miércoles, 28 de octubre de 2009

PARCHE 28 DE OCTUBRE

  • Dawn of the Undead Heroes open mission timers have been reduced to 30 minutes.
  • Dawn of the Undead Heroes instances are no longer level-gated.
  • Zombie Apocalypse is available as low as level 5.
  • Zombie costume pieces now unlock account-wide.

User Interface and Chat

  • Fixed issue that was preventing players from using Super Group chat.

Missions/Environments

Millennium City

  • Vanguard's beacon no longer stays on after being defeated.
  • Vigil and Fletchette II open missions will now properly reset.
  • Crypt instances (and missions) are now available at any level.
  • Reset timers on all Blood Moon open missions have been reduced to 30 minutes, down from 120 minutes.

Monster Island

  • Bite missions now count kills per player (or team), rather than zone-wide kills.

Items

  • Fixed bug where Wolfsbane, Sol Amulet, and Talbot's Talisman were counting their durations in game time rather than real time.
  • Werewolf/Hunter amulets are now removed from inventory if the appropriate missions is dropped.

Costume Creator/Tailor

  • Zombie costume pieces are now unlocked account-wide. You must log in to the character that unlocked these costumes once before they'll be available to all other characters on your account.

Hero Games

  • You can now play Zombie Apocalypse as low as level 5.
  • Score report was now display mid-game if you click the "Report" button.

PARCHE 27 DE OCTUBRE BLOOD MOON

  • The Blood Moon has risen! Join the fight against Takofanes in Millennium City, become a Werewolf or Hunter on Monster Island, or jump into Zombie Apocalypse PvP.
  • The Celestial power set has been released. Players will need to complete the Dawn of the Undead Heroes event if they wish to unlock the set early (on their entire account). Everyone else will be granted access to it on November 10th.
  • Mission Sharing has changed based on player feedback. See "Missions/Environments" for more details.
  • Six new missions have been added to City Center in Millennium City for level 18 heroes.
  • A free Retcon will be granted to all characters created before October 27th, 3AM PDT who do not already have one. This does not affect any previously purchased Retcons.

martes, 20 de octubre de 2009

CRYPTIC STORE NOTICIAS

no os perdais los nuevos trajes emblemas asi como los "rename" "costume slots" "additonal slots" y "full retcons" disponibles en C-STORE


Halloween Costume Set
(640 Cryptic Points)
Halloween Masks and costume pieces are here! The pieces can also be purchased individually:

Skeleton Set: 240 Cryptic Points
Web Set: 240 Cryptic Points
Head Set: 240 Cryptic Points



martes, 13 de octubre de 2009

PARCHE 13 DE OCTUBRE

General

  • Power House 2.0 is here! Enjoy the newly designed training center, and make sure you check out the Battle Station room, where you can spawn various types of enemies, set their difficulty and density, and test out powers without losing Hero Points or gaining XP.
  • NOTE: If you last logged in inside the Power House, when you next login you will still be in the old Power House. In order to reach the new one, you’ll have to exit the Power House, then re-enter, and you’ll be sent to the New and Improved one.
  • Dueling has been removed from the lobby of the Power House and from Club Caprice. Players who wish to duel in the Power House should team up in the lobby, then use the teleporter to access the Dueling room. We’ll be looking into making this simpler in future patches.

domingo, 11 de octubre de 2009

TEST SERVER UPDATE 7 DE OCTUBRE

Critters
• Reduced Simorgh's damage and lifetime.
• Project Awakening Drones will now read Project Awakening Security instead of Bureau 17 Robots.

General
• Removed Dueling from the lobby of the Power House and Club Caprice

Perks
• Fixed an issue that allowed Perk Rewards to be researched and sellable. Perk rewards will also now Bind on Pickup

User Interface
• Ctrl-Z and Ctrl-Y are now usable as keyboard shortcuts for Undo and Redo in the Costume Creator and Tailor.
• The headshot in the builds window should now properly resize when it's size changes.
• Harvest nodes will now properly appear on the map in addition to the minimap.
• Several improvements to the Map UI
• Tweaked display of resources will now always show the local amount If you have global resources the national amount will be displayed.
• Fixed a bug when receiving a citizen mission while choosing a reward left the Accept button disabled.
• Fixed a bug where your teammates Nemesis name wouldn't format or display correctly when viewing a teammate's mission. In the Team Status UI, it now properly shows the teammate's nemesis name.
• Opening the All Powers UI now closes the Owned Powers UI. Clicking back will return to the Owned Powers UI.
• You can now left-click or right-click to place a custom waypoint on the map.
• To open the mission journal for a mission, you must now double-click the mission area on map.
• The minimap now uses an arrow to represent hostile mobs.

Monster Island - Raptor Rush revamped
• Raptor Rush is now a proper open mission
• Wave alerts are no longer sent across the zone
• Dino waves should no longer stack on top of one another
• Open mission rewards are now dropped after completing all waves

Powerhouse
• Powerhouse maps have been remodeled
• Training areas are now accessed via teleporters
• We have added the Battle Station room where players can spawn representative enemies from the zone they are in and fight them without Star loss or XP gain to test powers.

Missions - Bounty Hunter
• There are many new Bounty Hunter Missions throughout the world.

martes, 6 de octubre de 2009

PARCHE 7 DE OCTUBRE


Hot Issues

  • Characteristics and Stats have been changed a bit. See the detailed notes under "Powers" below.
  • Nemesis rewards are now Bind-on-Pickup, Nemesis drops are now Bind-on-Equip.
  • Certain perks were able to get stuck at -1. This has been fixed, see details under "Missions/Environments".


General

  • Clock tooltip now shows the current in-game time of the map.
  • Fixed a bug when using the mouse free look mode to change the camera orientation, and moving forward would improperly change the character's movement direction.


User Interface and Chat

  • Player-applied buffs that stack now show a visible number to designate how many stacks are currently on the player/target.
  • Buff icons no longer show a timer, instead the icon itself animates as the time remaining decreases. If you want to see the exact amount of time that is left, mouse over the buff icon.
  • The lightning bolt by your Champion's face (near the health bar) will now show the number of power points you have available to spend in a tooltip.
  • Fixed several issues with the Marketplace Search feature. Searching with a name that has multiple words will now work correctly. Searching by name will no longer give you items that match the searched name in a different language. Searching with and without categories/level ranges selected will now give you more consistent results.
  • Hovering over NPCs now shows a grey chat icon if you are out of range.
  • Added a back button to the guild bank UI.
  • Fixed a bug in the Action Figure and Powers UI’s where icons would occasionally extend past the window.
  • Loot UI now sizes appropriately if it contains more than 5 items.
  • Opening a context menu or help ticket no longer prevents you from moving.
  • There are new colorblind friendly default colors for all chat channels.
  • The chat window background is now is fully opaque at 100% opacity and it should make reading chat a lot easier.
  • Changed the conning text color for Easy (Green), Sightly Easy (Blue), Slightly Hard (Yellow) and Extremely Hard (Magenta) to more color blind friendly hues. This change also applies to all item rarity colors.
  • Pressing escape while the UI is off will show it again.
  • Fixed a bug in the super group options window, where deselecting a rank name field would sometimes fill in that field with the name of the rank above it.
  • Fixed several popup menus that would sometimes appear offscreen to always appear on screen.
  • When you have a target and can't activate a power, it will grey out.
  • Changed it so you can list your current Marketplace sales once every second instead of once every 5 seconds. This makes adding and canceling items for sale much more responsive.
  • Added /TargetInfo to show the information window for the current target.
  • It's now possible to use Ctrl + Left Click to link an item in chat.
  • Fixed bug where Supergroup names were appearing incorrectly in chat.
  • Fixed translated display of "Supergroup" throughout the chat window.
  • When using the Marketplace search, the level fields now set default to be between your level and your level - 5. These can be changed as before. Also, if you pick a category that does not does not have a level (Blueprints for instance) it will now disable the level search fields and show you all items correctly.
  • Updated all the combat role indicator icons used on the player and team member frames.
  • Updated the level up indicator icon used on the player frame.
  • Changed the default inventory item icon background.
  • The Undo button in the Retcon interface will now be disabled when you can't afford it, and have a tooltip when it's disabled telling you can't afford it.
  • Experiment and trade UIs now remove the correct items 100% of the time when right-clicking and choosing remove.
  • When performing Marketplace searches, there is a new line in the UI that describes exactly what is being searched for.
  • Retcon UI "Goodbye" button now says "Back" since it goes back to the previous screen.


Powers

  • Fixed issue where your weapons or other stance animations and FX could sometimes get shut off early.
  • Hard caps on characteristics have been removed. The benefits granted by a statistic at the “target” point for each level are unchanged. (It is relatively easy to push stats above this target point, but it always requires that they be Characteristic Focuses combined with above average gear). The benefit for stats below the target point at each level are increased. For some calculations, this benefit is substantial. Benefits for stats above the target point at each level are decreased, and suffer diminishing returns (but, since there are no longer any hard caps, it's possible to get more total benefit).
  • Characteristic Focuses (All): Now follows diminishing returns model. You should see much greater benefit from low values in stats designated as a Characteristic Focus, but escalating diminishing returns once your damage bonus exceeds +30%. This is calculated per statistic.
  • Critical Strike Chance (DEX): The formula for critical strike chance now follows a pattern of escalating returns. The benefit for the first few points of Dexterity is small, but each additional point is worth more than the previous one. Players will be able to easily achieve critical hit values of ~6%, though with a Characteristic Focus this value can rapidly grow to more than 20%. After that point, the return for additional Dexterity diminishes.
  • Critical Strike Severity (EGO): The formula for critical strike severity now follows a diminishing returns model. Low values of Ego should generate a comparatively high critical severity value, with values of ~50% being easily achieved. Increases of greater than ~80%, however, will require significant investments and probably a Characteristic Focus.
  • Energy Discount (INT): The Energy Discount benefit from Intellect now follows a pattern of escalating returns. The benefit for the first few points of Intellect is small, but each additional point is worth more than the previous one. Players will be able to easily achieve energy discount values of ~10%, though with a Characteristic Focus this value can rapidly grow (The actual cap is very level dependent. For reference, it's about 35% at level 20, and about 50% at level 40. This value is indexed against the similarly escalating, but linear, benefits of Recovery and Endurance.). After that point, the return for additional Intellect diminishes.

Darkness

  • Ebon Void: This shield will now drain a small amount of life from the attacker when hit. This effect can only occur once every second.

Electricity

  • Ball Lightning: Energy cost has been reduced.
  • Electric Shield: Increased the physical damage reduction this shield provides. Also, the non-physical damage reduction now scales properly with ranks (it did not scale before).

Fire

  • Conflagration: Energy cost has been reduced.
  • Conflagration: A bug was causing this to track your target while maintained. Effect now strikes at the same location for as long as it is maintained.
  • Conflagration: Burning Rain: This advantage causes Conflagration to track your target while maintained. (The advantage to remove travel powers already exists in a number of other abilities, so it was removed from this advantage.)
  • Flashfires: Duration increased to 16 seconds, damage increased and considered to be a Damage over Time effect (Dodge defenses are extremely effective against DoT attacks).
  • Fire Breath: Power can now be maintained while moving. Cost and damage are unchanged. We’re currently reviewing other “Breath” powers to see if they should be changed in a similar manner, so let us know your thoughts on it.
  • Fire Snake: Damage is now considered to be a Damage over Time effect.
  • Fire Strike: Now has variance in damage. Activation time and damage slightly decreased, but Fiery Escalation benefit has been increased. Net effect is higher DPS and better effectiveness against Dodge defenses.
  • Immolation: Added FX to the periodic damage.
  • Pyre: Energy cost has been reduced.
  • Pyre: Damage of the Pyre Patch left behind has been reduced. Damage is now considered a Damage over Time effect. Damage of initial explosion and charge up cost is unchanged.

Critters

Gadgeteering

  • Fixed ranks 2 and 3 of Medical Drones showing as Field Drones in the purchase menu.
  • Particle Bomb: Energy cost has been reduced.
  • Particle Bomb: Ranks 2 and 3 were bugged. Now all ranks deal improved damage.
  • Orbital Cannon: Energy cost has been reduced.
  • \

Ice

  • Ice Shield: The unlisted linger effect from this shield has been removed. Crippling Challenge will now properly disable this Block. The chance to apply Chill was only working on physical damage, instead of all damage in melee range. Fixed this and updated the description to indicate such. Reduced the chance to apply Chill, but no longer cap attempting to apply Chill to once per second. The net effect should mean Chill should be applied roughly as often.
  • Ice Shield: Frigid Air custom advantage added. This allows the Chill effect from Ice Shield to be applied at a 50 foot range.

Might

  • Havoc Stomp: Energy cost has been reduced.
  • Retaliation: The Retaliation buff provided by this power now persists through a small amount of outgoing damage. This allows you to make a few autoattacks between the time you stop blocking and hit with your powerful attack, but should still not allow multiple big attacks to benefit from the buff.

Power Armor

  • Energy Shield: Increased the overall damage reduction this shield provides.

Sorcery

  • Updated descriptions for Circle of Primal Dominion, Circle of Radiant Glory, Circle of Ebon Wrath and Circle of Arcane Summoning to remove the incorrect line indicating they reduce your energy to 0.
  • Divine Renewal: Updated description to indicate that this power cannot be used in combat. This is just a description change, this is the way the power already works.
  • Eldritch Shield: Increased the non-physical damage reduction this shield provides.
  • Eldritch Shield: Imbue with Power custom advantage added. This advantage provides a different effect for your Eldritch Shield depending on which Aura power you are using.
  • Invocation of Storm Calling: Changed the way the repel works so that it will try to keep people out of melee range, but should not knock them out of the AoE range for the rest of the power.
  • Invocation of Storm Calling: The repel from this power will no longer work on Critters of rank Super Villain or above.
  • Skarn’s Bane: Description stated that the power’s cost increased over time, this was incorrect. Description has been fixed, and power remains unchanged.

Telekinesis

  • Telekinetic Shield: Removed the lingering effect portion of this power, as it made this Block power considerably more powerful than desired. This shield now has increased physical damage reduction when active.
  • Telekinetic Shield: Telekinetic Reinforcement custom advantage added. This adds a lingering physical damage resistance to Telekinetic Shield.

Telepathy

  • Ego Sleep: Updated description to indicate the hold from this power will break if the held target is damaged.
  • Psionic Healing: Corrected issue with the description of Psionic Healing which prevented the advanced description from being displayed.
  • Psychic Vortex: Energy cost has been reduced.

Critters

  • Gadroon Lancers: “Gravatic Rift” now deals less damage the further you get from it, inflicts a weaker snare, but decreases the avoidance of anyone caught in it.
  • Security Drones: Take more damage now so that their gameplay mechanic has a chance to play out.

Missions/Environments

  • Missions that are timed or begin an event such as an escort will now display a warning on the Mission Offer screen.
  • Increased Mission Sharing range from 100 to 500.

Tutorial

Desert

  • Set PDA mission grant item for Numbers Game to be unique to avoid duplication.
  • Fixed bug in Mitchellson's AI that could prevent the SPARC team from reaching level 3 of Stronghold Prison.

Millennium City

  • Lowered drop rate on “Purple Posse” mission.
  • “Friends on the Force” is now a group mission.
  • "Hello Kitty": Fixed a bug where Martha Reece would sometimes run straight to the end of her escort path without being attacked by any enemies.
  • War on Peace: Fixed a bug where the attacking Lemurians wouldn't attack.

Monster Island

  • “Raptor Rush” no longer spams Zone chat with wave information. The announcements will show up in Local chat instead.
  • Fixed multiple issues with the Lost Caves set that is part of Monster Island's new content for Well's Pass.
  • Updated/Added Waypoints for all new Monster Island missions.
  • Fixed mission return text and mission structures to flow more logically and to keep directing players to the next objectives.
  • Updated all doors and spawn points within the Lost Caves.
  • Removed the repeatable Worm Hunt mission from the Alive version of the Map and corrected/updated the repeatable mission available in the Dead version.
  • Updated contacts to correctly show the appropriate mission progress text.
  • Fixed names on UNTIL technicians near Captain Fyodorovitch & Dr. Silverback on Monster Island to display correctly.

Lemuria

  • Fixed a number of holes in the world geometry.
  • Fixed a bug that was causing some of the Empyrean constructs in Rastrinfhar's Abyss to attack each other.
  • Fixed a bug that was causing numerous critters in Rastrinfhar's abyss to spawn as level 36. They will now spawn as level 39.

UNITY

  • Added new "hunt" missions to UNITY daily tasks, replacing some of the repeats. One of these has been added to each daily batch of UNITY missions, replacing one of the repeated missions.
  • Fixed a bug with UNITY mission "Cazulon vs Miniature Hero" that was causing it to require a contact turn-in that was not possible.
  • Fixed a bug that could cause players to receive a nonexistent UNITY mission, "Detonation Eradication".
  • Added Mission names to the doors for all Patrol and Unity Missions. No more guessing which mission you're going into.

Nemesis

  • Nemesis drops are now Bind-on-Equip.
  • Nemesis rewards are now Bind-on-Pickup.
  • “Bunker Buster” should now complete correctly when the jailed superhero in the PRIMUS weapons R&D facility is freed.

Perks

  • Fixed an issue where the Perks "Well-to-Do", "Livin' Large", "Deep Pockets", "Money Bags", and "Mad Bling" could get permanently stuck at -1. Players who were affected by this issue will have their counts reset to the amount of Resources they currently own.
  • Lizardmen Nemesis Minions: Perk now records these minions properly.
  • Mafia Nemesis Minions : This minion group did not have perks set up for them. KNOWN ISSUE: this group does not have an Icon set yet.
  • Monster Island Explorer: Perk has been fixed so that it registers when players enter the neighborhoods.
  • Private Practice: This perk was granting the wrong title. This perk now grants "Private Practice" as it is supposed to.
  • Vanquished Kigatilik: Perk was set to individual player defeat rather than team which restricted who was awarded the kill and therefore the perk reward.
  • Vanquished Mechassassin: Perk was set to individual player defeat rather than team which restricted who was awarded the kill and therefore the perk reward. Perk was also looking for this critter but at a Cosmic villain level, which is incorrect. Both issues fixed.
  • We Are the Champions : Typo corrected. Kinetic is now Kinetik. Mission adjusted such that talking to Kinetik outside of the tutorial will count for the Perk.
  • PvP Perks : Turned on Progress flags on PvP perks that didn't already have it on. Players will now be able to view their progress.

Crafting

  • Fixed an issue in the Crafting UI where Enhancements couldn't be selected with the mouse while trying to create a custom item.
  • Crafting skill level indicators now correctly show max skill level as 400.

Costume Creator/Tailor

  • The Tailor and Nemesis Editor now default to the basic body & face options, the body & face sliders are still available by selecting the custom buttons.
  • The Nemesis power hue shifters are now displayed on their appropriate power selection screens, instead of hidden in the mood & stance tab.
  • Fixed a bug that prevented the use of unlocked costume pieces in the Nemesis Editor.

Hero Games

  • Hero Games: Lava Temple. Reduced the number of kills required to win a match from 20 to 15.

domingo, 4 de octubre de 2009

PROXIMOS AÑADIDOS AL JUEGO

We’ve got a bunch of long-awaited features coming up, so here’s a little preview of what we’re planning...

Mission Tracking Updates


A handful of new options will be available to players, including setting primary mission waypoints for a group, increasing mission sharing distances, making over 100 more missions shareable amongst a group, and granting “Assist Bonuses” to heroes who help their friends complete a mission they don’t have. Expect these updates to come over the next two weeks or so.

More Missions


UNTIL missions that send you to take down signature villains, bounty hunter missions that reward you for delivering bounties on specific enemy groups, and more missions in Millennium City (level 18) and Rime Woods in Canada (levels 11-13) will fill in more gaps and give you more paths for leveling up. These will be trickling out throughout October, with the first ones up on the Public Test Server within the next week or two.

Power House 2.0

A new room will be added to the Power House for you to test out your powers against actual enemies, giving you a better sense of a power’s usefulness before you take it out into the real world. Powers Trainers will also suggest powers that you may want to add to your builds based on any types you may be missing (such as Block upgrades or Healing powers). Additionally, we’ll be making the area around the Power Trainers a duel-free zone, so that you can purchase new upgrades without any distracting fights around you. You’ll find the new and improved Power House on the Public Test Shard within the next two weeks.

This is just a small taste of the plans we’ve got for the immediate future. We’ve got even more things planned for the second half of October, including the huge Blood Moon event/update coming October 27th. We’ll be revealing more details about additional features coming as the month goes on, so keep checking back for the latest information. Happy October!

.

sábado, 3 de octubre de 2009

POWER SET CELESTIAL

Traducción del Texto por la web championsonline.es
 
Celestial es un Set de poder basado en un conjunto de Healing / Soporte. Cryptic ha prometido liberar informacion de cada uno de los poderes de forma individual, de momento disfrutad de una mirada al Generador de energía: "Radiance".

Actualización 03/10/09 - Añadidos Rebuke e Imbue.

El poder aun no ha sido oficialmente implementado en el juego, asi que está sujeto a cambios y no es su texto definitivo aun



Radiance


Generador de energia

Genera Energia, Daño Dimensional a Distancia, Cura aliados

Brillantes bolas de fuego dimensional se dañan a tu objetivo,Recupera la vida de tus aliados y daña a tus objetivos.

Click

* Si seleccionas a un enemigo: Daño dimensional
* Si selecciona a un aliado: Curas a tu objetivo
* Genera eneragia
* Si seleccionas a un aliado: Solo se genera energia si se cura daño.



Rebuke

Sin Requerimientos

Daño Dimensional a Distancia Cargado, Cura Cargada

Llama a las fuerzas dimensionales para judgar al objetivo, curando a enemigos e hiriendo a los enemigos.
Toque

* Si el objetivo es un enemigo, provoca daño.
* Si el objetivo es aliado, cura el daño.

Charge

* Incrementa la Cura/Daño y el coste de energia al Cargar.



Imbue

Requiere 1 poder de Celestial o 2 poderes que no sean de Generación de Energia de cualquier rama.

Efecto en la Siguiente Habilidad.

Inbuyendote a ti con energias dimensionales, eres capaz de incrementar la eficacia de tu siguiente poder que uses.

Click

* Incrementa el daño o la cura de la siguiente habilidad que uses.

Avanzadas

* Ilusion - El siguiente poder que uses después de Imbue creara menos Amenaza.

Illumination

Requires 1 power from Celestial or 2 non energy building powers from any framework

Targeted Buff, Targeted Debuff
Illumination places healing energies around your target, aiding your allies in their fight.

Click

  • If targeting foe: Places Illumination on your target. Any hero attacking the target will receive the Mend buff, healing them over time.
  • If targeting foe: The debuff has a 5 minute duration.
  • If targeting ally: Places Illumination on your target. When the affected ally takes damage they will receive the Mend buff, healing them over time.
  • If targeting ally: The buff has a 30 minute duration.

Advantages

  • Brilliance - Illumination becomes a toggle that automatically affects targets in a 25 foot sphere around you. The Illumination toggle costs energy while active. The Illumination toggle can affect, at maximum, yourself, one friend, and one enemy every one second.


Conduit

Requires 1 powers from Celestial or 2 non energy building powers from any framework

Maintained Dimensional Damage, Maintained Heal
You become a conduit for dimensional energies, focusing them on your friends or enemies.

Maintain

  • If targeting foe: Deals dimensional damage to the target
  • If targeting ally: Heals the target
  • Chains to nearby targets of the same type who are affected by Illumination
  • No energy cost if the target is affected by Mend

Advantages

  • Serenity - A portion of the energy you use to cast Conduit is returned to you if your target is affected by Mend.

Conviction

Requires 1 power from Celestial or 2 non energy building powers from any framework

Self Maximum Health Buff
You are able to temporarily increase your maximum health.

Click

  • Increases your maximum health for a short time

Advantages

  • Impudence - Conviction becomes an Active Defense. The power becomes much more powerful but also gains a 90 second cooldown and applies a 30 second cooldown to other Active Defense powers.

Iniquity

Requires 1 power from Celestial or 2 non energy building powers from any framework

Health Transfer
You are the ultimate healer, transferring health from yourself to your target.

Click

  • Heals target
  • Deals damage equal to the heal to you

Advantages

  • Justice - Iniquity can now target up to 5 friends in a cone in front of you. Iniquity is 10% less effective (per target) for each target hit beyond the first.







GALERIA FRIKI










BLOOD MOON HEROES CAIDOS

Traducción del Texto de John Layman, guionista de Champions Online por la web championsonline.es

 
El influjo de la muerte esta creciendo. Los Hombres Lobo recorren furiosos las calles, y los Vampiros emergen de la oscuridad, hambrientos por la sangre de inocentes. Por todo el mundo, desde las calles de Millenium City hasta los más recónditos lugares del mundo, oscuros y retorcidos acontecimientos están pasando. Una Luna Sangrienta ha aparecido en el cielo, y todo el Universo de Champions Online está sintiendo sus misteriosos efectos.
Zombies. Vampiros. Hombres Lobo. Halloween esta llegando, y hemos preparado todo lo posible para llevar todo lo relacionado con esta fiesta macabra al “colorido” mundo de Champions Online. Pero después dimos un buen vistazo y pensamos: “¿Como podemos hacer esto aún mas brutal?”

 
 ¿La Respuesta? Superhéroes Zombies. (que nadie se sorprenda si les sale a la mente la saga Marvel Zombies, ya que John Layman participó en ella, concretamente como escritor de Marvel Zombies Vs. Army of Darkness, el enfrentamiento entre los heroes Marvel contra el gran Ash J. Williams, protagonista de la saga Evil Dead).
Los “Porques”, “Comos” y “Dondes” fueron fáciles. Claramente uno de los mayores eventos en la historia de Champions es la Batalla de Detroit, en aquel enfrentamiento que se realizó hace un cuarto de siglo, donde los héroes de esa época se unieron para enfrentarse a la mayor amenaza que el mundo ha conocido: El Supervillano genocida conocido como Doctor Destroyer.
Esa lucha tuvo devastadores y definitivas consecuencias. Detroit fue destruida aquel día, y la gran Millenium City se construyo sobre sus cenizas. Destroyer fue derrotado, presumiblemente muerto (sabemos que recientemente se han encontrado evidencias que hacen pensar que esa noticia era bastante exagerada). Y en la derrota del gran Destroyer muchos bravos y nobles héroes perdieron sus vidas.



Hasta hoy. Hasta la Luna Sangrienta.
Trece de los mayores héroes que el universo haya conocido han vuelto. Muertos Vivientes y esclavizados, sirven al Señor de los Nomuertos, el Nigromante Lich conocido como Takofanes. Y Takofanes solo ha dado una orden: “Matad lo vivo, para que mi ejercito pueda crecer”.
Y del rico tapiz del Lore de Champions, hemos escogido trece de los héroes caídos durante la gran batalla donde murió Detroit y nació Millenium City y pasados a su nueva vida como nomuertos.
Entre ellos esta Vanguard, el superhéroe más poderoso del planeta en su época, ahora convertido en el más poderoso de los zombies.
También esta Radion, una creación del Dr. Destroyer que se volvió contra su maestro, solo para morir a sus manos. Eclipse, que se convertía en una mancha solar. Firefight, que consiguió sus poderes durante un altercado en una fabrica química. Tigre, un mutado por uno de los sueros prototipo del Dr. Moreau. Nimbus, bruja del clima. El mutante Vigil. Strongman. Johnny Hercules. El Increíble Etéreo Grace. Crusher. Flechette. Shadowboxer. Y el Goblin.

Trece de los mayores héroes que el mundo haya conocido. Ahora trece de los mas letales zombies que jamás han caminado sobre la tierra. Y todos sirviendo a una fuerza tan poderosa y malvada que rivaliza con Doctor Destroyer.
Durante la Luna Sangrienta, los valientes héroes del moderno Universo Champions tendrán la oportunidad de enfrentarse cara a cara contra los héroes caídos.
Y después de que eso suceda, podrán probar su nobleza y valentía descendiendo a las criptas de Takofanes, y liberar al fin las cautivas almas de los héroes de las garras de Takofanes.
Por supuesto, queda la pregunta sobre que causa la Luna Sangrienta y que mueve a Takofanes a atacar cuando aparece. Este misterio se resolverá otro día, pero quedan otros puntos. Takofanes advierte de que el Apocalipsis esta llegando, y su embestida nomuerta solo es el comienzo de la gran guerra que engullirá a todo el planeta.
¿Y que es ese Apocalipsis del que se refiere Takofanes? Esta respuesta esta más cerca de lo que crees. (¿Primeros datos de la próxima Issue?)
Disfrutad de la Luna Sangrienta. Disfrutadla… ¡Y haz lo posible por sobrevivir!


miércoles, 30 de septiembre de 2009

Notas del parche del Miercoles 30 de Septiembre

General

  • Early improvements to the Market. It's now possible to search beyond the initial results, when there are potentially more items.
  • Added indicator of the 5 second cooldown between searches.
  • The change instance buttons are now only enabled for main zone maps.
  • If your mouse cursor disappears, try running "/SoftwareCursorForce 1".
  • Builds were improperly switching stacks of items and returning "Inventory full". This has been fixed.
  • Fixed a number of memory-related crashes.
  • New Steam achievements! These are not retroactively applied currently, however we are looking into adding the technology to make this possible.
  • Headshots were occasionally showing a costume other than your own. This has been fixed.
  • Fixed game preferences not saving on new installations.

User Interface and Chat

  • Improved resource formatting.
  • Fixed bugs where several of the submenus in the chat popup menu sometimes appear partially offscreen.
  • Added arrows to expand/collapse team mission.
  • Fixed a bug that sometimes made the price of a guild bank tab not appear in the tooltip.
  • Clicking empty power slots opens the powers UI now ONLY when you are out of combat.
  • Enabled the super group vault log, which will show a log of the last 500 deposits to and withdraws from the super group vault. Click on the right-most button at the top of the super group vault UI to access it.
  • Chat channel: As a channel admin, destroying the last channel you are subscribed to will now properly disable the 'leave' and 'admin' buttons in the channel summary.
  • Added special type-specific background icons for empty slots for all power and item types in main trays and builds UI to clarify what goes where.
  • Added lightning bolt UI indicator for when you have points to spend at a Power House.
  • Added target-of-target indicator to UI.
  • Added role indicator to team frames.
  • Fixed alignment and clipping issues on the stat readout on characteristic and talent descriptions.
  • Trade UI is now part of the fixed UI system instead of its own large window.
  • Activation bars are now resizable; interaction bars/prompts area now sits above pets tray by default on all resolutions.
  • Added targeted versions of all emotes, so if you emote while targeting someone, it will indicate this in your emote message.
  • Added a few new emotes (wink, sigh, cry, frown, giggle, nod, facepalm).
  • Chat - Long lines with multi-byte characters (such as '?') will now wrap properly.
  • Chat auto-complete now properly completes & replaces multi-word character names.
  • Chat auto-complete for /tell now includes a list of recent /tell correspondents.
  • Chat auto-complete is now annotated by color to indicate where player suggestions came from (e.g. team, friend, guild, local, chat, etc.). A textual annotation can also be turned on by going to Chat Settings > Options and checking on "Annotate Auto-Complete".
  • Using the same emote repeatedly will no longer spam chat text.
  • Chat text will now replace $player with your name and $target with your target's name. So you can e.g. '/bind y "emote point $$ local Attack $target!"'.
  • Names will again always appear over heads when selecting "Always" in the HUD options.
  • Auction UI now uses a static cooldown, meaning you won't see crazy cooldowns like 200 seconds.

Powers

  • Martial Arts powers: Inexorable Tides: These power now gain bonus damage from the player's Strength (up to +20%), the same as all other melee powers. As a reminder, this bonus is cumulative and not related to the bonus from your Characteristic Focuses.
  • A number of changes to pets have been made. All pets attempt to follow with 8’ of their owner. Read on for more changes.
  • Combat Pets: Attack Mode: Critters attack the player’s target and will continue to do so until the target is dead. Then they will immediately target the player’s current target and use it as their own target and so on. If the player has no attack target the critter returns to the player. Players can cause the pets to switch targets at any time by pressing the attack button again. Targets for critters can only be set out to 150’ from the owner.
  • Combat Pets: Assist Mode: If the player initiates combat, critters set their attack target to be the player’s target and attack. If the player (or critters) are attacked first, the critters use default aggro rules. Critters return to the player after combat has ended.
  • Combat Pets: Passive Mode: Pets follow the player and never enter combat.
  • Combat Pets: Stay Mode: Critters stop following the player and do not enter combat if the player does. If the critter takes damage it will enter combat. If this causes the critter to move more than 100’ from the spot it was told to stay, it will return to the spot after combat. Critters despawn if the player moves more than 200’ from the critter.
  • Follow response time improved for pets. Pets also have collision with their owners.
  • Fixed bug with Frenzy command for wolf pets that would cause them to not respond if one wolf dies.
  • Fixed a case where a long range target could causes turrets in Assist mode to not fire.
  • Healing Drones: Attack Mode: If player is targeting a friendly, that friendly will be used as the critter’s target. If targeting an enemy, the critter will use the enemy’s target as its own target. Drones will heal this target until they are over 90% health and then will return to the owner. Drones will not interrupt their healing to aid the player if their owner is damaged. Drones also do not switch targets if the enemy’s target changes. Pressing Attack again will update the target.
  • Healing Drones: Assist Mode: Drones will heal the owner if below 90% health. If above 90%, drones will attempt to heal any allies within 50’ of the owner. If the owner moves outside of 50’, the drones will break off of their healing and follow the owner. If the owner drops below 90% health while healing an ally, the drones will switch to target their owner.
  • Healing Drones: Passive Mode: Drones follow the player and do not heal.
  • Healing Drones: Stay Mode: Critters remain stationary and attempt to heal any allies below 90% health within 12’ (the range of the healing beam), giving preference to their owner. Drones despawn if the owner moves over 200’ away from them.
  • Common: Block: Now properly reduces your movement speed while flying or swinging.

Archery

  • Quarry: Updated Quarry's description to indicate that it does have ranks and what ranking it up does: "Increasing the rank of Quarry increases the amount that the Quarry buff reduces the energy cost of all of your powers by."

Darkness

  • Dark Transfusion: Health damage from this power is no longer considered damage, and therefore cannot be prevented or avoided.

Fire

  • Flashfires damage increased a bit.

Gadgeteering

  • Attack Toys: Known Issue: Cloned toys sometime hesitate to enter combat when first summoned.

Ice

  • The Ice Cage component of the Chill effect now procs for high ranking enemies, such as Legendary Villains. They're too powerful to actually be contained by it, but it may be shattered as normal for bonus damage.
  • Ice Sheath is now on the same shared cooldown as the other Active Offenses (Fire Sheath, etc).

Might

  • Clobber: Sucker Punch: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.
  • Defensive Combo: The way this power applies the Defiance buff has been changed. It will no longer stack the Defiance buff, instead, it will apply 1 stack of Defiance if no stack currently exists, or refresh any number of existing applications of Defiance.
  • Defensive Combo: Surge of Strength has been changed to function the same way, and now guarantees an application or refresh of Defiant on every swing.

Munitions

  • Power Replace: Energy Pistol: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.
  • Power Replace: Energy Sniper Rifle: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.

Power Armor

  • Chest Beam: Corrected rank 2 and 3 descriptions for Chest Beam. Previously these descriptions were indicating Chest Beam was a column power when it was a single target power only.
  • Gauntlet Chainsaw: Fixed a bug preventing it from scaling with Strength, as all Melee powers do.
  • Power Gauntlet: Can no longer interrupt Super Villains, Legendary Villains, or Cosmic Villains.

Single Blade

  • Scything Blade: Swallow Tail Cut: This advantage now affects Master Villains (in addition to players, henchmen, and villains). Additionally, the bleed inflicted by this advantage may now be Ruptured (such as with Reaper's Embrace), though doing so only deals normal bleed damage, not a percentage of the target's life.
  • Dragon's Bite: Attack now does damage in two small (dare I say “bite sized”?) chunks. The actual damage per attack is unchanged; this is a purely cosmetic change.
  • Dragon's Bite: Cull the Weak: This advantage now deals +30% damage (up from +20%) to enemies that are at 25% or lower health (up from 20%). This bonus damage is now folded into the attack's base damage, instead of appearing as a distinct damage amount. This advantage also inflicts instant kills on Henchmen and Villains that are at 25% or lower health (up from 20%). It no longer inflicts instant kills on players, but it does inflict the bonus 30% damage.

Sorcery

  • Skarn's Bane no longer interrupted by damage (actually, this time).

Unarmed

  • Lightning Reflexes - Aura for Lightning Reflexes power can now have its color customized.

Critters

  • After careful consideration, and much consultation with Medusa, Psimon has come to the conclusion that it would be better tactics for him to use his power, Reflective Psionic Shield, to protect HIMSELF, rather than his enemies. As an act of cross - villain good will, he has passed this idea on to the VIPER Psionic Directors.
  • Chimera: Attacks are no longer interruptable. Now has a 100ft range attack.

Devices

  • Changed duration on Psionic Storm power used by the Psi Storm Crystal so that it correctly matches the duration of the Storm and shows you the actual range of damage pulses, not what it could get up to at 1000 seconds (not actually possible with the 30 second duration of the item).

Missions/Environments

  • Patrol Missions now drop items as loot rather than inserting them directly into your inventory.
  • Add subtitles to all flyover cutscenes.

Tutorial

  • Updated lighting (made it more neutral, like character creator).
  • Non-shareable missions can now be set to the Primary Mission.
  • When a Primary Mission is set, teammates who don't have the mission will see the objectives in their mission tracker and will see the waypoints for that mission.
  • When a Primary Mission is set, all teammates will only see the waypoints of the furthest-behind team member for that mission.
  • You can now see the mission progress of your teammates next to their portraits. If a primary mission is set, this shows the primary mission. Otherwise, it shows the last mission that made progress on.
  • Most mission rewards should now be equippable regardless of level so that if you can complete the mission you can equip the reward.
  • Defender was given a new expression to allow his Voice Over to originate from his position even while moving!

Desert

  • Deadbeat now correctly responds to players that are outside his level range.
  • The Uranium Strapped Irradiates in the Desert Crisis correctly re-enter combat after a player leaves the combat radius and a new or same player enters the combat radius while the first bomb is still counting down.

Millennium City

  • My Lost Foot: Fixed another bug that could cause Xiress to get stuck or fail to spawn.
  • Waterfront Watcher: Fixed another bug that could cause James Harmon to become unresponsive.
  • "Jailbreak" - changed the ringleaders to run to a point when they spawn so that they are separated from one another. Also made the critters around the reward bag despawn when the mission is completed.
  • "Discord and Harmony": Cleans itself up after the mission.
  • Xiress's escort mission will clear correctly on completion so that others can play.
  • "Hyperborean Warding": Fixed an issue preventing more than one player from completing the mission.

Monster Island

  • A large amount of new content has been added to Monster Island, including new missions, instances, and rewards.
  • Burden of Beastmen: changed the cooldown on the open mission to be 30 min instead of 10.
  • Swine's Secret: Some of the maps were on top of throwable tables, so the player was prompted to throw the table before picking up the map. The tables are no longer throwable.

Nemesis

  • Players should no longer have issues when trying to complete the Nemesis mission, Decrowning the Aegir.
  • Fixed a bug preventing the creation of a Nemesis with Sorcery powers.
  • Violent Majority: The bug with the open mission not updating properly when the player destroys the door debris before freeing the receptionist has been fixed.
  • "Fool's Gold": Field Researcher Viera should have less issues patrollling. The proper Nemesis minions should also spawn correctly now.
  • Rocket Hawk and Lady Rocket Hawk were way too strong in the Volcanic Lair. Now you'll actually have to try to beat your Nemesis instead of letting them do the work.
  • Fixed issue with Greater Lava Beast in the Volcanic Lair that was preventing players from continuing through the mission.
  • "Bunker Buster" should now complete correctly.
  • "Bait and Switch" should now update Draysha Canisters properly.

Crafting

  • Dimensional Alliance Imbuement no longer generates error message when player attempts to learn it.
  • Secondary Upgrades economic/research value reduced to 25% to match their deconstruction component values and relative value to Primaries.
  • Custom crafting blueprints will now say that they are custom along with what specialization they are.
  • Fixed bug where Timeless enhancement was requiring Arms components instead of Mysticism components.

Costume Creator/Tailor

  • Changing genders will no longer clear the costume undo history.

Hero Games

  • Hero Games: Increased Hero Games XP and Acclaim rewards for all Hero Games matches (UTC, BASH, and Apocalypse).
  • Hero Games matches now give more XP when games last longer (30-minute scenario games now give more XP than 10-minute arena matches). HOWEVER, you'll get more XP per hour if you win your current match and start another than if you drag it out. AFK players still receive no rewards.
  • Stronghold Apocalypse: Added pre-game respawn lobbies to Stronghold: Apocalypse, to prevent spawn camping.

lunes, 28 de septiembre de 2009

Chat con Cryptic

Transcripcion del chat que mantuvo la gente de Cryptic con jugadores el dia 24 de Septiembre:

[14:03] <~Cryptic_Daeke> Hello everyone! Thanks so much for joining us today!

[14:03] <~Cryptic_Daeke> We've got a bunch of questions from you, so let's do some quick introductions and then hop right into it.

[14:03] <~Cryptic_Daeke> I'm David Bass, Community Representative.

[14:04] <~Cryptic_Daeke> And apparently I'm the only one here.

[14:04] <+Cryptic_Balseraph> Brian Urbanek, Systems Team

[14:04] <+Chronomancer> Welcome to the chat, everyone! Bill Roper, here - Executive Producer and bender of time.

[14:04] <+Cryptic_Arkayne> Hey folks, I'm Randy Mosiondz, Lead Designer and Keeper of Arcane Lore

[14:04] <+Cryptic_Antiproton> hey all, Cormac Russell, Rewards System Designer and forum junkie

[14:04] <~Cryptic_Daeke> If you have questions to ask during the chat, join #COquestions and submit them in chat. If you want to talk during the chat, go over to #COchat

[14:05] <~Cryptic_Daeke> Okay! Let's get started.

domingo, 27 de septiembre de 2009

CRAFTING FOCUSES

Arms
Utility Major - END, EGO, INT
Utility Minor - CON, END, EGO
Defense Major - CON
Defense Minor - STR, DEX, REC
Offense Major - STR, DEX, REC
Offense Minor - CON, STR, DEX

Mysticism
Utility Major - EGO, INT, END
Utility Minor - EGO, PRE, INT
Defense Major - PRE
Defense Minor - EGO, END, INT
Offense Major - REC, DEX, STR
Offense Minor - PRE, REC, STR

Science
Utility Major - INT, END, EGO
Utility Minor - INT, END, CON
Defense Major - PRE/CON
Defense Minor - INT, END, EGO
Offense Major - DEX, REC, STR
Offense Minor - REC, DEX, CON

ROLES

Guardian (Balanced)

* Standard Damage
* Standard Bonus Hit Points
* Potency of Healing powers are standard
* Potency of Hold and Root powers are standard
* Resistance to Hold and Root powers are standard
* Power decays at normal rate
* Energy generated when blocking incoming attacks is standard
* Standard Threat generation
* 1 Versatile Passive slot

Avenger (Offense)

* + All damage is increased by 20%
* - Bonus Hit Points are reduced by 50%
* - Potency of Healing powers and effects are reduced by 20%
* - Potency of Hold and Root powers are reduced by 20%
* - Resistance to Hold and Root powers are reduced by 20%.
* + Power decays at 50% normal rate
* - No energy generated when blocking incoming attacks
* Standard Threat generation
* 1 Offensive Passive Slot

Sentinel (Defense)

* Standard Damage
* + Bonus Hit Points are increased by 25%
* Potency of Healing powers are standard
* Potency of Hold and Root powers are standard
* + Resistance to Hold and Root powers are increased by 20%.
* - Power decays at twice normal rate
* + Energy generated when blocking incoming attacks is doubled
* + Bonus to Threat generation
* 1 Defensive Passive Slot

Protector (Support)

* - All damage is reduced by 20%
* - Bonus Hit Points are reduced by 25%
* + Potency of Healing powers are increased by 20%
* + Potency of Hold and Root powers are increased by 20%
* + Resistance to Hold and Root powers are increased by 20%.
* + Power decays at 50% normal rate
* Energy generated when blocking incoming attacks is standard
* Standard Threat generation
* 1 Support Passive Slot

(informacion extraida de los foros del Champions Online)

POWER BONUSES

Certain powers are made stronger by certain stats. They will list the effect in the description. Here is a list of which powers scale based on which stats:
1. Electricity
1. Electric Form
* End - Increases Energy damage (Electricity, Sonic, Particle) buff.
* Rec - Increases Energy damage resistance.
2. Fire
1. Fiery Form
* Pre - Increases Elemental damage (Fire, Ice, Toxic) buff.
* Rec - Increases Elemental damage resistance.
3. Force
1. Personal Force Field
* End - Increases the amount of damage the force field can absorb.
* Ego - Increases the amount of health the force field regains every 3 seconds.
4. Ice
1. Ice Form
* End - Increases Elemental damage buff.
* Dex - Increases Elemental damage resistance.
5. Archery
1. None
6. Gadgeteering
1. None
7. Munitions
1. Holdout Pistol
* Dex - Increased damage when landing a critical hit.
2. Killer Instinct
* Dex - Returns Energy when you land a critical hit with a munitions power.
* Ego - Increases the amount of Energy returned by critical hits.
8. Power Armor
1. Invulnerability
* Str - Increases the fixed damage reduction.
* Con - Increases the percentage damage reduction.
9. Martial Arts (Claws, Single Blade, Dual Blades, and Unarmed)
1. Lightning Reflexes
* Dex - Increases dodge and avoidance.
10. Telekinesis
1. Telekinesis (the power)
* Ego - Increases the size of objects that can be lifted and damage done.
2. Ego Form
* Con - Increases damage reduction.
* Ego - Increases the damage of second blade.
3. Ego Surge
* Ego - Increases the damage of second blade.
11. Telepathy
1. None
12. Might
1. Defiance
* Con - Increases defense gained.
2. Enrage
* Str - Increases damage buff.
13. Darkness
1. Shadow Form
* Con - Increases defense gained.
* End - Increases damage buff.
14. Sorcery (all)
1. None
* However, Int increases pet damage and Pre increases pet health, heals, and buffs. This set is almost entirely pets, heals, and buffs.
15. Supernatural
1. Regeneration
* Con - Regeneration does NOT heal based on total health, CON has no impact on this power. You can see my test results here.
* Rec - Improves the regeneration rate.
* Dex - Is NOT supposed to allow Regeneration to crit, confirmed by a developer here.
2. Resurgence
* Con - Resurgence appears to heal based on total hitpoints, so higher Con indirectly improves Resurgence.

(informacion extraida de los foros del Champions Online)

sábado, 26 de septiembre de 2009

INNATE BONUSES

Every stat provides some sort of benefit to your character. These are described in game and you can place your cursor over the stat in your Character window to see how much of a benefit they provide to each thing. These benefits are the same for everyone, regardless of powers. Here is the list:
1. Strength

o Increases Knockback strength for all knockback attacks. -- 1 Str = 1% Knockback strength
o Increases resistance to Knockback. -- 1 Str = 1% Knockback resistance
o Increases ability to break from tangible holds.
o Increases melee damage (excluding Ego Blades). The damage bonus caps at 20% and should a

Super Stat.

o Increases the weight that can be lifted by "Pickup and Throw" ability.

2. Constitution

o Increases Health. -- 1 Con = 10 Health

3. Ego

o Increases critical strike damage. -- Critical Severity = (EGO * 20)/Level
o Increases ability to break from intangible holds.
o Ego does NOT universally improve the strength or duration of holds. Confirmed by a developer here.

4. Recovery

o Increases Energy Equilibrium. -- Equilibrium = Base Eq + (REC * 0.71)
o Increases the percentage of your Total Energy gained when using Energy Building attacks, requiring fewer attacks to reach full Energy.

5. Dexterity

o Increases critical strike chance. -- Varies logarithmically level to level. @ 40 - Crit Chance = 0.161 * (DEX - 39.03)
o Increases effectiveness of stealth powers.

6. Intelligence

o Reduces Energy costs.
o Reduces cooldown times. -- Power recharge bonus = INT*0.0015
o Increases Pet damage.
o Increases stealth detection.

7. Presence

o Increases threat in Defensive role. -- Percent Threat Gain = PRE/10
o Decreases threat in Balanced, Offensive and Support roles. -- Percent Threat Reduction = PRE/5 in Balanced Role
o Increases Pet health.
o Increases Healing and Buffing effects.

8. Endurance

o Increases maximum Energy. -- 1 END = 1 Energy
o Increases the numerical amount of Energy gained by Energy Building attacks, but you still take the same number of hits to fill your Energy.


(informacion extraida de los foros del Champions Online)

CHAMPIONS ONLINE POWERSET ANALYSIS

POWERSET ANALYSIS


First off, I would like to say: Darkness rocks! If you're looking for a powerset with good damage, versatility, good synergy (especially with Telepathy/Telekinesis), and little redundancy, look no further. It does, unfortunately, have two major drawbacks: 1. Unlike some other powersets, it doesn't have that many powers, so you will definitely have to dip into some other powersets. 2. A couple of the powers are JUST BAD (see below). Without further adieu, the powers:

Shadow Bolt: As far as energy builders go, this one isn't bad. Decent damage and energy generation. The Despondency advantage is great for keeping fear up on your main target, which helps out a great deal with several other powers.

Shadow Blast: A good bread n' butter single target attack. However, not so great that you can't replace it with another power (Ego Blast is a bit slower but hits harder). The advantage Psychotic Break is nice for the stun and works great with Despondency. Unfortunately, the DoT it adds is a bit lackluster. So, unless you want the stun for utility, consider getting rank 3 instead.

Shadow Embrace: A GREAT aoe. The damage on this power will easily kill most henchman squads and take a nice chunk away from a villain's health. The damage is so nice, in fact, I frequently find myself using it on single targets instead of Shadow Blast when I have a lot of energy and I want something to die fast. The Fatal Allure advantage is great if you want to add cc to the power. It will knock your enemies all over the place while you continue to melt their faces off and is great for pvp. However, if you have another aoe cc/dmg (like ego storm) or don't plan on pvp'ing, consider grabbing rank 3 instead for even more damage.

Life Drain: A MUST for any Darkness build, but it requires a few advantage points to make it shine. Rank 2 is, of course, nice to have but the Vampiric Sympathy advantage is what really makes this power outstanding. When coupled with Despondency and used against a Feared target, this power will easily heal you to full (even while MV's are beating on you) while still damaging your target. Definitely get Vampiric Sympathy instead of rank 3. Note: the healing of this ability functions independently of the damage and will heal you for the regular amount with or without shadow form or other damage buffs.

Ebon Rift: Eww. Remember when I said some Darkness powers are just bad? This is one of them. The damage is subpar, for a tier 3 power, it is difficult to aim, it is useless for pvp, and provides no cc. Shadow Embrace is a much better aoe. That being said, this power does have one use: a glitch that lets it kill enemies immune to knockback with the Vengeful Shadows advantage. Other than that, skip it.

Ebon Void: An ok shielding power. Definitely looks cool at the higher ranks but the lack of a lingering effect hampers it. If you do get it, then definitely pick up the Voracious Darkness advantage which increases its defense the longer you block. As a side note: if you have Regeneration as a passive, this is the shield for you! Whenever the fight doesn't go your way, start blocking, regain more health, and get more defense the longer you block/heal!

Shadow Shroud: A nice dps buff. If you don't have something to break out of holds, consider it. However, it offers no damage mitigation and the only defense it does give comes from its advantage Terrifying Visage, which is useless against ranged attackers.

Spirit Reverberation: As far as secondary energy unlocks go, this one is nice. Almost all your non-henchman opponents will be feared (if you have despondency), so it will constantly be giving you energy. However, as a Darkness toon you won't have too many problems with energy, so you can skip this if needed.

Dark Transfusion: A situationally beneficial power. The damage it causes you isn't huge, but the fact that it blocks most forms of healing can be very detrimental. If you are on a team and not getting hit, it can help out your damage, but using it while you have aggro is very risky. If you do pick it up, definitely grab Blood Sacrifice for the free damage.

Shadow Form: Freaking awesome. Stylish and effective. The damage buff is very nice and applies to Ego damage as well, making it work great with Telekinesis and Telepathy attacks. Unfortunately, the damage resistance of this energy form is next to useless. Personally, I run Shadow Form instead of a defensive passive and have no problem soloing, though I do have some healing spells for backup.

Grasping Shadows: The other BAD power in this set. Though the animation is cool and the energy cost is decent, there are very few situations in which you can actually use it. There are two reasons for this: 1. the area it effects is based on the charge time. So for it to effect its full area you have hold it for the full charge time. 2. It fails if you take any damage and expends the cooldown of the power anyway. Definitely skip .


Recommended powers from other frameworks:

Ego Storm: A great tier3 aoe dmg/cc. Much better and more reliable than Ebon Rift AND it scales with Shadow Form

Ego Sprites: Another aoe that scales with Shadow Form. The energy cost is next to nothing so it is basically free damage on long fights. Take it with the Slave Mentality and using it with Life Drain can make you nigh-unkillable in pvp.

Regeneration: If you want a defensive passive to take with darkness, this is the one. It works fine without superstatting recovery and combining its healing with life drain and/or ego sprites is another way to ensure you survivability.


(informacion extraida de los foros del Champions Online)