, 10ft range, max of 5 targets.<br />
Gauntlet Chainsaw: Cost slightly reduced.<br />
Gauntlet Chainsaw: Damage reduced.</p>
<p>Ice<br />
Ice Form: Has the appropriate FX again.<br />
Ice Form: Cold Snap will no longer cause Shatter to go on recharge. Note that Cold Snap still does not function as described, and we are looking into resolving the rest of the issues as well.</p>
<p>Melee Review<br />
Range increased to 10ft.<br />
All melee energy builders can now build energy from up to 50ft away.<br />
STR required to reach 20% bonus to melee damage reduced from 100 to 70.<br />
Added &#8220;Brawler&#8221; role. While in the Brawler role your melee attacks do more damage and your ranged attacks do less damage. Your single target melee attacks snare your opponents. Your energy decays to equilibrium faster and you gain no energy from blocking, but your powers cost slightly less and you gain a slight buff to energy generation.<br />
Player melee damage increased by roughly 12%.<br />
Melee Energy Builders: Taunt animation now has a 20% chance to play per tick.<br />
Might<br />
Note: The Might Power Set is still under review. More changes will be coming to this power set very soon.</p>
<p>The powerset has 3 new Tier 1 powers: Iron Chain, Iron Cyclone, and Iron Lariat! These powers are essentially the same powers as Lash, Vicious Cyclone, and Vile Lariat from the Supernatural &#8211; Infernal set, except the 3 new powers in Might use the old chain FX and cause crushing damage instead of toxic.<br />
Clobber: Now generates energy and threat from up to 50ft away.<br />
Clobber: Sucker Punch: Changed description to state that it can only occur once every 4 seconds.<br />
Beatdown: Change the stun duration to scale with rank. Slight nerf at R1, slight buff at R3.<br />
Mighty Leap: Charge removed.<br />
Mighty Leap: Cooldown reduced to 3 seconds.<br />
Mighty Leap: Stuns target if activated greater than 20ft from target.<br />
Mighty Leap: Added &#8220;Nailed to the Ground&#8221; travel power removal advantage.<br />
Mighty Leap: Increased cost.<br />
Mighty Leap: Increased strength of hold.<br />
Mighty Leap: Added the Nailed to the Ground advantage.<br />
Mighty Leap: Nailed to the Ground: Extended travel power disable duration.<br />
Hurl: Activate Time reduced to 0.5.<br />
Hurl: Damage decreased in relation to new timing.<br />
Hurl: Added a snare effect.<br />
Hurl: Cost increased.<br />
Hurl: Add &#8220;Nailed to the Ground&#8221; travel power removal advantage.<br />
Hurl: Added &#8220;Crippling Challenge&#8221; taunt advantage.<br />
Hurl: Rubble Trouble: This advantage now causes Hurl to deal damage in an AoE around the primary target.<br />
Hurl: Added 3s cooldown.<br />
Defensive Combo: Cost lowered slightly.<br />
Defensive Combo: Damage increased.<br />
Retaliation: Punitive Pummeling: Now properly applies knock resistance.<br />
Retaliation: Punitive Pummeling: Now punches with a fist.<br />
Roomsweeper: Increased cone to 120 degrees.<br />
Roomsweeper: Fixed knock resistances in this power.<br />
Roomsweeper: Targets under any control effects will be knocked up instead of back.<br />
Roomsweeper: Updated advantage description to indicate that it can occur once every 20 seconds PER target.<br />
Roomsweeper: Can now only grant one stack of Enrage per activation regardless of number of targets hit (that behavior was a bug).<br />
Roomsweeper: When greater than 50% charged, now has a 20% chance per target hit to grant you additional stacks of Enrage in addition to the guaranteed stack.<br />
Haymaker: Removed lockdown while charging.<br />
Haymaker: Max charge time reduced to 1.83 seconds.<br />
Haymaker: Increased knock scaling so the same max knock is possible.<br />
Haymaker: Fixed knock resistances in this power.<br />
Haymaker: Cost increased.<br />
Haymaker: Knock scaled to be the same at max charge (as before, max knock still unchanged).<br />
Haymaker: Using a fully charged Haymaker on a target who has recently been hit with a fully charged Uppercut will grant you 2 stacks of Enrage.<br />
Haymaker: Activation time slightly increased.<br />
Thunderclap: Radius increased to 15ft at all ranks.<br />
Thunderclap: Cost increased.<br />
Thunderclap: Grants one stack of Enrage if it hits 3 or more targets.<br />
Thunderclap: Now does crushing damage.<br />
Thunderclap: Damage increased.<br />
Thunderclap: Cost slightly decreased.<br />
Uppercut: Removed lockdown while charging.<br />
Uppercut: Now knocks 100% of the time.<br />
Uppercut: Max charge reduced to 1.33.<br />
Uppercut: Increased knock scaling so the same max knock is possible.<br />
Uppercut: Fixed knock resistances in this power.<br />
Uppercut: Head Trauma: Updated description to indicate that it can only occur once every 20 seconds.<br />
Havoc Stomp: Power now does a knock up unless charged greater than 90%. If charged greater than 90% it does a knock back as it used to.<br />
Havoc Stomp: Fixed knock resistances in this power.<br />
Havoc Stomp: Change to use ranged damage tables. Damage decreased.<br />
Havoc Stomp: Fixed error in power causing charged damage to increase.<br />
Havoc Stomp: Max charge time reduced to 1 second.<br />
Hacov Stomp: Cost slightly increased.<br />
Havoc Stomp: Cannonball: Advantage removed.<br />
Havoc Stomp: Cry Havoc: New advantage. Targets knocked by Havoc Stomp are also Feared.<br />
Havoc Stomp: Now gains damage from Strength like other melee powers.<br />
Havoc Stomp: Enrage generation now requires greater than 50% charge.<br />
Havoc Stomp: Enrage generation chance increased to 50% per target hit.<br />
Havoc Stomp: Range reduced to 10ft.<br />
Havoc Stomp: Now does melee damage.<br />
Havoc Stomp: Cost reduced.<br />
Havoc Stomp: Cry Havoc: Fixed typo.<br />
Shockwave: Cooldown removed.<br />
Shockwave: Cost slightly increased.<br />
Shockwave: Fixed bug causing power to grant knockback resistance to targets it hit for 16 seconds.<br />
Demolish: Cooldown removed.<br />
Demolish: Base cost slightly increased.<br />
Demolish: Cost now scales with charge.<br />
Demolish: Increased cost and damage.<br />
Martial Arts Shared Powers<br />
Updated the following powers to be hue-shift-able:<br />
Bountiful Chi Resurgence<br />
Form of the Unleashed Tempest<br />
Form of the Unfettered Master<br />
Form of the Untamed Warrior<br />
Form of the Unconquered Swordsman<br />
Parry<br />
Way of the Enlightened Warrior<br />
Momentum: The Momentum mechanic has been removed from Martial Arts.<br />
All Martial Arts melee energy builder advantages now only work in melee range.<br />
Advantages on MA Energy Builders: The advantages for these attacks now grant a flat 10% chance of granting a single stack of the appropriate Focus if you are not currently affected by it.<br />
Focus: All &#8220;Focuses&#8221; now called &#8220;Focus&#8221;.<br />
Focus: Updated description to indicate that energy gain from Focus scales with Dexterity.<br />
Focus: Energy from Focus stacks now have a higher base value.<br />
Focus: Damage bonus now scales with your Dexterity.<br />
Martial Arts Forms: Updated descriptions.<br />
Martial Arts Energy Builder Advantages: If you have an active Form, it has a 10% chance to grant stacks of Focus from that Form.<br />
Martial Arts Dragon Attacks: Updated descriptions to include the Rush mechanic.<br />
Fury of the Dragon: This power is now considered to be a melee power, and is improved by all powers and abilities that improve melee attacks.<br />
Rush: Energy-over-time buff gained by using a fully charged Dragon attack while affected by Focus. Consumes Focus stacks. Duration is based on amount of Focus stacks consumed. Duration is based on the number of stacks of Focus on you. Energy gain scales with Dexterity.<br />
Rush: Energy from Rush now has a higher base value.<br />
Rush: Now grants a 15% cost discount to melee powers.<br />
The Descriptions of MA Dragon attacks have been updated to reflect new functionality of the Rush buff.<br />
Parry: New power!<br />
Parry: Enhanced block for all Martial Arts trees.<br />
Parry: For the first 2 seconds of blocking, you will reflect one attack back at the attacker (not literally, but the damage scales up to a cap).<br />
Parry: You can block indefinitely as usual, but the &#8220;Parry&#8221; buff can only be applied once every 10 seconds.<br />
Parry: Reduced cooldown to 6 seconds.<br />
Parry: The Elusive Monk: If you have the Parry power slotted, this advantage will cause it to activate when you make a melee attack, increasing your dodge, avoidance, and knock resistance for a few seconds, but slightly lowering the attack&#8217;s damage.<br />
Parry: Now has a unique icon.<br />
Parry: Max damage increased. Damage scaling increased.<br />
Parry: The Elusive Monk: Dodge/Avoidance increased.<br />
Shuriken Throw: Cooldown removed.<br />
Shuriken Throw: Updated description to include the knockback component of the power, and that it can only occur once every 5 seconds.<br />
Shuriken Throw: Fixed knock resistances in this power.<br />
Shuriken Throw: Reduced Activate Time to 0.5.<br />
Shuriken Throw: Cost increased.<br />
Shuriken Throw: Chained Kunai: Added icon. This will allow you to see which version of the power you will be using when you activate the power.<br />
Shuriken Throw: Chained Kunai: Updated description to include the 5 second cooldown on the advantage.<br />
Sneak: Changed activation animation.<br />
Smoke Bomb: The mechanics of this power have been significantly reworked. Previously, activating this power automatically wiped agro, resetting enemies. This power now grants perfect invisibility for a very short time, followed by very good invisibility for a longer period. Nearby enemies will not leash during this time, or for a short period thereafter, though they will attempt to hunt you down. The invisibility granted by this power is now only broken by taking or dealing damage.<br />
Thunderbolt Lunge: Laughing Zephyr (backflip / reverse lunge) component removed.<br />
Thunderbolt Lunge: Knock back on crit component removed.<br />
Thunderbolt Lunge: Added root component.<br />
Thunderbolt Lunge: Cooldown reduced to 3 seconds.<br />
Thunderbolt Lunge: Power incorrectly had a &#8220;50ft range&#8221; that would allow you to activate the power from 100ft away. This has been removed.<br />
Thunderbolt Lunge: Removed line in the description that stated the base power removed travel powers.<br />
Thunderbolt Lunge: Added &#8220;Nailed to the Ground&#8221; travel removal power.<br />
Thunderbolt Lunge: Essence Assault: This advantage now causes Thunderbolt Lunge to disable your target for a few seconds if you lunge more than 10ft.<br />
Thunderbolt Lunge: Cost decreased.<br />
Thunderbolt Lunge: Added Crippling Challenge advantage.<br />
Thunderbolt Lunge: Now gains a damage bonus from Strength (like all other melee powers).<br />
Thunderbolt Lunge: Essence Assault: Reduced disable duration.<br />
Inexorable Tides: Power is now a 120 degree cone with a max targets of 5 at all ranks.<br />
Inexorable Tides: Cooldown removed.<br />
Inexorable Tides: Charge time removed.<br />
Inexorable Tides: Activation Time reduced to 0.5.<br />
Inexorable Tides: Removed snare component.<br />
Inexorable Tides: Removed undocumented &#8220;knock up on crit&#8221; component of power.<br />
Inexorable Tides: Added knock up as part of standard power.<br />
Inexorable Tides: Cost slightly increased and damage slightly decreased.<br />
Inexorable Tides: Instep Crush: Advantage now correctly applies a root instead of root resistance.<br />
Inexorable Tides: Instep Crush: Advantage only affects the powers primary target.<br />
Bountiful Chi Resurgence: Activation time removed.<br />
Bountiful Chi Resurgence: Healing reduced.<br />
Bountiful Chi Resurgence: Cost increased.<br />
Bountiful Chi Resurgence: Base damage reduction reduced.<br />
Bountiful Chi Resurgence: Multiple applications of this power will now stack, if you have an effect that reduces the cooldown.<br />
Bountiful Chi Resurgence: Resurgent Reiki: Old version removed. Advantage now provides additional ticks of healing whenever you dodge.<br />
Bountiful Chi Resurgence: Advantage no longer removes damage reduction.<br />
Bountiful Chi Resurgence: Updated advantage description.<br />
Bountiful Chi Resurgence: Duration increased.<br />
Bountiful Chi Resurgence: Cooldown increased.<br />
Way of the Enlightened Warrior: New offensive passive power. New Description follows:<br />
Can be slotted in an Offensive or Balanced passive power slot.<br />
Increases all of your physical melee damage (slashing, piercing, and crushing). This increase scales with your Strength and Dexterity.<br />
Increases your dodge and avoidance ratings. This effect scales with your Dexterity.<br />
Generates a small amount of energy when your opponent dodges your attacks.<br />
Martial Arts: Dual Blade<br />
Rain of Steel: Now generates energy and threat from up to 50ft away.<br />
Rain of Steel: Increased max targets to 5.<br />
Blade Tempest: Increased max targets to 5.<br />
Blade Tempest: Increased damage.<br />
Blade Tempest: Crashing Crescendo: Will now only grant one stack of crit buff per activation regardless of number of targets hit.<br />
Blade Tempest: Crashing Crescendo: Added buff icon.<br />
Blade Tempest: Crashing Crescendo: Buff timer reduced to 20s.<br />
Storm&#8217;s Harvest: Damage increased.<br />
Storm&#8217;s Harvest: Cost increased.<br />
Dragon&#8217;s Wrath: Cooldown removed.<br />
Dragon&#8217;s Wrath: Cost to charge increased.<br />
Dragon&#8217;s Wrath: Cost reduced.<br />
Dragon&#8217;s Wrath: Tap cost slightly increased.<br />
Dragon&#8217;s Wrath: Charge cost dramatically decreased.<br />
Dragon&#8217;s Wrath: Charged damage scaling slightly decreased.<br />
Eye of the Storm: Damage increased.<br />
Eye of the Storm: Activation Time reduced to 0.5.<br />
Eye of the Storm: Cost reworked. Costs more upfront and more overall.<br />
Eye of the Storm: Cost reduced.<br />
Eye of the Storm: Damage reduced.<br />
Eye of the Storm: Blade Beyond the Veil Advantage: The damage is no longer irresistible.<br />
Eye of the Storm: Blade Beyond the Veil: Increased range to 10ft.<br />
Sword Cyclone: Damage increased.<br />
Sword Cyclone: Cost increased.<br />
Sword Cyclone: Activation time decreased to 0.5.<br />
Sword Cyclone: Activation period increased to 0.5, max periods decreased to 11. These two changes cancel each other out. (Ticks less often but for more damage.)<br />
Sword Cyclone: Butcher&#8217;s Blades: Cost now scales with charging.<br />
Sword Cyclone: Butcher&#8217;s Blades: Update description to indicate that the power will become a charge power.<br />
Sword Cyclone: Butcher&#8217;s Blades: Max charge time decreased to 2 seconds.<br />
Sword Cyclone: Cost reduced.<br />
Sword Cyclone: Damage reduced.<br />
Form of the Unleashed Tempest: Formerly Way of the Unleashed Tempest. Power is now a toggle. New description follows:<br />
This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.<br />
While you maintain this Form, you will gain another instance of Focus whenever you critically hit an opponent. You can gain up to eight stacks of this buff.<br />
This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.<br />
You must fully charge this power to activate it.<br />
While this power is active, the energy cost of all of your other powers is slightly increased.<br />
You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.<br />
Martial Arts: Fighting Claws<br />
Shredded: Now reduces resistance against all damage (at half the amount it reduces resistance of slashing damage, slashing damage debuff is the same).<br />
Shredded: Stacking Shredded will now extend the duration.<br />
Hawk&#8217;s Talons: Now generates energy and threat from up to 50ft away.<br />
Viper&#8217;s Fangs: Damage increased.<br />
Rend and Tear: Cooldown removed.<br />
Rend and Tear: Changed knock back to knock up.<br />
Rend and Tear: Fixed knock resistances in this power.<br />
Rend and Tear: Cost increased.<br />
Rend and Tear: Drake&#8217;s Deliverance: This advantage now causes Rend and Tear to do 30% bonus damage, but does so over time after the initial hit.<br />
Rend and Tear: This power can now be charged.<br />
Dragon&#8217;s Claws: Cooldown removed.<br />
Dragon&#8217;s Claws: Removed lockdown while charging.<br />
Dragon&#8217;s Claws: Increased charged damage.<br />
Dragon&#8217;s Claws: Cost increased.<br />
Dragon&#8217;s Claws: Vertebreak: Fixed knock resistances in this power.<br />
Dragon&#8217;s Claws: Cost reduced.<br />
Dragon&#8217;s Claws: Vertebreak: Now applies knock resistance.<br />
Tiger&#8217;s Bite: Bonus damage for consuming &#8220;Shredded&#8221; increased.<br />
Tiger&#8217;s Bite: Cost increased.<br />
Tiger&#8217;s Bite: Damage increased.<br />
Form of the Untamed Warrior: Formerly Way of the Untamed Warrior. Power is now a toggle. New description follows:<br />
This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.<br />
While you maintain this Form, you will gain another instance of Focus whenever you charge a power at least half way. You can gain up to eight stacks of this buff.<br />
This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.<br />
You must fully charge this power to activate it.<br />
While this power is active, the energy cost of all of your other powers is slightly increased.<br />
You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.<br />
Martial Arts: Single Blade<br />
Bleed (Global): Duration of Bleed effects has been increased from 10s to 16s.<br />
Bleeding: Changed to Melee damage tables.<br />
Bleeding: Reviewed all bleeds. All bleeds should now be rupture-able with Reaper&#8217;s Embrace.<br />
Reaper&#8217;s Touch: Now generates energy and threat from up to 50ft away.<br />
Reaper&#8217;s Caress: Damage increased.<br />
Reaper&#8217;s Caress: Cost increased.<br />
Reaper&#8217;s Caress: Activation Time on initial attack reduced.<br />
Reaper&#8217;s Caress: &#8220;Bleed on third hit&#8221; component added to description.<br />
Reaper&#8217;s Caress: Vicious Vigor: Advantage removed.<br />
Reaper&#8217;s Caress: Cleaving Strikes: New advantage. Power becomes 120 degree cone that can hit up to 5 targets. Increases cost by 50%. Bleed on third hit will still only hit your primary target.<br />
Scything Blade: Swallowtail Cut: Updated description to clarify that it works on master villains.<br />
Dragon&#8217;s Bite: Cooldown removed.<br />
Dragon&#8217;s Bite: Cost increased.<br />
Dragon’s Bite: The damage from this attack now does piercing damage.<br />
Dragon&#8217;s Bite: Cull the Weak: Fixed bug causing advantage to give a 30% bonus regardless of critter rank.<br />
Dragon&#8217;s Bite: Cull the Weak: Lowered threshold for kill to 20%.<br />
Dragon&#8217;s Bite: Cull the Weak: Now works on Master Villains.<br />
Reaper&#8217;s Embrace: Costs slightly less at tap, but costs more to charge.<br />
Reaper&#8217;s Embrace: Flourish: Advantage removed.<br />
Reaper&#8217;s Embrace: No Mercy: New advantage. 5-50% chance (based on charge time) to cause two bleeds to your target.<br />
Reaper&#8217;s Embrace: Costs less to charge.<br />
Reaper&#8217;s Embrace: Damage scales better with charge.<br />
Reaper&#8217;s Embrace: Rupture: Decreased damage.<br />
Form of the Unconquered Swordsman: Formerly Way of the Unconquered Swordsman. Power is now a toggle. New description follows:<br />
This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.<br />
While you maintain this Form, you will gain another instance of Focus whenever you apply or rupture a bleed. You can gain up to eight stacks of this buff.<br />
This power, while out of combat, whill passively grant you stacks of Focus up to the rank of the power.<br />
You must fully charge this power to activate it.<br />
While this power is active, the energy cost of all of your other powers is slightly increased.<br />
You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.<br />
Martial Arts: Unarmed<br />
Righteous Fists: Now generates energy and threat from up to 50ft away.<br />
Thundering Kicks: Damage increased.<br />
Thundering Kicks: Activation Times reduced.<br />
Thundering Kicks: Cost increased.<br />
Thundering Kicks: Floating Lotus Blossom: Buff duration reduced to 20 seconds.<br />
Crashing Wave Kick: Damage increased.<br />
Crashing Wave Kick: Cost increased.<br />
Crashing Wave Kick: Subtlety of the Tides: New functionality: For 8 seconds after using Crashing Wave Kick, all of your melee attacks have a 50% chance to grant a stack of &#8220;Ebb and Flow&#8221; which is a small Dodge and Avoidance buff.<br />
Crashing Wave Kick: Subtlety of the Tides: Changed to use ratings.<br />
Dragon Kick: Cooldown removed.<br />
Dragon Kick: Max targets now 5.<br />
Dragon Kick: Stun now scales with rank of power.<br />
Dragon Kick: Activation Time reduced to 0.67.<br />
Dragon Kick: Initial cost increased, cost to charge decreased.<br />
Dragon Kick: Lashing Dragon Tail: Now has a maximum of one stack.<br />
Dragon Kick: Lashing Dragon Tail: Now requires a full charge.<br />
Dragon Kick: Cost reduced.<br />
Dragon Kick: No longer multiplies the amount of Rush it grants by the number of targets it hits.<br />
Burning Chi Fist: Cooldown removed.<br />
Burning Chi Fist: Damage increased.<br />
Burning Chi Fist: Cost increased.<br />
Burning Chi Fist: Fist of Righteous Flame: Fixed bug causing advantage to go off even when the power was not fully charged.<br />
Burning Chi Fist: Fist of Righteous Flame: Duration reduced.<br />
Burning Chi Fist: Fist of Righteous Flame: Damage increased.<br />
Form of the Unfettered Master: Formerly Way of the Unfettered Warrior. Power is now a toggle. New description follows:<br />
This power can grant you stacks of the Focus buff, increasing your melee damage and granting you a small amount of energy. You may gain energy in this way at most once every 4 seconds.<br />
While you maintain this Form, you will gain another instance of Focus whenever you successfully dodge an enemies attack. You can gain up to eight stacks of this buff.<br />
This power, while out of combat, will passively grant you stacks of Focus up to the rank of the power.<br />
You must fully charge this power to activate it.<br />
While this power is active, the energy cost of all of your other powers is slightly increased.<br />
You may only have ONE Form type power active at a time! Activating a Form power immediately ends any pre existing Forms.<br />
Munitions<br />
Bullet Ballet: Now gains bonus damage from STR.<br />
Bullet Ballet: Standardized all ranges to 10ft.<br />
Bullet Ballet: Standardized all damage to melee damage.<br />
Bullet Ballet: Now Without Incident: Increased AoE to 10ft.<br />
Smoke Grenade: Escape Artist Advantage: The advantage has been rebuilt.<br />
You know how to take advantage of the momentary blindness created by your smoke cloud. The target of your smoke grenade and anyone nearby will be unable to find you for 10 seconds, or until you damage them. A target may be affected by this effect no more than once every 30 seconds.<br />
Submachine Gun: Aggression: Uses the new melee range to determine which proc to use. Updated description to indicate that it only applies bleeds to targets who are not already bleeding.<br />
Power Armor<br />
Laser Sword: Cost reduced.<br />
Laser Sword: Damage reduced.<br />
Laser Sword: Activation Times standardized at 0.5.<br />
Laser Sword: Particle Acceleration: Reduced resistance debuff.<br />
Laser Sword: Particle Acceleration: Now only debuffs Particle damage resistance.<br />
Sorcery<br />
Eldritch Blast: Crippling Challenge now correctly costs 3 advantage points.<br />
Supernatural Review<br />
Supernatural has been made into 2 sets, Supernatural &#8211; Bestial and Supernatural &#8211; Infernal. These 2 trees are setup similarly to the Sorcery trees, in that they have shared powers between them. 6 powers remain completely shared between the 2 sets, with the remainder of the powers becoming part of the set that thematically fit.<br />
We have also introduced a new ranged Energy Builder for the Infernal set and 5 new powers for the Bestial set. Those 5 powers are:<br />
Shred: A melee hit with a chance to make your target Bleed.<br />
Pounce: A ranged lunge that knocks down your opponent.<br />
Frenzy: A melee cone 3 hit combo that Enrages you on the third strike.<br />
Howl: A PBAoE Enrage buff and Fear debuff.<br />
Massacre: A hard hitting strike that knocks down your foe.<br />
All 6 of these new powers also have corresponding custom advantages.<br />
Added a new Origin Talent (named Feral) for Bestial. Infernal keeps the old Supernatural one (named Inhuman).<br />
Aspect powers: The 3 existing Aspect powers have been removed from the game. In their place, 2 new Aspects &#8211; Aspect of the Bestial and Aspect of the Infernal &#8211; can be found. They are both toggle powers with a &#8220;cost&#8221; of increasing your energy costs and reducing your energy gain, similar to how travel powers function. Aspect of the Bestial increases Slashing damage and lets you get a stacking buff whenever you cause a target to bleed. Aspect of the Infernal increases Toxic damage and lets you get a stacking buff whenever you knock a target.<br />
Shared Powers:<br />
Supernatural Power: Removed the reference to Aspects from the description. Aspects were not actually needed for the power to function, this is just a description change.<br />
Supernatural Power: Corrected the description to state that the power activation must reduce your energy pool to almost empty to trigger, not start almost empty. This is just a description change.<br />
Supernatural Power: Now only has 1 Rank, which functions like the old Rank 3 of the power (procs at 10%, restores 35 energy).<br />
Infection: The debuff provided by Infernal Bolts, advantaged Venomous Breath, advantaged Bite, etc. is now a stronger hold.<br />
Infection: The mouse-over tooltip for Infection has been changed to correctly state &#8220;The target may lose control and start vomiting.&#8221; It previously stated &#8220;Adds a chance of inflicting a vomiting condition to Bite.&#8221; which was incorrect &#8211; Bite was not actually needed.<br />
Resurgence: Now tagged properly as a Heal.<br />
Resurgence: Evanescent Emergence: It is no longer possible to get multiple stacks of Enrage from this power. Instead, it will refresh Enrage if it is already on you.<br />
Cloud of Flies: Has been renamed Pestilence.<br />
Pestilence: The debuff provided by this power will now show as an icon on affected targets.<br />
Pestilence: No longer requires targets to be below 80% health.<br />
Pestilence: Range increased to 10 feet.<br />
Pestilence: Damage dealt by this power now increases as the targets health decreases.<br />
Pestilence: The DoT applied by this power when you hit a target now scales up with rank.<br />
Pestilence: The FX for this power have been updated.<br />
Pestilence: Only deals damage if you are in combat. This will prevent you from accidentally getting placed in combat by being near low level critters.<br />
Pestilence: This power has been reworked so that the damage it deals is always the same DoT. This means that the PBAoE applies the Pestilence DoT, and the ranged enhancer applies the Pestilence DoT. The damage of the DoT is no longer considered ranged or melee damage, and has been increased.<br />
Pestilence: Moved from the &#8220;Close Area Attack&#8221; category to the &#8220;Buff Self&#8221; category. While this Passive does have a close area attack, it does more than that and is more appropriate in the Buff Self category.<br />
Soul Mesmerism: Activate time was reduced from 0.83 to 0.67 seconds.<br />
Soul Mesmerism: Completely reworked the type of hold this power applies. Now does a charged hold that gets more powerful the longer you charge it and no longer becomes a confuse when you charge it. Range was reduced to 50 feet and the power was given a 10 second cooldown to make this power comparable to similar holds in game. Cost and charge time have also been changed to work with the new version of the hold. The old version of the power was costed incorrectly, and as such, the new stronger hold costs less than the old one.<br />
Soul Mesmerism: Glossolalia: This advantage was updated to work with the new version of the power. It still has the same basic effect, but now applies a slightly weaker version of the main powers hold.<br />
Soul Mesmerism: Moved from Tier 3 to Tier 2.<br />
Bestial Powers<br />
Bestial Fury: Activate times for all 3 attacks were tweaked slightly. The opening attack changed from 0.67 to 0.48 seconds, and the spam attacks changed from 0.3 to 0.32 seconds. Damage and energy gain were adjusted to compensate for these changes.<br />
Bestial Fury: Added a small amount of variance to the damage dealt by the opening attack.<br />
Bestial Fury: The animation and FX for this power have been updated.<br />
Bestial Fury: This energy builder was doing more damage than it was supposed to be doing. Its damage has been reduced to bring it in line with the other energy builders.<br />
Bestial: Bestial Fury: Rip and Tear!: Now has a 15% chance to proc the bleed (30% when Enraged)<br />
Venomous Breath: Increased max targets hit from 3 to 5.<br />
Venomous Breath: Decreased angle from 90 to 45 to bring this in line with the other breath weapons. Cost decreased and damage increased as a result of this change.<br />
Venomous Breath: Activate time was reduced from 0.83 to 0.5 seconds.<br />
Venomous Breath: Now properly tagged as AoEDmg instead of RangedDmg.<br />
Venomous Breath: The FX for this power have been updated.<br />
Bite: Moved advantage data out of the base power and into the advantage itself so that the base power tooltip will be less cluttered. Also cleaned up some doubled data from the tooltip.<br />
Bite: Tap cost of power reduced slightly.<br />
Bite: Reduced charge time from 1.33 seconds to 0.83 seconds and tweaked damage numbers. This has several effects on the power, including an increase to tap damage, an increase to damage per charge time, and an increase to charge cost per time. However, the max damage and cost per usage are decreased as the max charge time is lower than previously. The end result is this power should be higher DPS, slightly worse DPE, and it is easier to get full charge effects (bleed, infection, enrage) from this power now.<br />
Bite: Added a small amount of variance to the damage this power deals.<br />
Bite: The FX for this power have been updated.<br />
Bite: Furor Venenum: No longer removes bleeds. Instead, just provides or refreshes Enrage when you Bite a Bleeding target.<br />
Infernal Powers<br />
Lash: Removed the extraneous reference to slashing damage in the tooltip of the power.<br />
Lash: Fixed the costing display issue on the power purchase window to not display the cost for the advantage version unless you have the advantage.<br />
Lash: The FX for this power have been updated.<br />
Lash: Now deals Toxic damage.<br />
Lash: Meteor Hammer: Now uses the proper charge animation.<br />
Lash: Meteor Hammer: Tapping this power no longer applies Knockback diminishing returns. It only applies the DR when it actually applies a knock. (This also applies to Iron Chain in Might).<br />
Devour Essence: This power was using an incorrect table for the amount of healing it was doing. It has been corrected to use the same healing tables that other powers are using. This resulted in a reduction in the amount of healing provided by this power. The healing was further reduced now that the power has no cooldown.<br />
Devour Essence: Damage increased.<br />
Devour Essence: Now has a maximum period of 8, up from 6.<br />
Devour Essence: Removed the 15 second cooldown.<br />
Devour Essence: Activate time was reduced from 0.67 to 0.5 seconds.<br />
Devour Essence: Cost very slightly reduced. (This reduction is fractions of a point of energy, so many players will not notice it).<br />
Devour Essence: The snare debuff provided by this power is now mentioned in the power description and provides a debuff icon. This snare already existed on the power, these changes were made just to make it more visible.<br />
Devour Essence: Robots, zombies, and other non-living critters have found their essence and can now be affected by this power.<br />
Devour Essence: Damage type has been changed from Dimensional to Toxic.<br />
Devour Essence: Phlebotomist: Changed the root to use the standard root template that many other powers use. This means it will now have less maximum root potential and can be broken out of, but it will behave more consistently than it previously did. It will also now provide a debuff icon.<br />
Devour Essence: Phlebotomist: Changed the way the root applied by this power works. It now roots your target through the duration of the maintain.<br />
Iron Cyclone: Renamed Vicious Cyclone, and now deals toxic damage.<br />
Vicious Cyclone: No longer tagged as RangedDmg, just PBAoEDmg.<br />
Vicious Cyclone: Activate time was reduced from 0.8 to 0.5 seconds.<br />
Vicious Cyclone: Moved advantage data out of the base power and into the advantage itself so that the base power tooltip will be less cluttered.<br />
Vicious Cyclone: The knockback provided by the base version of this power was not referencing the proper table. It now is, and the base knockback distance has gone from less than 1 foot to approximately 3.5 feet.<br />
Vicious Cyclone: The knock to provided by the advantaged version of this power was not setup properly. It is now, and should be knocking enemies very close to the user now.<br />
Vicious Cyclone: Removed the 10 second cooldown.<br />
Vicious Cyclone: Base cost of the power was reduced slightly and cost per tick was increased some.<br />
Vicious Cyclone: Now has a maximum period of 6, up from 4.<br />
Vicious Cyclone: The FX for this power have been updated.<br />
Vicious Cyclone: Vortex Technique: Now will only apply a maximum of 1 stack of Enrage or refresh a stack of Enrage. This is now applied after maintaining for 4 periods, instead of after a full apply, so the amount of maintain time needed to get a stack of Enrage is unchanged even after the increase in Max Periods this power was given.<br />
Vicious Cylcone: Damage no longer decreases as you hit more targets. This has resulted in a substantial damage increase when fighting groups and has increased the cost of the power as well.<br />
Vicious Cyclone: Vortex Technique: You should no longer sometimes do a regular knockback with this power, only the Knock To should occur. This applies to the new version of Iron Cyclone in Might as well.<br />
Vicious Cyclone: (Also Might: Iron Cyclone) Now tagged as AoEDmg<br />
Condemn: This power had an error its damage calculations that caused it to do far less damage than it should have been doing. This error reduced the base (tap) damage of the power, and the new tap damage is greatly increased. As charge damage includes tap damage, the total possible damage of this power has increased as well.<br />
Condemn: Cost has been reduced some.<br />
Condemn: Damage type has been changed from Dimensional to Toxic.<br />
Condemn: The FX for this power have been updated.<br />
Condemn: Redemption Denied: Now uses the correct icon!<br />
Condemn: Redemption Denied: Now does Toxic damage.<br />
Condemn: Redemption Denied: Fixed a typo in the description.<br />
Condemn: Redemption Denied: Reworked due to base power changes. Is now: &#8220;On a full charge, Condemn now applies a strong hold to your primary target and a weak hold to any other affected targets.&#8221;<br />
Condem: No longer applies a weak hold. Does about 25% more damage instead.<br />
Iron Lariat: Renamed Vile Lariat and now deals Toxic damage.<br />
Vile Lariat: Removed &#8220;applies knockback resistance&#8221; from the description as this is something that all knockback powers do, and does not need to be noted.<br />
Vile Lariat: Rank 2 of the advantaged version was using an incorrect cost. It is now using the correct (cheaper) cost.<br />
Vile Lariat: Now applies the correct knockback resistance. Was previously using an incorrect method, though the results were very similar.<br />
Vile Lariat: The FX for this power have been updated.<br />
Vile Lariat: Kyoketsu Shoge: Changed the description to state &#8220;considerably more damage&#8221; instead of &#8220;triple damage&#8221; as the damage is not actually tripled. This is just a description change.<br />
Vile Lariat: Kyoketsu Shoge: Now uses the proper charge animation.<br />
Vile Lariat: Kyoketsu Shoge: Fully charging this power no longer applies Knockback diminishing returns. It only applies the DR when it actually applies a knock. (This also applies to Iron Lariat in Might).<br />
Crippling Coils: This power was using an incorrect cost. This has been corrected, base cost has been reduced from 30 to roughly 23.<br />
Crippling Coils: Barbed Chains: The delay from end of hold to when the bleed was applied has been removed.<br />
Crippling Coils: The FX for this power have been updated.<br />
Crippling Coils: Barbed Chains: This advantage can no longer stack on a single target.<br />
Rebirth: Removed the MeleeDmg tag from the self damage component of this power. The damage you deal to yourself should no longer get benefits based on the melee damage modifying items you may have.<br />
Rebirth: The self damage dealt by this power now comes in more frequently but for less damage, still dealing the same total damage over the same amount of time.<br />
Rebirth: The rez animation played by this power is now more epic.<br />
Rebirth: Grave Consequences: The time for the zombies to spawn has been sped up slightly.<br />
Telekinesis<br />
Ego Blade Frenzy: Cooldown removed.<br />
Ego Blade Frenzy: Cone arcs for Ego and Id versions now both 120 degrees.<br />
Ego Blade Frenzy: Max targets increased to 5.<br />
Ego Blade Frenzy: Lockdown while maintained removed from Ego version.<br />
Ego Blade Frenzy: Damage no longer scales with number of targets hit.<br />
Ego Blade Frenzy: Cost increased.<br />
Ego Blade Frenzy: Unnerving Rage: Duration reduced to 1 second per tick.<br />
Ego Blade Frenzy: Unnerving Rage: Duration extends per tick, and diminishing returns will only apply once when this stack expires.<br />
Ego Blade Annihilation: Cost greatly increased.<br />
Ego Blade Annihilation: Damage greatly increased.<br />
Ego Blade Annihilation: Activation time increased to 1.<br />
Ego Blade Annihilation: Now only deals bonus damage to targets under 20% health.<br />
Ego Blade Annihilation: Mindful Inversion: Now only deals bonus damage to targets over 90% health.<br />
Ego Blade Breach: Damage debuff reduced.<br />
Ego Blade Breach: Damage debuff duration reduced.<br />
Ego Blade Breach: Cost decreased.<br />
Ego Blade Annihilation: Bonus damage from health %s decreased.<br />
Ego Blade Annihilation: Cost decreased.<br />
Ego Form has been updated. New description below:<br />
Can be slotted in an Offensive or Balanced passive power slot<br />
Increases all of your Ego damage. This increase scales with your Ego.<br />
Increases your resistance to all Physical and Paranormal effects, and greatly increases your resistance to Ego effects. These resistances scale with your Constitution.<br />
Generates a small amount of energy when you are struck with Ego attacks.<br />
Empowers your Ego Blade attacks, transforming them into dual Id Blade attacks which deal increased damage.<br />
Counts as an Energy Form<br />
Damage buff for Id Blades now functions similar to the melee Strength bonus, but scales with Ego.<br />
Telepathy<br />
Ego Blast: Corrected the emanation point of the power so it only emits from the head of the character.<br />
Collective Will: Updated description to accurately describe how power functions.<br />
Collective Will: Consume Will: Damage debuff reduced.<br />
Collective Will: Consume Will: Damage debuff duration slightly increased.<br />
Collective Will: Consume Will: Damage debuff no longer scales with superstats.<br />
Collective Will: Consume Will: Damage debuff no longer stacks from the same entity.<br />
Telepathic Reverberation: It will now apply more often and more reliably.<br />
Psi Lash: Psychic Reverberations: This advantage is now a 10% self Ego buff and no longer scales with super stats. Increased proc chance to 15%.<br />
<strong>UI</strong><br />
General UI<br />
The buff/debuff timer should now have a better estimation of the actual time left for buff/debuff.<br />
The UI for setting Titles has been updated. It now sorts alphabetically. There is also a filter that makes it easier to find the name of the title you&#8217;re looking for.<br />
When earning a new title, players will see “You have been granted the title “[title]”.<br />
The Team Status Window now asks if players want to sidekick to the team&#8217;s champion, if they are more than 5 levels away. This feature can be disabled by going to the Team Options menu (“O” by default).<br />
Missions that have sub-missions now display all sub-missions currently granted below the main mission in the Mission Journal UI.<br />
Primary Missions should now highlight appropriately on the map. Centering has also been improved.<br />
Primary mission is now more prominently displayed in the mission helper.<br />
Mission dialogs that previously displayed &#8220;Entry_Text&#8221; and &#8220;Complete_Text&#8221; as their title bar will now display the mission name instead.<br />
The SuperGroup member list will now display the correct date/time a member last logged in.<br />
Right-clicking one of your alts in the SuperGroup member list will display the menu option for that alt, instead of for yourself.<br />
SuperGroup UI: Changing player ranks now works correctly by clicking on the desired rank.<br />
Team Loot notifications now get sent to the reward channel rather than the team channel in order to reduce spamming during team chat.<br />
Popup request messages such as Team Requests, SuperGroup Requests, Duel Requests, and Friend Requests now appear above other windows, instead of getting lost beneath them.<br />
The charge bar will now dim when target the leaves the range of the power during the charge up period.<br />
The charge bar will not stay dimmed when players target themselves. This was a bug and has now been fixed.<br />
Hitting escape while the &#8220;Defeated!&#8221; popup is open will not close the popup window any longer.<br />
The defeat popup window will now automatically close if players get logged out while defeated.<br />
Single clicking rather than double clicking once again sets waypoints on the minimap.<br />
Minimap will now clip input for large icons appropriately. Additionally, it places the text in a saner location rather than way out in the middle of nowhere when you do mouse over a large waypoint that isn&#8217;t totally within the viewing area of the map.<br />
Minimap Icons can now set a selected color for when they are selected (used for mission highlighting).<br />
MiniMap saved waypoints:<br />
The red X will no longer be pushed when in a cloud of other icons.<br />
Players can now set a saved way point over other missions.<br />
Saved waypoints can be dismissed by clicking on them.<br />
MiniMap waypoints will no longer color incorrectly. This was a bug and has now been fixed.<br />
The icons on the mini map have been adjusted to fit better on the UI.<br />
Icons on the MiniMap now scale better.<br />
The MiniMap zoom icons work once again.<br />
Players can now set waypoints in the same spot as a mission icon.<br />
Added additional logging to successful auction purchases. The seller, the price and the items in the auction are now provided to the buyer.<br />
Mail will no longer display Page 1 of 0 when you have no mail.<br />
Mail window will now refresh when deleting or sending mail.<br />
Players can now use the arrow keys in the mail window to navigate the messages, the enter key to initiate a reply, and the delete key to delete a message.<br />
Completed Vibora Bay missions will now sort correctly in the mission journal.<br />
Combo boxes will now select the hovered item if selected via dragging.<br />
Keybind labels will now appear under in the powers tray.<br />
Alt +F4 has been set as the default keybind for Quit.<br />
The tray builds icon and builds window headshot will now properly update when you change the currently worn costume.<br />
Moved the default position of the team UI down a little bit so that it does not cover the debuff list on your status window.<br />
In the Builds UI, the Update Build Window has been made non-modal.<br />
Added a new &#8220;Clear&#8221; button to the player search window that clears all entered information.<br />
The text display will no longer remain visible while mousing over a health or energy bar when entering the UI rearrange mode.<br />
The clear button in the player search UI will now clear the advanced search options.<br />
Disabled resizing of the power tray jail since the tray does not resize.<br />
Removed &#8220;(and bank)&#8221; from the inventory jail label because the bank does not ever appear there.<br />
Chat UI: Wiping text in the chat window no longer leaves the selection highlighted when you release the mouse button.<br />
Player whitelists have been updated to use a UI rather than slash commands.<br />
Zoom will no longer reset in the Character Selection screen when moving the mouse away from the character.<br />
The media control window will now remember its position even after it disappears.<br />
The inventory will now remain open between map transfers.<br />
The music player UI will remain open after using the Tailor or Nemesis Editor, and persist through map transfers and disconnects.<br />
The music player will now remain open during loading loading screens.<br />
When deleting multiple characters in a row, the first deleted characters name will no longer show on subsequent characters.<br />
The inventory background no longer flickers as the mouse is scrolled over.<br />
Fixed a bug which sometimes caused the inventory to show two items highlighted at the same time.<br />
Improvements in UI stability should address the crashes some users were experiencing.<br />
<strong>C-Store</strong><br />
The C-Store UI has been updated. It now has categories, sub-categories, featured items, etc.<br />
Returned the smooth chest piece to the Serpent costume pack.<br />
<strong>Tailor</strong><br />
Weapons now appear in the character creator and the tailor. Note: FX does not currently show. This is will be coming in a future update.<br />
The background flickering in the character creator that players have reported has been resolved.<br />
Added a button to the Tailor and Nemesis Editor to show the chat window. The button will flash orange if you receive a tell.<br />
The Pumpkin Head costume piece will now attach to the torso correctly.<br />
The zigzag patterns for Rhino Horn and Large Rhino Horn costume pieces have been replaced.<br />
The chestwear category now allows a bulky cape along with the existing hanging capes.<br />
The full Shirts category now allows normal capes.<br />
The MIL tailor will no longer show the wrong headshot in the dialog window.<br />
The headshot image in the Builds UI now updates after the player changes costumes.<br />
The &#8220;Freeze&#8221; and &#8220;Unfreeze&#8221; buttons have been renamed to &#8220;Static View&#8221; and &#8220;Normal View&#8221; to help clarify that it does not actually freeze the character, but instead puts them into a special stance for ease of editing.<br />
The Tailor left/right arrows and zoom in/out buttons now have a mouse over cue.<br />
Corrected the jitter in the character selector at login if the up and down arrows were being used.<br />
The tailor and Character Creator will always draw costumes with the highest level of detail.</p>
<p><strong><br />
Xbox 360 Controller</strong><br />
The command /gamepadtray can be used to toggle between the normal power tray and a power tray that more closely represents the XBox controller. To switch to the XBox controller tray use /gamepadtray 1 and to use the normal power tray use /gamepadtray 0.<br />
Note: The XBox controller tray is display only for the default controller bindings and you will be unable to rearrange the powers.<br />
The inventory will now respond to gamepads better. The A button selects an item. A again will use it, as if you had double clicked it, or you can move to a different slot and drop it there with A. B will cancel a selection, Hitting B again will close the inventory.<br />
SuperGroup permissions update properly with Xbox 360 controller.<br />
Xbox controller will now support UI Okay and UI Cancel buttons in the overflow bag discard window.<br />
XBox icons will show up in the tray once again.</p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-nov-24th-2009/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes: Nov 24th, 2009'>Champions Online Patch Notes: Nov 24th, 2009</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-oct-27-2009/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes &#8211; Oct 27, 2009'>Champions Online Patch Notes &#8211; Oct 27, 2009</a></li>
</ol></p>]]></content:encoded>
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		<title>Guide on How to Kill Grond in Champions Online</title>
		<link>http://www.gamermonkey.com/champions-online/co-guides/guide-on-how-to-kill-grond-in-champions-online/</link>
		<comments>http://www.gamermonkey.com/champions-online/co-guides/guide-on-how-to-kill-grond-in-champions-online/#comments</comments>
		<pubDate>Sun, 02 May 2010 11:34:53 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO Guides]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[Cosmic]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[Grond]]></category>
		<category><![CDATA[guide]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2305</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO Guides" /><br/>Okie folks, after messing around with Grond I thought it would be good to toss up a quick post on where to find the 4 armed Hulk wannabe and how to beat him. Now on to the WHAT to do portion of this: First off, Grond does not stay in any one place for very [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/co-guides/champions-online-perks/' rel='bookmark' title='Permanent Link: Champions Online Perks'>Champions Online Perks</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/changing-chat-channels-easily-in-champions-online/' rel='bookmark' title='Permanent Link: Changing Chat Channels easily in Champions Online'>Changing Chat Channels easily in Champions Online</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/the-truth-about-proc-rates-in-champions-online/' rel='bookmark' title='Permanent Link: The truth about Proc Rates in Champions Online'>The truth about Proc Rates in Champions Online</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO Guides" /><br/><p>Okie folks, after messing around with Grond I  thought it would be good to toss up a quick post on where to find the 4  armed Hulk wannabe and how to beat him. Now on to the WHAT to do portion of this:</p>
<p>First off, Grond does not stay in any one place for very long.  He&#8217;ll bash everything in site for a couple minutes then he will say some nonsense about being bored at which point he will jump away.  Oh yes, every time he hops he&#8217;ll Regenerate/Heal roughly 20,000 health back immediately it seems and if not attacked immediately at his new landing point he will Regenerate/Heal  faster.   Now that jumping thing is the only real challenge the big oaf really represents since once Grond jumps you have to go chase him down again and re-engage him by which point he has probably regained all the health you took from him; an annoying cycle to be certain.</p>
<p>So the major problem here is you cant hold him still long enough to beat him down and if you try to chase him around you&#8217;ll never really win the fight&#8230; hrmm.. how then do we defeat this mutant Hulkster? Read on heroes&#8230;</p>
<p>Here&#8217;s the trick.. you will need at least TWO groups, not necessarily 5 man  groups but 2 distinct groups.  You will basically setup a leap frog game where  group 1 engages Grond at his current location.  group 2 does NOT fight  there, they instead go to wait at the next landing location to catch  Grond after he jumps away.  While group 2 engages Grond, group 1 moves  ahead to the next landing spot to engage him when he jumps again.. keep  playing this game of leap frog and keeping little Grondy there aggroed  and dps&#8217;d and you will eventually beat him. Seems simple enough but wait.. that jumping thing.. it would be great if we actually knew where he was going to be jumping to huh?  Well everyone can thank <a href="http://forums.champions-online.com/member.php?u=168212">someguymc</a> for posting his very own Grond Jump Point Map.  I&#8217;ve used it myself and it is accurate, Good Job!  The map is at the bottom of this post.</p>
<p>Now get out there and find Grond&#8230;Death to greenie!</p>
<div class="wp-caption alignnone" style="width: 602px"><img class=" " title="Map for Grond's Jump Points in Champions Online" src="http://img3.imageshack.us/img3/6640/findgrondbetter.jpg" alt="Map for Grond's Jump Points in Champions Online" width="592" height="399" /><p class="wp-caption-text">Map for Grond&#39;s Jump Points in Champions Online</p></div>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/co-guides/champions-online-perks/' rel='bookmark' title='Permanent Link: Champions Online Perks'>Champions Online Perks</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/changing-chat-channels-easily-in-champions-online/' rel='bookmark' title='Permanent Link: Changing Chat Channels easily in Champions Online'>Changing Chat Channels easily in Champions Online</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/co-guides/the-truth-about-proc-rates-in-champions-online/' rel='bookmark' title='Permanent Link: The truth about Proc Rates in Champions Online'>The truth about Proc Rates in Champions Online</a></li>
</ol></p>]]></content:encoded>
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		<title>Cryptic Tax day discounts for Cryptic Store!</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/cryptic-tax-day-discounts-for-cryptic-store/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/cryptic-tax-day-discounts-for-cryptic-store/#comments</comments>
		<pubDate>Fri, 16 Apr 2010 23:37:19 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[Cryptic Store]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[mmo]]></category>
		<category><![CDATA[Promotion]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2298</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>The folks over at Cryptic Studios are letting no opportunity pass to monetize their mmo empire (well 2 games is not quite an empire I know).  Their latest marketing initiative involves the Income Tax D-Day, or last day to file your tax returns.  They figure you&#8217;ll be owing Uncle Sam more taxes than previously so [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/new-c-store-items-for-champions-online/' rel='bookmark' title='Permanent Link: New C-Store items for Champions Online'>New C-Store items for Champions Online</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/cryptic-studios-joins-the-iphone-crowd/' rel='bookmark' title='Permanent Link: Cryptic studios joins the iphone crowd'>Cryptic studios joins the iphone crowd</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/free-costumes-pieces-for-champions-online/' rel='bookmark' title='Permanent Link: Free Costumes pieces for Champions Online'>Free Costumes pieces for Champions Online</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>The folks over at Cryptic Studios are letting no opportunity pass to monetize their mmo empire (well 2 games is not quite an empire I know).  Their latest marketing initiative involves the Income Tax D-Day, or last day to file your tax returns.  They figure you&#8217;ll be owing Uncle Sam more taxes than previously so they are tossing out a 25% discount for any purchases made on their cryptic store using their cryptic points. If you&#8217;ve been waiting for a good time to buy those extra costume slots, new bridge, or new costume sets then this is probably it. An interesting marketing strategy, fairly original too.  Below is the message that they sent out to their subscribers announcing this sale.</p>
<p>&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;&#8212;-</p>
<p><em>Greetings  Champions!</em></p>
<p><em>Had your eye on  those extra character slots, bridge interiors or costume sets? Great  news!</em></p>
<p><em>Tax day is upon us here in the U.S. To celebrate (or  maybe mourn) this occasion, we&#8217;re happy to offer a Cryptic Store  discount to everyone.</em></p>
<p><em>Beginning Thursday, April 15, at 10  a.m. PDT and ending Monday, April 19, at 10 a.m. PDT, everything in <a href="http://champions-online.us1.list-manage.com/track/click?u=b9e128e61093be03835491d95&amp;id=f4dbec3055&amp;e=7d2c5f8ae7" target="_blank">Star Trek Online</a> and <a href="http://champions-online.us1.list-manage.com/track/click?u=b9e128e61093be03835491d95&amp;id=788c03823b&amp;e=7d2c5f8ae7" target="_blank">Champion Online</a>&#8216;s Cryptic  Store will feature a <strong>25 percent discount</strong>. That&#8217;s 25  percent off everything in both stores!</em></p>
<p><em>Please note that the  price of Cryptic Points will remain the same; only items <strong>within</strong> the Cryptic Stores will be discounted.</em></p>
<p><em>Visit the <a href="http://champions-online.us1.list-manage.com/track/click?u=b9e128e61093be03835491d95&amp;id=3c9c058b96&amp;e=7d2c5f8ae7" target="_blank">Champions Online</a> and <a href="http://champions-online.us1.list-manage1.com/track/click?u=b9e128e61093be03835491d95&amp;id=5d081f70f5&amp;e=7d2c5f8ae7" target="_blank">Star Trek Online</a> Cryptic  Stores to take a look at what&#8217;s available today.</em></p>
<p><em>Thanks for  all your support!</em></p>
<p><em>- The Cryptic Team</em></p>


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</ol></p>]]></content:encoded>
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		<title>&#8220;The Serpent Lantern&#8221; Adventure Pack promises changes for Champions Online</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/the-serpent-lantern-adventure-pack-promises-changes-for-champions-online/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/the-serpent-lantern-adventure-pack-promises-changes-for-champions-online/#comments</comments>
		<pubDate>Thu, 15 Apr 2010 03:10:41 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
		<category><![CDATA[Champions Online]]></category>
		<category><![CDATA[cryptic studios]]></category>
		<category><![CDATA[expansion]]></category>
		<category><![CDATA[patch]]></category>
		<category><![CDATA[The Serpent Lantern]]></category>

		<guid isPermaLink="false">http://www.gamermonkey.com/?p=2291</guid>
		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Balseraph of the Cryptic Studios Team released a preview of upcoming changes for the Viper forces over in Champions Online. I have to give Balseraph credit for posting patch notes and changes in a story driven rp style manner. Read the below comments and you&#8217;ll see what I am talking about. I don&#8217;t think I&#8217;ve [...]


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<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/' rel='bookmark' title='Permanent Link: Champions Online &#8211; State of the Game July 20, 2010'>Champions Online &#8211; State of the Game July 20, 2010</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Balseraph of the Cryptic Studios Team released a preview of upcoming changes for the Viper forces over in Champions Online.  I have to give Balseraph credit for posting patch notes and changes in a story driven rp style manner.  Read the below comments and you&#8217;ll see what I am talking about.  I don&#8217;t think I&#8217;ve ever been more interested in having my enemies buffed and kill death ratio increased hehe.</p>
<p>&#8220;The Serpent Lantern&#8221; Adventure Pack, coming in late May/early June,  explores the source of VIPER&#8217;s power. At the same time, VIPER forces  throughout the game will change. We hope they&#8217;ll be more interesting and  fun to play, and not be quite the pushovers they are right now. You&#8217;ll  see these guys on PTS after the April Update goes Live. Let us know what  you think!</p>
<p>While always a deadly threat to normal law enforcement, Viper has long  been a relatively easy target for super humans, never quite able to  match their power, training, or resourcefulness. Consequentially, Viper  has always been seen as something of a punching bag by the hero  community.</p>
<p>Times are about to change.</p>
<p>In the late Nineties, VIPER “kidnapped” Doctor Park Lee-Wen from North  Korea. After granting him a laboratory with state of the art tools and  an unlimited budget, he applied his genius to the improvement of VIPER  small arms to devastating effect. As a result of his work, all variants  of VIPER&#8217;s energy weapons &#8211; Photonic, Plasma, and Pulson, now deal  significantly more damage in standard fire modes.</p>
<p>The improved weapons rapidly saw wide distribution, not only among Viper  agents, but to the soldiers of ARGENT and other villainous groups, who  purchased them at a steep premium, further funding VIPER&#8217;s improved  efforts at research.</p>
<p>Fortunately for the forces of justice, those few samples that have been  taken from Viper agents have yielded their secrets to UNTIL&#8217;s  researchers, somewhat evening the odds. Unfortunately, considering how  badly out manned and outgunned UNTIL already is compared to VIPER, this  comes as cold comfort.</p>
<p>(<em>Many henchmen of many different enemy groups&#8230; most anyone who uses  high tech pistols or rifles&#8230; will do more damage their maintained,  normal, NON SHTICHT attack.</em>)</p>
<p>The following is a selection of some of the other technical improvements  to VIPER&#8217;s weaponry, armor, and troops.</p>
<p><strong>Tartrapper </strong>(Combat Specialist)<br />
Tar Gun &#8211; The improved Mark II version of this weapon attempts to coat  targets in a boiling, tar &#8211; like substance that substantially reduces  all forms of movement (even teleportation; the extra weight excitable  molecules of the goop prevents you from popping out!) and reduces your  ability to dodge and avoid attacks. Blocking is no protection against  this goop!</p>
<p><strong>Brickbuster</strong><br />
BrickBurster Gun &#8211; A Redesigned, “Mark II” version of this gun has  entered widespread use. This weapon is significantly deadlier than its  predecessor, and can weaken or penetrate *any* known type of defense,  *and* leave them weakened for a duration.</p>
<p><strong>Adder Technician</strong><br />
Sonic Bombs &#8211; These weapons been rebuilt from the ground up. The  stationary ones now do much more damage (they were previously bugged and  only did around THREE points. Also, they used to be invisible; now you  can see them.) The mobile ones now inflict about 2/3rds as much damage  as they used to, and stop moving once they begin their countdown.</p>
<p><strong>Golden Nest Leaders</strong><br />
Their golden power armor has received a significant upgrade; watch out  for their new combined attacks. In addition, they now have an enhanced  force shield that they can activate when they become wounded. This  shield dramatically reduces incoming damage, but heavy enough damage can  eventually penetrate and overwhelm it.</p>
<p><strong>Red Guard Knife Fighter</strong><br />
For many years, The Red Guard weren&#8217;t much more than highly trained,  glorified street thugs and prison brawlers. While valued internally as  “discipline officers” for their willingness to brutalize their fellow  VIPER agents, they never represented a significant threat to the hero  community. Two years, ago, however, a new doctrine was brought to their  recruitment and training, and the first students of that doctrine are  now entering the field, and proving themselves to be immensely deadlier  than their predecessors. This new breed now bear diamond hard swords of  an alloy that has so far defied analysis, but are capable of devastating  critical strikes. In addition, their improved martial skills are  supplemented by a net launcher and a laser blaster for use against  enemies that attempt to just fly out of their range. The identity of the  individual that initiated this new doctrine remains unknown, and its  discovery is considered to be of the utmost priority.</p>
<p><strong>Scarlet Serpents</strong><br />
As the weaponry of the standard VIPER soldier improves, the elite of  VIPER has been given access to improved armor and an expanded inventory  of weapons, including fragmentation grenades and countergrav minimines,  all well suited to waging battle on the modern super powered  battlefield.</p>
<p><strong>Munitions Experts</strong><br />
These heavy hitters have had their armor and weaponry significantly  improved. Their heavy gatling style guns can fire in either of two  modes; an armor and shield penetrating burst, or a maintained stream  that&#8217;s nearly impossible to dodge. In addition, their arsenal includes a  powerful shotgun and an even more powerful rocket launcher.</p>
<p><strong>VIPER Squad Leaders</strong><br />
Motivated, dedicated, and utterly committed to the ideals of VIPER, the  Squad Leaders have had their previous, largely ornamental armor replaced  with the highest tech armor, force fields, and equipment in VIPER&#8217;s  arsenal. Squad Leaders can now deploy multiple kinds of robotic drones  with both offensive and support properties. In addition, they are able  to inspire surges of manic zeal by triggering the latent Draysha  implants in other Viper agents.</p>
<p><strong>Air Cavalry</strong><br />
VIPER&#8217;s elite Air Cavalry is finally ready for broad deployment!  Equipped with the newest generation of flying armor, these soldier are  ready to take the fight to the heroes in the air enforce VIPER&#8217;s will  wherever needed. Fortunately for the heroes, the standard Air Cavalry  soldier is “only” armed with the improved standard VIPER weaponry, such  as laser, plasma, and pulson weaponry. Unfortunately, they are led by  Aces who are equiped with powerful, experimental Thermal Lance pistols  and powered energy blades that make these aerial warriors a force to be  reckoned with.</p>
<p><strong>Super VIPER Powered Armor</strong><br />
While their power armor has always been impressively advanced, it&#8217;s  bleeding edge design has actually worked against its effectiveness in  the field, as glitches and malfunctions have plagued these units since  their debut. Missiles would fail to fire, or fire independent of the  targeting laser, an inefficient force field that failed shortly after  activation, and other problems retarded their effectiveness.</p>
<p>These problems have been solved. Heroes, consider yourselves warned.</p>
<p><strong>Omicron Enforcer</strong><br />
Twenty years ago, Doctor Phillippe Moreau transformed a wounded VIPER  soldier into Ripper, one of the deadliest super powered combatants on  the modern battlefield. Unfortunately for VIPER, he&#8217;s also one of the  most unstable and difficult to control. For twenty years, VIPER&#8217;s  technical division has been attempting to control, improve and harness  the Omicron technology that granted Ripper his strength, durability and  power in order to create a new breed of technologically enhanced super  soldiers.</p>
<p>They&#8217;ve succeeded.</p>
<p><strong>Quetzalcoatl Gunship</strong><br />
The second generation of the Osprey Gunship, the Quetzalcoatl is faster,  better armed, and generally more dangerous than its predecessor. The  enhancements aren&#8217;t as significant as some of the other improvements to  which VIPER now has access, but when taken in total, still increase the  danger of this already powerful organization.</p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/' rel='bookmark' title='Permanent Link: Champions Online Patch &#8211; Serpent Lantern Expansion Live'>Champions Online Patch &#8211; Serpent Lantern Expansion Live</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-notes-1201/' rel='bookmark' title='Permanent Link: Champions Online Patch Notes 12/01'>Champions Online Patch Notes 12/01</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/' rel='bookmark' title='Permanent Link: Champions Online &#8211; State of the Game July 20, 2010'>Champions Online &#8211; State of the Game July 20, 2010</a></li>
</ol></p>]]></content:encoded>
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		<title>Join Cryptic in testing Champions Online Revelation</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/join-cryptic-in-testing-champions-online-revelation/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/join-cryptic-in-testing-champions-online-revelation/#comments</comments>
		<pubDate>Tue, 09 Mar 2010 04:17:22 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
				<category><![CDATA[CO News]]></category>
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		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Stormshade over at Cryptic Studios invited the players to join the dev team on Thursday March 11th to test the new expansion content of Revelation, the Vibora Bay area. Transfer your toon over to the test server and get ready to try out some of the upcoming expansion content and see what you think of [...]


Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-reveals-expansion-revelation/' rel='bookmark' title='Permanent Link: Champions Online reveals expansion: Revelation!'>Champions Online reveals expansion: Revelation!</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/cryptic-tax-day-discounts-for-cryptic-store/' rel='bookmark' title='Permanent Link: Cryptic Tax day discounts for Cryptic Store!'>Cryptic Tax day discounts for Cryptic Store!</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/cryptic-studios-have-releases-online-manual-for-champions-online/' rel='bookmark' title='Permanent Link: Cryptic Studios have releases online manual for Champions Online.'>Cryptic Studios have releases online manual for Champions Online.</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Stormshade over at Cryptic Studios invited the players to join the dev team on Thursday March 11th to test the new expansion content of Revelation, the Vibora Bay area.  Transfer your toon over to the test server and get ready to try out some of the upcoming expansion content and see what you think of this move to improve Champions Online and add new content. IE something else to do now once you&#8217;ve gotten multiple characters to 40 <img src='http://www.gamermonkey.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>Here is the actual post:</p>
<blockquote><p>&#8220;Play with the <em>Champions Online</em> Development Team this Thursday, from 4:00 p.m. to 7:00 p.m. PST (12:00 a.m. &#8211; 3:00 a.m. GMT)! We will be on the PTS server to play test Vibora Bay, and would love to group up with you during this play test!</p>
<p>If you need to copy a character to the PTS for this event, please click <a href="http://champions-online.com/test-shard/character-transfer">here.&#8221;</a></p></blockquote>


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</ol></p>]]></content:encoded>
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		<title>Champions Online reveals expansion: Revelation!</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-reveals-expansion-revelation/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-reveals-expansion-revelation/#comments</comments>
		<pubDate>Mon, 01 Mar 2010 04:35:04 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
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		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Experience Revelation in Mid-March Vibora Bay was never destined to be like other cities. Some will say it’s the music that sets her apart, some will say it’s the food, or the culture, or the religion steeped in voodoo tradition. The more discerning will say it’s the magic so thick it fills the air. But [...]


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<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-feb-9-2010/' rel='bookmark' title='Permanent Link: Champions Online: State of the Game Feb 9, 2010'>Champions Online: State of the Game Feb 9, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-patch-serpent-lantern-expansion-live/' rel='bookmark' title='Permanent Link: Champions Online Patch &#8211; Serpent Lantern Expansion Live'>Champions Online Patch &#8211; Serpent Lantern Expansion Live</a></li>
</ol>]]></description>
			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><h3>Experience Revelation in Mid-March</h3>
<p>Vibora Bay was never destined to be like other cities. Some will say it’s the music that sets her apart, some will say it’s the food, or the culture, or the religion steeped in voodoo tradition. The more discerning will say it’s the magic so thick it fills the air. But they’d only be partly right.</p>
<p>Far below the sultry southern city lies an ancient magic, cast down from the heavens when Lucifer first rebelled. Therakiel, the angel exiled from both heaven and hell for his refusal to take a side, hides himself in the depths below the city. It is his magic that permeates all of Vibora Bay and has called magic users to the city for centuries. For he knows that the final battle is coming; his foresight has shown him that one man, Robert Caliburn, will be the turning point of the battle. He who controls Caliburn controls the war. He who controls the war will triumph over both heaven and hell.</p>
<p>Revelation is a free expansion pack available to all Champions Online players in mid-March. Venture into Vibora Bay, the mysterious city on the bayou, and discover all new threats lurking around every corner! Here&#8217;s what you can expect from Revelation:</p>
<div>
<ul>
<li><strong>Brand new level 37-40 content:</strong> Experience the endgame in all new ways, as friends become enemies and the picturesque Vibora Bay falls sway to the half-angel, half-demon Therakiel.</li>
<li><strong>Six new meta-powers:</strong> Earn brand new, Tier 4 powers.</li>
<li><strong>Therakiel&#8217;s Temple:</strong> Group up with your friends to conquer the most challenging Champions Online Lair yet!</li>
<li><strong>Five new enemy groups:</strong> Meet and defeat five new enemies &#8211; Sovereign Sons, Trey Kings, New Shadows, Dogz and Nephilim!</li>
<li><strong>Over 30 new perks:</strong> Dozens of new ways to achieve in Champions Online.</li>
<li><strong>New Costume  Parts:</strong> Entirely new costume sets available.</li>
</ul>
<p>We&#8217;ll be updating this page with more information over the coming weeks. Stay tuned!</p>
</div>


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</ol></p>]]></content:encoded>
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		<title>State of the Game: Feb 19, 2010</title>
		<link>http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-feb-19-2010/</link>
		<comments>http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-feb-19-2010/#comments</comments>
		<pubDate>Fri, 19 Feb 2010 13:02:59 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
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		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>Greetings, Champions! Just jumping on during lunch to put out a short What&#8217;s in the Pipeline Update. We&#8217;re rolling out a bunch of new stuff over the next few weeks, and in the spirit of keeping you all in the loop on what&#8217;s happening as soon as we figure it out&#8230; here you go! Kitchen [...]


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<li><a href='http://www.gamermonkey.com/star-trek-online/sto-news/sto-state-of-the-game-jan-27-2010/' rel='bookmark' title='Permanent Link: STO State of the Game Jan 27, 2010'>STO State of the Game Jan 27, 2010</a></li>
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			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>Greetings, Champions! </p>
<p>Just jumping on during lunch to put out a short What&#8217;s in the Pipeline Update. We&#8217;re rolling out a bunch of new stuff over the next few weeks, and in the spirit of keeping you all in the loop on what&#8217;s happening as soon as we figure it out&#8230; here you go!</p>
<p>Kitchen Sink Scrub LIVE Next Week<br />
We’ve been squashing all the bugs, making sure the attack speed issue is addressed, and generally taking industrial strength cleaners to the Kitchen Sink patch on the Play Test Shard the past week or so. We’re prepping our release candidate for a good weekend soaking on PTS and then we’re looking to push it out to LIVE next week. The guys are working on comprehensive patch notes now so you know what’s fixed, what’s still in progress, and what’s up next in terms of bug fixes.</p>
<p>Developer PvP Event<br />
We’re going to put on the gloves and give you another shot at taking down the developers in some PVP action on the LIVE servers next Friday, February 26th from 4 p.m. to 7 p.m. PST. We’ll also be debuting our new developer supergroup, The Cryptonauts, so you don’t want to miss out on this one.</p>
<p>Revelation Coming to PTS<br />
The expansion is going to start phase one of external test next week on the Public Test Shard. We’re really excited to get it out there for our dedicated community test team to take it to task, so ready a level 37 hero to face the challenges of Vibora Bay!</p>
<p>Revelation LIVE in Mid-March<br />
We’re currently planning on about a 3-week test period on PTS for Revelation, which means we’ll be pushing it to the LIVE servers in the middle of March. So you won’t have too long to wait until you can face down the Apocalypse!</p>
<p>Revelation Web Page<br />
We’re in the process of pulling all of the assets together for our Champions Online – Revelation page on the web site. This includes screen shots, teaser video, Vibora Bay lore, significant heroes and villains, new items, new costumes, new perks, and a peek inside the level 40 repeatable end-game area, Therakiel’s Lair. We know you have a lot of questions in terms of exactly what is in Revelation, so this will be up absolutely as soon as we get all the assets together and the web team can whip up the page.</p>
<p>See you online, heroes!</p>


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		<title>Champions Online: State of the Game Feb 9, 2010</title>
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		<pubDate>Tue, 09 Feb 2010 23:36:37 +0000</pubDate>
		<dc:creator>Lifebane</dc:creator>
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		<description><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/>In the latest state of the game released by Cryptic We come to find out that they chucked the proverbial kitchen sink!  Oh yes, and a confirmed new expansion in March!  Read on fellow Heroes for the official post: &#8220;Greetings, Heroes! We have a lot going on right now both at Cryptic, and with Champions [...]


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			<content:encoded><![CDATA[<img src="http://www.gamermonkey.com/wp-content/images/logos/champions_logo.gif" width="90" height="90" alt="" title="CO News" /><br/><p>In the latest state of the game released by Cryptic We come to find out that they chucked the proverbial kitchen sink!  Oh yes, and a confirmed new expansion in March!  Read on fellow Heroes for the official post:</p>
<p>&#8220;Greetings, Heroes!</p>
<p>We have a lot going on right now both at Cryptic, and with Champions Online in particular. There are huge changes afoot, and rather than spend a lot of time with the preamble, let’s sink our collective teeth into the meat of the matter.</p>
<p>Scrubbing the Kitchen Sink</p>
<p>As we all know, the Kitchen Sink patch had numerous issues that made it onto Live. The reasons for this boil down to two key areas:</p>
<p>Things That Used to Work Stopped Working:</p>
<p>Basically, there were changes to the core code that automatically merged with our older code and we didn’t see all of the effects of these before they went Live. Token changes, for example, caused a lot of things to stop working properly in Champions. We use tokens for a lot of things in Champions and when the token system was recently optimized, it caused any token-based missions to stop working properly &#8211; namely UNITY and Patrol missions. There was also the AI fixes which were made which affected the attack rates of every enemy in the game that slipped past us all.</p>
<p>Lack of Comprehensive Testing</p>
<p>There were only a few players on during the time the Kitchen Sink Patch was on the Public Test Shard, and we simply didn’t allocate enough QA testers. There were so many issues we were anxious to address, that our desire to get fixes out to the players as soon as possible completely backfired. There are truly an astonishing amount of changes in this patch, and we simply should have spent more time testing them before pushing the build Live.</p>
<p>Moving forward, our updates will spend more time in internal test before going to the Public Test Shard. We’ve already increased the size of our Champions QA group, and the designers have been playing much more on the internal servers. We are also much more aware of the changes coming into the core game engine through other projects and have taken steps to increase communication internally to avoid being surprised by those changes.</p>
<p>Currently, we’re putting new builds up on the Public Test Shard, addressing the current reported issues with the Kitchen Sink patch. If you’d like to help us make sure we’re getting it all, play on the PTS and provide us your feedback in this thread.</p>
<p>Improving Communications</p>
<p>We’ve had a real failure with communicating to our community over the past couple of months. You’ve been vocal about it, and we hear you. In fact, we’ve taken some pretty big steps to fixing this, and I wanted to share our goals with you to address this. There are a lot of things we used to do that fell by the wayside, and now that we have StormShade back on the team full-time, we’re going to be bringing back a lot of the things you have always told us you look forward to seeing and hearing:</p>
<p>Ask Cryptic</p>
<p>Bi-weekly posting by the developers answering your questions as compiled by StormShade.</p>
<p>GM Blog</p>
<p>A general support-oriented Blog where our Game Masters discuss what&#8217;s being done to address your concerns, talk about bug status, and so on.</p>
<p>Developer Chat</p>
<p>A monthly live IRC chat with developers from the Champions Online team.</p>
<p>State of the Game</p>
<p>Bi-weekly posting by me (Chronomancer) to provide insight into the high-level vision for the Champions Online universe and address hot-button issues.</p>
<p>Game with Cryptic</p>
<p>We’re putting together a new all-company supergroup so you can find us in the game and share adventures. We’re also going to do more PVP events so you can pit your skills in The Hero Games against the devs!</p>
<p>The Champions Universe</p>
<p>Add more Champions Fiction to the website on a monthly basis.</p>
<p>New Fan Art</p>
<p>Post new Fan Art to the website on a monthly basis.</p>
<p>New Screenshots</p>
<p>Post new screenshots for use by community sites on a regular basis.</p>
<p>New Wallpaper</p>
<p>Post new wallpaper images for use by community sites on a regular basis.</p>
<p>Developer Special Features</p>
<p>Everything from what builds we use to tips on how to get through Lairs to, well, whatever we can come up with so you can see how we see the game.</p>
<p>Website Overhaul</p>
<p>The Star Trek site is awesome, and next up for the web team is an overhaul of the Champions Online web page. We can’t wait to see what they have up their sleeves!</p>
<p>You can also expect to see a greater presence in the forums by the developers overall. We’ve been really nose down working on the game for quite a while, but we recognize the need to stick our heads up and at least just say hello!</p>
<p>Champions Online &#8211; Revelation</p>
<p>In my last State of the Game, I talked about how we’re adding a whole new area to Champions Online. The expansion formerly known as Vibora Bay (always our working title) has a new, more descriptive name: Champions Online – Revelation. The half-angel / half-demon Therakiel is bent on bringing forth the end times. Now, it is up to you to join a team of the greatest heroes the world has ever known to stop him.</p>
<p>We’ve had continuous discussions for many weeks regarding the Revelation expansion and how it should be delivered to our community. I am very glad to announce that while we built Revelation to the quality and expectations of a paid expansion pack, we are making it available for FREE to our players.</p>
<p>Revelation represents some of the best work to date on Champions. The expansion features an epic storyline filled with noble heroes and terrifying villains and is set in stunning new environments. We&#8217;ve incorporated many suggestions from the community as what they want from the game &#8211; new game play areas, new powers, new rewards, and greater challenges are just some of the additions.</p>
<p>I&#8217;d like to reassure everyone we consider Revelation to be of a quality and quantity that is very worthy of a price tag. It is still legitimate expansionary content, the same as it was designed to be. But our community means everything to us and we’re incredibly excited to be able to get this massive update out to you all.</p>
<p>We&#8217;re working on a full package of Revelation screen shots, write-ups, item and costume descriptions and images, a teaser video, and much more that will be released very soon. Revelation is designed for levels 37 – 40 and will have an all new, absolutely staggering level 40 repeatable Lair with all new high-end rewards for our most experienced players.</p>
<p>See you online, Champions!&#8221;</p>


<p>Related posts:<ol><li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/state-of-the-game-feb-19-2010/' rel='bookmark' title='Permanent Link: State of the Game: Feb 19, 2010'>State of the Game: Feb 19, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/champions-online-state-of-the-game-july-20-2010/' rel='bookmark' title='Permanent Link: Champions Online &#8211; State of the Game July 20, 2010'>Champions Online &#8211; State of the Game July 20, 2010</a></li>
<li><a href='http://www.gamermonkey.com/champions-online/champions-online-news/join-cryptic-in-testing-champions-online-revelation/' rel='bookmark' title='Permanent Link: Join Cryptic in testing Champions Online Revelation'>Join Cryptic in testing Champions Online Revelation</a></li>
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