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May 14, 2015 Patch Notes[]
Bug and Balance Fixes
- Cannonball’s Kinetic Field now grants Breakthrough
- Cannonball’s Kinetic Field now prevents new harmful effects from being applied
- Cannonball’s Cleared For Take Off now grants Wind-Up
The following characters have had their actions adjusted:
- Cannonball
- Comin’ Through:
- Stamina Cost increased
- Damage increased
- Nothin’s Impossible:
- Stamina Cost increased
- Damage increased
- Crash Landing:
- Stamina Cost increased
- Damage increased
- Cleared For Take Off:
- Stamina Cost reduced
- Damage increased
- Comin’ Through:
October 16, 2014 Patch Notes[]
Bug & Balance Fixes:
- Characters
- Fixed an issue with Cannonball not restoring his Kinetic Field after defeating an opponent with Nothin's Impossible
July 24, 2014 Patch Notes[]
Undocumented Change
- Updated bio
- From:
- Sam Guthrie is a mutant with the power to discharge thermo-chemical energy from his body, becoming a near-invulnerable human rocket. Though he is most-known as a founding member of the New Mutants, he has joined many teams since, always bringing his courage and sense of justice with him.
- To:
- Sam Guthrie is a mutant with the ability to generate and release thermo-chemical energy through his body, transforming into a virtually invulnerable human rocket. While he is well-known as a founding member of the New Mutants, he has since brought his courage and sense of justice to many heroic teams.
- From:
July 10, 2014 Patch Notes[]
Release
- Spec Ops 19 reward
- Bio – Sam Guthrie is a mutant with the power to discharge thermo-chemical energy from his body, becoming a near-invulnerable human rocket. Though he is most-known as a founding member of the New Mutants, he has joined many teams since, always bringing his courage and sense of justice with him.
- Class: Blaster
- Self Passives
- Blast Off
- 20% chance to dodge an attack
- Immune to ground attacks
- Attacks dodged this way grant Rising Up
- Last Man Standing
- Increases Accuracy, Attack, Defense and Evasion when an ally is KO'ed
- Blast Off
- Self Passives
- Action 1 : Comin' Through
- Unlocked at Level 1
- Unarmed, Melee,Kinetic
- Targets One Enemy
- Special Properties
- Exploits Shields
- Bypasses and deals extra damage against targets that are protected by Shields
- High Crits
- Increased chance of critical hits
- Expanded Field
- While Kinetic Field is active, this action gains Shield Slam
- This action consumes Kinetic Field
- Exploits Shields
- One Enemy
- Shield Breaker
- Removes and prevents new shields
- Shield Breaker
- Action 2A : Kinetic Field
- Unlocked at Level 2
- Buff
- 3 Round Cooldown
- Special Properties
- Cry Uncle
- While Kinetic Field is active, this action is replaced with Nothin's Impossible
- Cry Uncle
- Self
- Kinetic Field
- Reduces damage taken by attacks to 0
- Does not affect Ignore Defense, Magic, or Psychic attacks
- Counts as a Shield for the purposes of attacks
- Kinetic Field
- Action 2B : Nothin's Impossible
- Unlocked at Level 2
- Unarmed, Melee, Kinetic
- 3 Round Cooldown
- Special Properties
- Brutal Strike
- Damage cannot be prevented by resurrection effects
- Deadly Crits
- Deals extra damage on critical hits
- Finest Hour!
- Deals extra damage while Agile, Focused, Fortified, Strengthened, Shielded or Healing
- Matter of Perspective
- While Kinetic Field is inactive, this action is replaced with Kinetic Field
- This action consumes Kinetic Field
- Knocking Out an enemy with this attack grants Kinetic Field
- Brutal Strike
- Action 3 : Crash Landing
- Unlocked at Level 6
- Ground, Kinetic
- 2 Round Cooldown
- Targets All Enemies
- Special Properties
- Ground Attack
- Ignores most protect and Avoidance effects
- Crash Course
- While Kinetic Field is active, this action gains Breakthrough
- This action consumes Kinetic Field
- Ground Attack
- All Enemies
- Winded
- Removes and prevents Follow-Up attacks
- Off-balance
- Removes and prevents Counter-Attack effects
- Exhausted
- Cannot take extra turns
- Quick Actions become normal actions
- Winded
- Action 4 : Cleared For Take Off
- Unlocked at Level 9
- Melee, Kinetic, Fire
- 2 Round Cooldown
- Targets One Enemy
- One Enemy
- Melt Armor
- All attacks against this target ignore defense
- Melt Armor
- Self
- Afterburners
- Grants an extra turn
- Afterburners