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Topics - ElBee

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46
Patch Notes / LIVE SERVER - April 17 2022 - Ri3
« on: April 17, 2022, 10:02:28 pm »
New to Rebirth? Interested in checking out our server? Start here: https://play.cityofheroesrebirth.com/
Need help? Join our Discord: https://discord.com/invite/mhkYg2sQPe



Issue 3: Highflyers! brings over 800 new cosmetic options to players!

Rebirth's costume revamp soars to new heights with asymmetric chest and hips for male characters! And we didn't stop there: there's a bevy of new options for both male and female costumes, including Arm Wings and many more expert layering options for Integrated Tights!

And if that’s not enough, we’ve added two automatic Inherent Slots in Health and Stamina, adding four whole new slots to your endgame builds! Keep reading for details.


Upper Body Details

Arm wings, that classic staple of many a comic book character, have been added to male and female characters! Several styles and multiple coloration schemes.



Additional upper body details include Freakshow inspired regulator tubes, hardboiled shoulder holsters, Anime-tastic midriff spicules, and an entire library of hazard vests.




Asymmetric Chest and Hip Patterns for Males

Standard Male characters will now have access to the entire library of asymmetric chest and hip patterns introduced for Female characters with Issue 3. Over 100 new pattern options, seamlessly woven through the legacy library!




Integrated Tights Added to Males! Female Integrated Tights Options Expanded!

Take your costume game to the next level! With Issue 3: Highflyers!, male and female characters can take advantage of newly expanded integrated tights options. This advanced costuming feature allows players unprecedented power to mix and match over tights and under materials.
With version 1.5 of this system, players can now layer skin tight garments over a variety of under surfaces including stone, bioluminescence, chitin, and chainmail. And then choose which layer gets patterned!



To get started with integrated tights, seek out any of the following base textures and then dive into the sub options:

Male Chest: Belly Tee Long or Short, Deep Vee, High Waistline, Modern Angle, Modern Halter, Moden Singlet, Retro Singlet, Reverse Halter

Male Hips: Biking Shorts, Briefs, Modern Briefs, Retro Briefs

Female Chest: Bustier, Catsuit, Halter Top, Leotard High Hip, Leotard Turtleneck High Hip, Single Shoulder Halter

Female Hips: Leotard Briefs, Leotard High Hip, Retro Briefs


Pants Revamp!

The pants make the man! Options first introduced with Issue 2 for females are now fully available for male characters. Revisit the 1970’s with flares and bell bottoms. Go full superspy in a leather catsuit. Fly high into the golden age in Aeronaut jodhpurs. Evade your nemesis in High Street Houndstooth. Or just turn up in the shiniest pair of skin tight metallic pants known to mankind!




Asymmetric Pattern Proliferation for Female Skirts

Mod-out with a variety of new skirt and dress looks now with the expansion of Issue 2 asymmetric patterns to female skirts!





Inherent Slots in Health and Stamina Powers


Back in the NC Live days, Paragon devs said, “We hear you! You want more power slots. We’re investigating ways to make this happen.” Though we’ll never know exactly how Paragon may have done this, we’ve expanded upon some stubs in the code to finish one avenue that gives everyone 4 additional slots for their builds in a way that we think makes sense to most every build out there.



At levels 8 and 16, all characters will automatically receive one free slot in their Health power. Stamina gets its free slots at 12 and 22.

To obtain these slots existing characters will need to use a respec. We are handing out free respecs to every character at the launch of issue 3, to use these respecs type /respec into the chat window. For more, watch this brief tutorial video by GM El Bee.



Coming soon: Support for Inherent Slots on Mid's Reborn character build planner tool! Special thanks to the Mid's Reborn team for their assistance.



Team Transport Power Available for Alignment Merits


Heroes and Villains now can now use their alignment merits & influence to call in a Longbow transport or Arachnos copter for a quick shuttle to their next mission destination. Charges can be purchased at the Hero and Villain alignment vendors.





Quality of Life Changes


Call in some big guns! Now 90% off! Signature Summons powers available at Hero and Villain Alignment vendors have had their price reduced from 25 to 2.5 million influence.


Spend that candy year round! A revamped Candy Cane vendor has been added to Pocket D just outside the ski slope entrance allowing players to buy badges, cosmetics, and the Lords of Winter Super Pack any time of year.




Buy it in bulk! The Architect Entertainment ticket cap has been raised to 99,999 per character, with a mission limit of 2,039 tickets per mission. New bulk purchase buttons added to common salvage.




With great power comes more trays! Fourth dockable power tray added to the UI with all new commands for macro users.



New commands available include:

Code: [Select]
next_tray_alt3 - Go to next tertiary tray.
prev_tray_alt3 - Go to previous tertiary tray.
goto_tray_alt3 - Go to specified tray number.
tray_sticky_alt3 - Toggle the sticky-state of the alt3 tray.
powexec_alt3slot - Executes the given power slot from the second alternate tray.





Bug Fixes


Powers
  • Corrected oversight on Mastermind Cold Domination not having boostsets. They should now properly take sets.
  • Mastermind pets can once again slot Recharge Intensive Pet invention sets.
  • Fixed Guardian Spring Attack incorrectly dealing no damage, it now does damage as normal.
  • Guardian Hellfire Assault's Lash and Crack Whip now correctly use the melee damage table instead of ranged.
  • Controller Darkness Affinity's Fade is no longer affected by power boost effects; this should never have been possible as it leads to a bug with the resistance values.
  • Dominator Psionic Mastery's Link Minds can now correctly be affected by power boost effects.
  • The resistance buff in Nature Affinity's Wild Growth is no longer resistable. (This bug did not affect the Guardian version.)
  • Rain of Arrows should now correctly deal all 3 ticks of damage again instead of 2.
  • Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault.
  • Fixed missing sound in Hellfire Smash for Guardian's Hellfire Assault.

Costumes
  • The Tech Knight mace and staff now have the energy ball correctly positioned at the end of the weapon instead of being stuck to the character's hand.
  • The Tech Knight mace and staff now correctly despawn when the character uses a non-weapon power.

Misc
  • Overt 500 grahmathical grammatical and! spelling errors have been andresed adresed fixed.



Rebirth Issue 3 Highflyers Trailer


47
Patch Notes / PTS (Test Server) 04/06/2022 - Ri3
« on: April 06, 2022, 05:30:54 pm »
MAPS
The Candy Keeper has taken up shop in Pocket D near the door to the ski chalet.

BUG FIXES
Powers
- Fixed missing animation on Telekinetic Blow for all Psionic Melee versions and Guardian Psionic Assault.
UI
- Fixed a bug that caused the new 4th Alt Tray to disappear when zoning or logging out.
- New AE ticket cap should now work in menus properly
Cosmetics
- The Tech Knight mace and staff now have the energy ball correctly positioned at the end of the weapon instead of being stuck to the character's hand.
- The Tech Knight mace and staff now correctly despawn when the character uses a non-weapon power.

Ri3 Cosmetic Additions:
Quote
For testing purposes the original symmetric torsos have been left on and the new asymmetric torsos have been labeled as "Asym" right below each corresponding category.

This is to permit testers to compare and contrast what is available currently in the symmetric torso options and make sure no texture or pattern mask has gone missing with the new system.

When Issue 3 goes live, the original symmetric categories will become hidden legacy categories. And only the asymmetric chest and hip categories will be visible, with their names reverted to the familiar "Tights," "Baggy," "Armored," etc., minus the " Asym" tag.

(click to show/hide)

48
General / Comments: STATE OF THE ISSUE: RI3
« on: March 21, 2022, 07:31:10 pm »
Place comments here about the announcement

49
Announcements and Important News / STATE OF THE ISSUE: RI3
« on: March 20, 2022, 10:17:46 pm »
STATE OF THE ISSUE: RI3

Hello everyone!

I'm writing to break the Rebirth team's recent silence regarding upcoming issues. We've been very busy behind the scenes! Something that doesn't always convey to the public. Firstly, the Rebirth team has invested in a lot of tool development over the past 6 months which will increase our ability to develop content and edit maps. I don't know the exact details, so I'll I'm going to quote one of our other team members.

Quote
We re-engineered our entire development environment to gear up for major innovation and content updates.  Not only will this allow us to produce and test updates faster but it also positions us for larger, more complex projects.  We're focused on creating the best content possible which we began by steadily building up the tools in our arsenal. - SuperHero


Secondly, we are preparing PTS for a huge push of content for our next issue. Originally, we were treating this batch of content as an edition, having slated it as Rebirth Issue 2: Edition 4. But when we stopped and took stock of the over 800 new cosmetic items it includes, we realized that this gargantuan release was really Rebirth Issue 3.

Here are some select details from this truly massive upcoming publish, designed specifically for costume lovers:



Over 800 new cosmetic options:


Here's a preview of one of the premier costume pieces in this pack!

List of cosmetic features
(click to show/hide)



Inherent Slots for Health and Stamina:

Before closure, the Paragon dev team had publicly stated they understood that players "really wanted more slots" and they were exploring means to make this happen. With cross-server assistance with Ourodev, we have been able to bring this to reality. Our powers team wants to stress that while this represents some minor power creep, this sets the stage for a deep and considered revamp of the currently existing power pools.




Other Previews:
Some new powers will be available soontm as well! Here is a preview of the FX of one of them.

All of this is in addition to the previous bug fixes and minor additions already on PTS.

This is not to say we haven’t been busy with future content updates. Here are some snippets from what we’ve been working on for Ri4 and beyond.




We have a lot of exciting things in the works. The images immediately above are the only things I'm allowed to tease at this point from Ri4 and beyond!

But don't worry, Rebirth Fans! Issue 3 is right around the corner. It's coming to PTS within the next few weeks and includes the items outlined at the top of this post.

On behalf of myself and everyone on the Rebirth Staff, we thank you for your patience and hope you'll join us for Rebirth Issue 3 this April!

- El Bee

Comments? Leave a post Here

50
I've been tanking in trials for quite a while now and I've begun to notice some lack of understanding with them. I've noticed a lot of apprehension about stepping up to be the main tank at times. I understand. I get it. To help alleviate this I've decided to write...

On Point: A guide to aggro mechanics and incarnate trial tanking

To begin, we ask a simple question: Why is tanking in an incarnate trial considered more difficult?
The answer is equally simple. Mechanics When you're in normal content, tanking mainly involves eating the alpha strike and occasionally trying to get a big group together to nuke them all at once if you feel saucy. With the right build, anyone can do it. I've seen blasters with builds that can eat alphas and survive.

Trials are different. You need someone to actively position bosses, angle them as necessary, get them out of dangerous effects so the melees can attack them safely, keep them away from the league if they're dangerous with AoEs, soak incredibly high damage from attacks that require a higher defense to dodge, throw stuff at them to make them vulnerable, all while staying alive sometimes without support! It's a pretty big difference from normal content! While I can't list every viable build for doing this, I can give my tricks away.
But before we get into any of that, I first need to go over one of the fundamental aspects of tanking in any MMO and one that is crucial to being able to keep control of your bosses. Threat.


Threat is what the game uses to keep track of who is most angry at who. The rough equation looks like this:

Code: [Select]
Threat = Damage * Debuff Mod * AT Mod * AI Mod * Range Mod * (TauntDurationRemaining * 1,000)
The big three were concerned about is the Damage, AT Mod, and TauntDurationRemaining. ATs have their own modifiers for threat, with the biggest being Tankers and Brutes at 4. Damage is self explanatory. The TauntDurationRemaining however highlights that the longer the taunt you have on the mob, the more threat you will generate with your damage.
There are essentially two levels of aggro management to play with here. Passive Taunting and Active Taunting.

Passive Taunting I refer to as not using a Taunt ability and relying on your Aura and any taunt that may be on melee attacks to keep things attention. Willpower is famously terrible at this because the duration of it's taunt on it's aura is really short. This is also why Brutes are so handily able to rip aggro from a Tanker if the Tanker is not being active with taunting. Both their auras will confer the same amount of taunt duration, but the Brute is made of angry and does bigger number damage.

Active Taunting refers to using a Taunt ability to place a long duration taunt effect on the mob. Your best bet to gain massive threat is to throw out your strongest attacks, preferabily under a Build Up effect, directly after taunting.

To summarize: The longer the taunt you have on something, the more threat you'll generate with your damage dealt.
Understanding threat and how to generate it is an important factor in a few trials. Underground's Avatar Fight using the Trench Line strategy and BAF's Nightstar and Siege fight come to mind particularly. .. Along with ALL of MoM. (It's getting it's own section)


Okay. You have threat! The boss is extremely mad at you above all else! ... Now what? Well, now we need to begin to position the boss. How do we do that? Two ways to handle this - Line of Sight and outranging.

What do I mean by Line of Sight? When you have taunted and generated threat on a mob, that mob will be mad at you even if you move behind a wall as long as you're within their range before they leash (or lose interest because you ran).  They want to keep attacking you but can't see you to do that. They can't shoot through walls so they do the next best thing: march right up to you behind that wall to give you the business even if they only use ranged attacks! Find things to hide behind to break your Line of Sight (or LoS for short) and the boss will come marching to you. I've used trees, light poles, pillars, tanks, barbed wire coils, anything that counts as an object will break LoS if it's big enough to hide your character. I'll have examples in the specific trials sections.


The other thing you can do is simply yell at the boss and run outside of their range. By outranging them, you'll force them to move up to attack you. This can be less reliable if the enemies or boss you are trying to pull has ranged attacks.

One major thing to note about the two above: You'll want to throw Taunt and Damage onto who you're dragging around to keep their attention in case someone decides it's time to fight now. The Damage doesn't have to be much. A judgement, a t8/9, A quick combo of a variety, etc.

By feeling out their range and using LoS, you'll be able to position mobs and bosses however you wish (provided they don't get stuck on things).

THE SPECIFIC TRIALS SECTION
With the basics of threat and line of sight in mind, how do you apply this to Incarnate Trials? The most common places to utilize them is when you’re fighting one of the various bosses. I’ve collected quite a few tricks and locations so I’ll go ahead and break them down by trial. As a note ahead of all this -  the following assumes you are familiar with the basic mechanics of each trial.

LAMBDA

Lambda is a straight forward enough trial. The need to reposition Marauder only really comes up when you’re doing badge runs. Marauder will jump between four locations during the fight. One of the corners has a containment chamber spawn close to his landing location. To avoid accidental pet aggro on the chamber, drag them away from the rooftop of the bunker using the tanks on the ground. This will give you some room to maneuver as well to avoid Nova Fists.

Tip: When Marauder does Nova Fist, he will stand completely still. You’re safe to simply walk away without dragging him with you. Once you see his fist raise in the air, you’re safe to walk back in. This is because after he’s launched the attack, the targets will have already been selected. This is called Snapshotting.


BAF

The bosses of BAF require pulling out of the tower crossfire and is the only example of a punishing tank swap mechanic. A tank swap being when you need the person tanking the boss to swap with a different tank due to mechanics.
Nightstar’s pull is simple. Taunt and run back to the league. Here’s a location to pull them closer provided you have generated threat by damaging them.
Tip: Nightstar can Fly! Taunting above them may cause you to take some tower fire, but if they take flight after you, they’ll be significantly faster! Sticking the landing may be more difficult though..

Siege’s pull is more difficult as he is large, slow, and has a huge expanse of field for you to be pummeled by tower fire. Both LoS pulling and simple outranging is possible on them. LoS will involve the trees as seen here:

By bouncing between trees as he closes the gap, you can keep him on you. It’s also possible to outrange him by simply jogging. No matter what method you choose, keep an eye on them. They’ll get bored if you stray too far and stop, or worse, head back to their spawn.

KEYES

I’m sorry, but there are no tricks to make the cutscene faster. ... Luckily the trial itself is a fairly straight shot until you get to his final battle. During which, you’ll want to position them near the terminal they will go to. Doing so will minimize the time freeze at 80, 50, and 20 percent health and give your league a better chance of avoiding green stuff and not dying to disintegration.
There is a set pattern that he visits.

Using the piping along the side, you can LoS him to chase.

Tip: Keyes is a constant flyer. Thus he is VERY fast. Experiment with only breaking LoS for a second then moving out to meet him. His momentum will carry him far along with minimal uptime loss for yourself and any chasing melee.

UNDERGROUND

Not only the longest trial, but also requires good positioning for it’s bosses with the strategies used at time of writing. Let’s go over the boss you’ll be fighting three times. War Walkers.
Each War Walker has the same set of moves. They will target people randomly within 30 feet of themselves, giving them the Targeted! Status. They will then fire one of three moves:
Lethal Force: (Extreme DoT; a quickly cyclying attack that deals 30% damage per cycle)
Arrest Mode: (AoE Hold; lasts 10 seconds)
Crowd Disperal: (AoE Fear; lasts 10 seconds)

The big one you’ll want to be VERY concerned with is Lethal Force. You’ll want to make sure you are buffed by the league or be absurdly self sustaining if you are unlucky to get hit by it while moving the walkers. Lethal Force is also a gigantic cone attack so you’ll want to keep the boss pointed away from the league as much as possible. The first war walker, the Extinction War Walker, is a good place to learn this.

With that in mind, you are then put to the test for the Self Repairing War Walker and the Lichen Infested War Walker (Louie for short). At time of writing, the league will stop halfway into the room. Your job is to shove the war walker in the opposite alleyway as the league and call for them to whale on it. The easiest way to accomplish this (I find) is to use a Pillar and a Tooth to LoS them.


Once you’re on the tooth, wait for the walker to hit the fleshy bit, enter their LoS, turn them around, and call the league to attack while pelting it with Lichen!
Louie’s spawn is further down the hall. You want to position them in the farthest corner to be out of range of as many of the regenerative lichens as possible. This Corner serves that purpose

To accomplish this, you can LoS with the pillars again and hope for the best. This is where I reveal my own trick! Look up!

Break out your Raptor Pack and fly into this crevice behind a pipe! Make sure you stuff yourself up there as much as you can.

Ideally they will come over into the alley and you can position them close enough in the corner to then allow the league to attack it.

The Avatar Fight, at time of writing, is done by the league forming a wall of bodies upon which the Avatar struggles to navigate. You, as the tank, will keep threat as best you can on the avatar so they’ll target you above all else. You then LoS them and wait for the league to kill it. You’ll want to keep Confuse protection up during this, so a Clarion is a good investment (You’ll also need it for MoM).

Threat Management is key here. You need to generate threat and regenerate threat as it decays over time. If you see the avatar turn away from you or see the warning that it will cripple the league, you need to Taunt and Attack it immediately to regain threat and quickly LoS it before it uses the move.

51
Patch Notes / PTS (Test Server) Feb 20, 2022 - Ri3
« on: February 20, 2022, 09:35:02 pm »
ARCHITECT ENTERTAINMENT
- Added bulk option for common salvage rolls equal to 5 rolls of salvage
- Raised held Ticket Cap to 99,999
- Raised per mission ticket cap to 2039
- Hall of Fame Developer's Choice missions should now grant the Critic badge

BUG FIXES
Powers
- Corrected oversight on Mastermind Cold Domination not having boostsets. They should now properly take sets.
- Fixed Guardian Spring Attack incorrectly dealing no damage, it now does damage as normal.
- Mastermind pets can once again slot Recharge Intensive Pet invention sets.
- Controller Darkness Affinity's Fade is no longer affected by power boost effects; this should never have been possible as it leads to a bug with the resistance values.
- Dominator Psionic Mastery's Link Minds can now correctly be affected by power boost effects.
- The resistance buff in Nature Affinity's Wild Growth is no longer resistible. (This bug did not affect the Guardian version.)
- Guardian Hellfire Assault's Lash and Crack Whip now correctly use the melee damage table instead of ranged.

Costumes
- The Tech Knight mace and staff now have the energy ball correctly positioned at the end of the weapon instead of being stuck to the character's hand.

Misc

 - Overt 500 grahmathical grammatical and! spelling errors have been andresed adresed fixed.
 - Alignment Merits should no longer wipe on alignment transition

ALIGNMENT VENDORS
- Adds Team Transport to Hero and Villain Alignment vendors.
   - You must be a Reaffirmed Hero or Villain to purchase for 1 alignment merit and 25 million inf.
   - These powers will work in any Hero or Villain zone respectively. These have 4 charges. Using them outside of these zones causes the power to do nothing.

52
Stalker / Don't sweat the Technique - Stalker in the modern age
« on: February 07, 2022, 06:13:22 pm »
Stalkers have had a rough history. All the way leading up to issue 22, their position as a skirmisher could be seen as dubious due to how unwieldy they could be. They required a lot of prepositioning. Their signature attack, the Assassin's Strike (AS), had a long wind up and wasn't adviced to be used outside of hide.
Then issue 22 dropped. This issue added Assassin's Focus to the game and let AS be instantly cast with no interruptable period outside of stealth.
This guide will go over Focus, what it is, how to use it, and the Hide ATO with its plethora of new options added. We will also briefly cover placate.
This guide will not cover any powersets, nor any major builds. This guide is about the techniques you can use as a Stalker in the modern age with the tools most any Stalker can achieve.

Focus
Assassin's Focus is a stacking critical chance buff that is granted to the Stalker after every non-AS attack. Each stack is 33 percent chance. Allowing you to achieve a good chance of critical at 2 stacks and guaranteeing a critical hit at 3 stacks. The icon will be highlighted in Orange once you have 3 stacks of focus.


With this tool, surely you should be dropping it on your target all the time, right? Perhaps. Boss hunting is the prime directive of a Stalker in a team with good AoE. The fast nature of AS with Focus allows for another thing to be done. Deleting minions.

A critical AS derived from Focus deals a great amount of damage to whatever you use it on and is such a fast animating attack that it might be better used to simply target a healthy minion and.. erase them.  It's quick speed also allows it to potentially be used on the move. Good for repositioning in a fight. This attribute comes into play with another tool added to your arsenal should you come across one.





Stalker's Guile - Chance to Hide
This ATO, when slotted into an attack, gives the attack a chance to put you into a Hidden state. This state guarantees a critical hit on your next Single Target attack or a 50 percent chance on all AoE targets. It is advised this live in your AS to maintain a fast flow of combat once the scrapping starts, offers a strong burst on your opener, and the quick animation speed of the fast AS allows one to utilize a few techniques.

I call these techniques
Cut Twice
Cut Wide
and Cut and Run
These all refer to things you can do with the Hidden state achieved from using AS both as a full AS and as a critical AS with Focus. I'll explain

Cut Twice refers to using AS then using your strongest available attack on either your current target or on a healthy minion for colatteral. If you're scrapping with a boss, this is what you'll probably use to down them or to keep yourself free of nuisances while you fight them.

Cut Wide refers to using the hidden state's 50 percent chance to critical hit with AoE to use an AoE move. This is to help assist your team or yourselves with dealing with groups of mobs should you lack AoE firepower. Coupled with being able to delete minions with quick AS with focus stacks, you can become a decent minion cleaner in your own regard.

Cut and Run refers to using the Hidden state achieved from a Quick AS with or without Focus to quickly position in the next group for a Full AS. This technique assumes you're in a team and can leave them to clean up the last one or two minions or LTs. The best way I've found to cut and run is to use your strike on the healtiest minion or LT you can find as you are running past them into the next room. Be sure to check if the Hide proc actually procced. Done correctly, you will already be Hidden and ready to move into the next group. This can significantly reduce the wait time between groups as you wait for Hidden to reapply.





Placate's place in the modern age is the same as it was during live. Placate allows* one to completely reset their states and perform a full AS. If one has the Stalker's Guile ATO, this also means a potential followup application of an attack of your choice. This allows you to unleash a devastating burst if you are able to be unmoved for 4 seconds. Usually, you will just cut an AV with this as there are few mobs that may be fought long enough for this technique to considered.

*There is a catch however. At time of writing, Placate has an issue in which it's hidden state will not apply when used against mobs significantly higher level than you. This includes level shifts. It still retains its use as a disengagement tool however.

These techniques should allow a stalker that is able to see past the red haze of scrapperlock to be flexible with how they can apply damage to things.

53
Player Help/Guides / Hastily put together Gold Medal Slope tutorial
« on: December 15, 2021, 01:51:45 am »
I slapped this together in about 3 hours to try to explain good ways to get gold on the slopes.

54
Patch Notes / PTS (Test Server) Dec 5th, 2021 - Ri2e3
« on: December 05, 2021, 09:52:46 pm »
Ice set updates:

Ice Melee and Ice Armor have been ported to scrappers and stalkers.

Ice Melee and Ice Armor power balance tweaks:
- Frozen Fists activation time reduced from 1.33s to 0.83s
- Frozen Fists damage increased from scale 0.84 to 1.0, recharge time increased from 3s to 4s, endurance cost increased from 4.37 to 5.2
- Greater Ice Sword activation time reduced from 2.33s to 1.83s
- Frozen Armor and Glacial Armor defense increased from scale 1.8 to scale 2.0
- Wet Ice unenhanceable scale 0.1 defense removed

Blaster Frozen Aura now deals damage, like the Ice Melee version

Ice Melee powers now have a full set of both sword and non-sword animation and FX options:
- Frozen Fists now uses the shorter single-punch animation
- Frozen Fists now has an alternate ice sword animation (with greater ice sword option)
- Ice Sword now has an alternate overhand swing animation
- Ice Sword now has an alternate non-sword ice fist smash animation (with greater ice sword option)
- Greater Ice Sword animation sped up
- Greater Ice Sword now has an alternate uppercut swing animation (with regular ice sword option)
- Greater Ice Sword now has an alternate non-sword ice fist clobber animation
- Freezing Touch now has an alternate ice sword stab animation (with greater ice sword option)
- Frozen Aura now has an alternate ground punch animation
- All-new Assassin's Icicle power FX for Stalker Ice Melee, with both icicle stab and ice sword variations (with greater ice sword option)
-----
Ice Armor style powers now have four new, less obtrusive power themes so your character no longer has to be covered in ice cubes! This affects Ice Armor's Frozen Armor, Wet Ice, Glacial Armor, and Energy Absorption (only has Frost theme for now), Cold Domination's Ice Shield and Glacial Shield, and all versions of Frozen Armor in ancillary/patron pools.
- Icy Coating theme: A shifting layer of thin icy chips fitting closer to your character's body
- Frost Armor theme: A subtle layer of translucent frost on your character
- Chill Armor theme: A cloud of cold mist around your character
- No Covering theme: A minimal FX style theme with no obscuring graphics
-----
Winter Storm Accuary/Endurance is now Recharge/Endurance.

Winter Storm End/Rech/Slow is now End/Dam/Slow

Winter's Gift now correctly displays it's UNIQUE status.
Fixed an issue with the Winter Storm proc not acting unique.

Werewolf scarfs now fit bit and so do their earmuffs.

Added New Winter Storm Icon

Corrected the Winter's Gift proc text on its Super Pack card.
Fixed a broken Super Pack card not appearing.  The card was the Winter Storm: Endurance/Recharge/Slow.
Fixed the description of the Very Rare Recipes rewards choice from Incarnate Trials.

Centered the Guardian's Gift icon.

Added the correct background to the Guardian ATO Super Pack icons.
Fixed missing description on the (Corruptor) Scorching Blast proc Super Pack card.
------
Known issues/incomplete aspects for ice sets:
- Scrapper ice melee still has Taunt instead of Confront
- Assassin's Icicle has placeholder name, description, and combat log text strings
- Power icons for Assassin's Icicle, stalker ice melee Placate, and scrapper ice melee Confront are still placeholders

55
Patch Notes / PTS (Test Server) Sep 22, 2021 - Ri2e2
« on: September 22, 2021, 07:25:08 pm »
PTS (Test Server) Patch Notes - Spoilers Ahead

Halloween 2021 Update

(click to show/hide)

(click to show/hide)

(click to show/hide)

Additionally, look forward to collecting all of the new rewards in
(click to show/hide)

(click to show/hide)

QoL:
-The maximum number of Rocks has been increased from 10 to 25.

56
Thousands of years of self created isolation has been broken of recent. The devastation of the Devourer and their hordes wreaking havoc upon my fellows within the Topaz and Quartz sectors has brought an end to it. Much was lost and there is much more to cover than I can broach in this. Until such time that the Devourer is rid of this land, this will have to suffice. As I write this cover sheet, Vanguard is assisting myself, my family, and the rest of the melitt to a new location within the continent of South America. Though the danger of total extinction is past, the threat of lost knowledge holds still. Thus do I put to text that which I can recall of the history and evolution of my people. I do this to aid the understanding of humanity so we might aid one another against the many threats aligned against the world we inhabit. May the sovereign spirits guide us all in the trying days to come.

- Lantana of Topaz

Pre and Ancient History

Much of our ancient history has been lost both to time and to the Devourer’s assaults. What is known is our evolution began around 4 million years ago, much the same as the ‘homo sapien’ did we ‘apiono sapiens’ rise. Where humanity rose from apes we rose from various kinds of insects in the hymenoptera order. As humanity walked the earth of Africa and the Europes, we flew the skies of northern America. Or so I have been told by the few of our number old enough to remember the tales. One thing was certain, our species never spread wide. This is presumed to be because of conflicts with humanity in the past. This theory lead to the isolation doctrine that we held until recent. Any specific details, including the degree of how true the above is, eludes me however. Evidence of any of the above is largely left buried within ‘The Hive’.

One thing is certain however; it was in this isolation that we thrived. Partially out of paranoia of conflict and mostly due to the lack of expansion. This was easy to carry out until colonization efforts in the 1800s and the rapid expansion of human civilization within the past thousand years. Save for some interactions during the Era of Magic that lead us to cultivate a magic discipline of our own.

Magic and Technology

Our technology greatly leapt forward during some mysterious events in the 1400s. This period of time is called The Awakening. In the 1900s our technology rivaled that of the technology of today.

The bulk of our technology utilized crystal focuses of varieties. The area being devoid of rich veins of metal made us get creative with our resources. We had beam rifles of great strength, focuses to allow one to tap their greatest magics, and armor of diamonds. Most of these are lost to the Devourer. One secret I kept and have hence forwarded on is the secret of pure steel. The process involves weaving diamond dust, a pure carbon solution, into iron to create something far stronger. Not as strong as Impervium, but within a distance of it.

Our magics utilize one's spiritual power through crystal focuses. These focuses could take many forms, though the most popular were either small, convenient forms (amulets, rings, etc) or large forms for combat against the Devourer (Gauntlets being the most popular choice of such). It is unclear if Tieliekku or the Circle had anything to do with our awakening. Evidence points to a potential time travel event muddying the timeline and obscuring any information of the awakening. This enigma is another question we will need to answer once the Devourer is defeated.

Society

We were housed in Apocrita: A massive sprawling underground complex of enormous scale. Apocrita was split into four sectors: The Amber sector responsible for feeding the city and known for its great gardens. The Topaz sector (the descent of yours truly) for the sciences and arcane studies. The Quartz Sector responsible for both the defense of the city and home to the finest crafters. Finally, the Opal Sector was home to the diarchies, the church of the sovereign spirits and of the arts. We were ruled by a king and queen of each of the sectors called the Diarchies. They were elected by those who worked in those sectors.

Our names come from where we are born, so we will always remember our roots no matter what sector of life you find yourself in. I, Lantana of Topaz, found myself as much at home in the Quartz sectors as I did in the Topaz studying how to manipulate magics. Where you were born never dictated your position in life however. Case in point: Zinnias of Amber once being a sugar cane farmer.

Our population paled in comparison to humanity, being at most 150,000 housed in Apocrita during the awakening.

Biology

This section will be harder for me to elaborate as this falls outside of my fields of study. To put it in the words of one of my instructors, Apiono Sapiens are bipedal insectoids that exhibit great strength, an endo and exo skeletal structure, flight through wings, have a minor psionic link to each other, can age up to hundreds of years, and are largely omnivorous due to meats containing more proteins than can be extrapolated easily from fauna.

It is believed that each one holds their psionic energy and can pass it down in the event of ones death. This is the theory of the sovereign spirit: that each melitt can channel the power of all of the melitt of the past. The smallest nymphs to the very diarchs themselves lend their strength to those in the future. This theory has never been confirmed since its establishment in the 1400s but is held as a superstition regardless.

Recent History and The Devourer

Sometime within the past 7 years, the being we know as the Devourer and humanity knows as Hamidon started a crusade to destroy us. The Devourer’s hatred of technology and desire to see a pure world without humanity caused them to view us as an obstacle and potential enemy. Apocrita was built underground in the place called by Paragon City as ‘The Hive’. Right under one of their forms. The Devourer discovered it and proceeded to wage war against us. Our technology, links, and magics allowed us to survive for as long as we did. A barrier constructed held out for the first two years.

Once that fell, members of the Quartz and Topaz would skirmish with the Horde. Through arms and intellect we held. This was until 7 months ago. The Crystal Titan lead a massive horde to assault Apocrita. We possessed no Ambrosia and thus had no way to withstand the oppressive beams of pure light. The titan destroyed the Quartz sector, greatly damaged the Topaz and Opal sectors, killed the kings of Topaz, the diarchy of Quartz, and the queens of Opal and Amber. They were pushed back at great loss but our defenses were greatly diminished.

It was then that the isolation doctrines were called into question and a select member of the now destroyed Quartz sector was sent to find help. Kacob of Quartz was chosen. He quickly discovered Paragon City and proceeded to garner support, knowledge, and strength. He became known as the Quartz Hornet to people of the city. They presumed him to be some form of mutant seen commonly among the cities superhero population. With assistance from a task force of heroes, the Crystal Titan was laid low. Kacob of Quartz, slayer of titans returned to Apocrita with knowledge of the outside world. Tales of his deeds outside Aprocrita were sung by minstrels in the remnants of the Opal sector.

Much discussion and debate was had at this point between the remaining diarchies and leaders of aspects of the remaining sectors. It was decided that two more must leave Apocrita to garner support and strength. Volunteers were called for. I stepped up as did Zinnias of Amber. I had a major talent with magics of healing and ice. Zinnias had a determination to rise above the fears set into our hearts by the Devourer. Our respective sectors diarchies gave us their blessing and we set off. My travels were limited as I spent more time in study than blasting thieves and crooks in the streets. I kept an eye on any reports and witnessed Zinnias undergo a transformation. When we had left, she was meek, easily frightened but possessed a fire within her. I cannot say for certain if it proves the theory of the sovereign spirit as I have seen this same zeal aid humanity as well. I digress however.

With strength and experience garnered from Paragon’s finest heroes and deadliest villains, assistance from Vanguard, and the retreat of the Devourer’s hordes we have finally had a moment to regroup. Zinnias has chosen to continue assisting humanity after having seen what other threats exist on this planet of ours. Kacob and myself have stayed within Apocrita until recently. Vanguard has found a suitable refuge for us within an island off the shore of south america and has already begun the logistical process of aiding us in moving to said location. All they wish for in exchange is all of our information on the Devourer we possess, samples and formulas of our pure steel, and crystal focuses for their battle with the Rikti. I have also personally elected to assist them in operations against the Rikti when I am able to.

Closing

Thus do we find ourselves here and now. The greatest mystery we hold at present is the question of outside influence during the awakening. Evidence suggests interactions with a faction during the era of magic and potential time travel interference during the awakening. Many questions lay unanswered and demand they be answered on the corpses of the Devourer and his horde. Until this day comes this is our story. For as many holes in our understanding as we have, it is still ours.

As melitt move to New Apocrita we place our hopes and strength on one Zinnias of Amber. Having seen them in the latest news reports I know our faith is placed well.

57
Announcements and Important News / SCHEDULED RELEASE OF RI2
« on: September 08, 2021, 12:32:48 am »
Here is an overview of our future plans.

First is the scheduled release of issue 2 "Paths to Power".  Included in the update is more costume options, tanker and power adjustments, an economy rework and more. It it scheduled to release on September 12th.



With the release of Rebirth Issue 2, we will be removing developer's choice from the fire farm activities listed in AE.  This was a stop gap measure to help boost the economy. With upcoming changes to the overall method of acquiring enhancements and recipes we feel it is no longer necessary. Please understand that we are not removing these arcs and are merely removing the additional rewards on them.
WE ARE NOT BANNING FARMING OR TAKING ANY MOVE TO MAKE IT HARDER. You will still get XP.

Summer Blockbuster is currently planned to end on the 19th of September.

58
Announcements and Important News / PTS TRIALS SCHEDULED FOR 8/31/2021
« on: August 31, 2021, 12:11:49 am »
Incarnate Trials will be held on the PTS tomorrow (Tuesday 8/31/2021) at 9 EST, 8 CST, 6 PST.
This set of iTrials is an important test of our new reward drop changes. We will be asking everyone to track drops, including recipes received.

IMPORTANT: In order to claim any rewards for participation on your Live account, we NEED you to fill out a form.

You will be given links to the form at the start AND end of iTrials. You will need to fill out ONE form for each character that participates. (So if you switch characters between trials, we will need you to fill out an additional form.)

If you bring a new character with one of the new powersets to test at incarnate level (which we encourage), there a section of the form to indicate which of your characters on Live you would like your rewards to go to. Otherwise, your rewards will go to the Live version of the character you bring.

The rewards will be a 1:1 delivery of all Astral and Empyrean merits earned with an additional Empyrean merit for participating in each trial. For a total of 4 bonus merits. We will **not** be transferring badges. ~~Now is your time to swim in green stuff.~~

To claim the above rewards, you must fill out the form. Character information, a tally of recipes dropped, and optional sections for opinions.

We thank you all for your input and hope to put the data to good use.

- El Bee~

59
Patch Notes / PTS (Test Server) Aug 26, 2021 - Ri2
« on: August 26, 2021, 11:22:34 pm »
INCARNATE
- Created Shard Recipes for Tier 1 Incarnate abilities of Destiny, Lore, Interface, Incarnate, and Hybrid
- Fixed issue in which being a Team Member during a Dark Astoria Arc would not grant progress on the weekly reward
     * This applies to Flashbacks as well
- Gabriel now rewards a Rare or Very Rare incarnate material in addition to Empyrean merits

POWERS
Martial Mastery
- Stalkers may now slot War Cry with Accuracy

DROP CHANCES
Adjusted Very Rare recipe drop changes as follows:
-Non-incarnate drop chances reduced from 3% to 2.5%.
-Loot Booster Non-incarnate drop chances reduced from 6% to 5%.
-Incarnate drop chances reduced from 6% to 5%
-Loot Booster Incarnate drop chances reduced from 12% to 10%

Reduced Team Inspiration drop chances.

BUGFIXES
-Corrected issue with Kinetic Assault unlock levels on Guardians



Asymmetric torso revamp for females:

This systems renovation brings full asymmetric integration to female hips and torsos
along with numerous new features and options.

All relevant chest and hip geometries have been modified to now accept asymmetric base
textures and tinting patterns. The intent is that asym chests and hips blend seamlessly
with the core costume library we have all come to know and love. No existing option already
available on Rebirth has been sacrificed.

For beta testing purposes, original symmetric categories have been left turned on temporarily
to allow QA testing to ensure that no existing options were forgotton. All new menu bonesets
have been appended with "Asym" to allow easy identification of new categories. This is true even
for new boneset categories without a corresponding legacy version, such as "Single Panel Tights"
and "Jodhpurs."

Later in the testing process, the legacy menus will be switched off and the "Asym" notation will
be removed. For testing purposes, the Valentines event unlockable toga category has been
temporarily unlocked. Before live release, this category will be returned to its conditional state
requiring Valentines event participation to unlock the boneset.

Currently, for testing purposes, most new pattern options are at the bottom of the library.
Before release to Rebirth Live, the patterns that pass our quality standards either as is or
revision, will be canonized. This means they will be folded into the larger alphabetic listing.
The Rebirth dev team reserves the option to hold back any patterns that do not meet our
quality standards at release time. Feedback for how to improve problematic patterns is
welcome during testing.

Patch details below are broken into listings to better help you orient yourself
to the new additions.

### Notation key: (S)-symmetric design, (L)-left hand design, (R)-right hand design


New For Chests:


- New Chest Tights Patterns:

  - Abstract 1 (L, R) (quasi 3-color pattern)
  - Abstract 2 (L, R) (quasi 3-color pattern)
  - Abstract 3 (S) (quasi 3-color pattern)
  - Angled Blend (L, R)
  - Arrows (L, R)
  - Back Blend (S)
  - Battery Powered (L, R)
  - Big Bolt (L, R)
  - Bustier (S)
  - Centurion (L, R)
  - Criss Cross (L, R)
  - Detonation (L, R)
  - Diagonal (L, R)
  - Diamonds 1 (L, R) (Rework of legacy pattern)
  - Diamonds 2 (L, R) (Rework of legacy pattern)
  - Dot Universe (L, R)
  - Fat Bolt (L, R)
  - Framed (L, R)
  - Freeem (L, R)
  - Half Angle (L, R)
  - Halter Top (S)
  - High Waistline (S)
  - High Waisted Split (S)
  - Lace Full (S)
  - Lace Sleeves (S)
  - Lace Torso (S)
  - Offset Intersection (L, R)
  - Off the Shoulder (L, R)
  - Pixelated (L, R)
  - Quadrants (L, R)
  - Racing Stripe (L, R)
  - Razor (L, R) (Rework of Derek Brown pattern)
  - Scattered Stars (L, R)
  - Sharp Shot (L, R)
  - Side Flar (L, R)
  - Sinister (L, R) (Rework of legacy pattern)
  - Snake Skin (L, R)
  - Space Station (L, R)
  - Split (S)
  - Stars & Stripes (L, R)
  - Starshot (L, R) (Rework of legacy pattern)
  - Stripe (L, R) (Rework of legacy pattern)
  - Sunset (S, L, R)
  - Sunshine (L, R)
  - Swirl (L, R)
  - Swoop (L, R)
  - Triangle (L, R)
  - Tricolore (L, R) (quasi 3-color pattern)
  - Tribal Teeth (S, L, R)
  - Spiderweb 2 (L, R)
  - Spiderweb 2 Bikini (L, R)
  - Spiderweb 2 Sheer (L, R)
  - Even Mix (50% blend of Color1 & Color2 for use with quasi 3-color patterns)


- New Chest Skin Options:

  - Labeaux (S) (legacy option unlocked)
  - Yakuza 1 (S) (legacy option unlocked)
  - Yakuza 2 (S) (legacy option unlocked)
  - Camille (S) (legacy option unlocked)
  - Bare Arm 1 (L, R)
  - Bare Arm 2 (L, R)
  - Bare Arm 3 (L, R)
  - Bustier (S) (Integrated, allows patterns on skin)
  - Bustier Sleek (S) (Integrated, allows patterns on skin)
  - Halter (S) (Integrated, allows patterns on skin)
  - Halter Sleek (S) (Integrated, allows patterns on skin)
  - Lace Arms (S, L, R)
  - Lace Full (S)
  - Lace Sleeves (S)
  - Lace Torso (S)
  - Side Keyholes (L, R)
  - Offset Bandeau (L, R)
  - Off The Shoulder (L, R)
  - One Arm Belly Tee (L, R)
  - One Arm Mesh (L, R)
  - Rifts (L, R)
  - Single Shoulder Halter (L, R) (Integrated, allows patterns on skin)
  - Single Shoulder Halter Sleek (L, R) (Integrated, allows patterns on skin)


- New Chest Boneset and Basic Geometry:

    Single Panel Tights. A more modest classic look for female characters
    with a gathered bust.

  - Features:

      - Full set of custom base textures corresponding to many classic favorites,
        carefully color and sheen matched to permit as much cross compatability
        as possible with wider costume library
      - Conforming graphic chest symbols
      - Full set of conforming 3d chest details


- Integrated Chest Tights:

    A new subsystem that takes advantage of compound textures. Similar to Issue 1's
    glove diversification, Integrated Tights opens a diversity of new mix and match
    options.

    The seven sub-selections of each Integrated Tights Option allows you to pick the
    sheen of and coloration of both the over garment and the undertights. You also select
    whether the over garment or undertights receive the pattern mask.

    The following Integrated Tights are found wherever you can customize your chest
    settings unless otherwise noted:

      - Bustier (S) (not available for Single Panel Tights)
      - Halter Top (S)
      - High Waistline (S) (no "with skin" option available)
      - Single Shoulder Halter Top (L, R)


### End New Chest Options ###


New For Hips:


- New Hip Patterns, General:

  - Abstract 1 (S, L, R) (quasi 3-color pattern)
  - Abstract 2 (L, R) (quasi 3-color pattern)
  - Abstract 3 (S) (quasi 3-color pattern)
  - Back Blend (S)
  - Battery Powered (L, R)
  - Big Bolt (L, R)
  - Centurion (L, R)
  - Diagonal (L, R)
  - Diagonal Treads (L, R)
  - Freeem (L, R)
  - Half Angle (L, R)
  - Leotard Briefs (S)
  - Quadrants (L, R)
  - Racing Stripe (L, R)
  - Retro Briefs (S)
  - Ribbons (S, L, R)
  - Scattered Stars (L, R)
  - Sharp Shot (L, R)
  - Sinister (L, R) (Rework of legacy pattern)
  - Split (S)
  - Stars & Stipes (L, R)
  - Stripe (L, R) (Rework of legacy pattern)
  - Sunset (L, R)
  - Sunshine (L, R)
  - Swirl (L, R)
  - Swoop (L, R)
  - Triangle (L, R)
  - Tricolore (L, R) (quasi 3-color pattern)
  - Spiderweb 2 (L, R)
  - Spiderweb 2 Brief (L, R)
  - Spiderweb 2 Sheer (L, R)
  - Torn Fishnest (L, R)
  - Even Mix (50% blend of Color1 & Color2 for use with quasi 3-color patterns)


- New Hip Patterns, Pants & Fabric Specific

  - Floral 1 (L) (quasi multi-color pattern)
  - Floral 2 (L)
  - Groovy (L) (quasi multi-color pattern)


- New Hip Skin Options:

  - Labeaux (S) (legacy option unlocked)
  - Labeaux Thong (S) (legacy option unlocked)
  - Fishnets Torn (L, R)
  - Bare Leg (L, R)
  - Diagonal Treads (L, R)
  - Lace (S, L, R)
  - Leotard Briefs (S) (Integrated, allows patterns on skin)
  - Leotard Briefs Sleek (S) (Integrated, allows patterns on skin)
  - Retro Briefs (S) (Integrated, allows patterns on skin)
  - Retro Briefs Sleek (S) (Integrated, allows patterns on skin)
  - Ribbons (S, L, R)
  - Sheer Angles (S, L, R)
  - Side Keyholes (L, R)
  - Spiderweb 2 (L, R)
  - Spiderweb 2 Sheer (L, R)


- New Tights Base Option:

  - Metallic Pants (matches and blends into clubwear top)


- New Pants Options:

    The Pants boneset has been reworked with the following additional options,
    with particular attention given to the creation of full body catsuits via
    matching top and bottom materials:

  - New geometry: Bell Bottoms
  - Expanded library of base textures for Basic Pants, Tight Pants, Flared,
    Bell Bottoms, and Baggy. Includes:
      - Business (L) (converted from legacy Slacks category)
      - Pin Stripe (L) (converted from legacy Slacks category)
      - Tights (S) (matches legacy counterparts)
      - Tights Sleek (S) (matches legacy counterparts)
      - Defense (S) (matches legacy counterparts)
      - Bodysuit Leather (S) (matches legacy counterparts)
      - Patent Leather (S) (matches legacy counterparts)
      - Metallic Pants (S) (matches legacy counterparts)


- New Tucked In Options:

    The following new base textures from Jodhpurs have been applied to the Resistance
    geometry found in the Tucked In boneset:

      - Houndstooth (L, R)
      - Tight Military Style (S)
      - Tight Aeronaut (S)


- New Hip Boneset and Basic Geometry:

    Jodhpurs. A classic profile associated with golden age and pulp era
    characters.

  - Boneset includes:

      - Three all new base textures:
          - Aeronaut (S)
          - Military (S)
          - Houndstooth (L, R)
      - Metallic pants base
      - Currently 34 other legacy bases for possible inclusion with release
        to Rebirth Live


- Integrated Hip Tights:

    A new subsystem that takes advantage of compound textures. Similar to Issue 1's
    glove diversification, Integrated Tights opens a diversity of new mix and match
    options.

    The seven sub-selections of each Integrated Tights Option allows you to pick the
    sheen of and coloration of both the over garment and the undertights. You also select
    whether the over garment or undertights receive the pattern mask.

    The following Integrated Tights are found in Bottoms, Bottoms with Skin,
    and Skirts / Shorts bonesets:

      - Leotard Briefs (S)
      - Retro Briefs (S)


### End New Chest Options ###


General Patch Notes:

  - Unlocked Dirty Clockwork option in chests, hips, and robotic arms

  - Fixed several instances where H2 Mummy base for hips or chest was not
    available in certain bonesets

  - Canonized several pattern masks.

    This means they will no longer be found at the end of the menu but instead
    can be found in their appropriate alphabetical spot in the main pattern
    listing for chest and hip parts.

    The following Derek Brown post-revival patterns have been canonized:

      - Chisel
      - Crosshair
      - Grid
      - Tech Shield
      - Trident
      - Widget

### End Female Asym Rollout Patchnotes ###

60
Hello!
With the aid of the community, we will be hosting a set of incarnate trials on the PTS. They will be held on the 31st at the usual time these are ran at on Tuesdays (9 est, 8 cst, 6 pst).

Attendants will be able to claim not only every merit earned within the run of trials, but will be given bonus empyrean merits for their trouble. We require participants who wish for these rewards to fill out a form (for every character they play in the event of swapping) detailing the recipe drops they gained during these trials.

Thank you all again for your input!
- El Bee~

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