View Full Version : 1.06 PTS Changenotes
Crode
11-20-2008, 06:54 AM
Hope I dont get in trouble for posting the changenotes on PTS. Its like beta except there is no NDA now? It is huge so I wont be editing to make it more readable. :D
Game Update 1.0.6
Warhammer Online: Age of Reckoning
Patch 1.0.6: 11/19/2008
Known Issues
* Currently, players may not experience a timer when interacting with objects in cases where they normally would.
Highlights
* New Careers Released! With this version we are happy to announce the release of the Empire's Knight of the Blazing Sun, and the Dark Elf's Blackguard! These new careers are available early for players who have successfully completed the Heavy Metal Event!
* Mastery Refunds - Due to a number of significant changes to many of our careers, provided a full mastery refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery: - Black Orc
- Bright Wizard
- Chosen
- Engineer
- Ironbreaker
- Magus
- Shadow Warrior
- Sorcerer
- Squig Herder
- Swordmaster
* Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.
* Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5s immunity to being rooted again after the current root effect breaks.
* Improvements have been made to autoattack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee autoattacks, and vice versa.
* The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.
* Fixes have been made to issues which were causing guild promotion and demotion not to work properly.
Combat and Careers
General
* We've fixed an issue that was causing the buff icon on various marketing rewards not to display correctly.
* We fixed a bug that was causing weapons and armor not to display their proc effects in the item display.
* Opponents may no longer right-click item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably.
* Tactics gained from Tome Unlocks have been renamed.
* Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted in the specific careers' sections below.
* All Unstoppable tooltips will now mention Knockdown.
* Root effects, with the exception of Morale Roots, will now grant a 5s Freedom effect to the victim when they break, and will no longer stack with other roots.
* Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.
* Fixed assorted issues where certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases where snared players would find themselves essentially rooted when in lava.
* All tactics now give their bonus when the character that has them slotted is Stealthed, Mounted, or has a Standard out.
Racial Abilities
* Stoutness of Stone: This tactic should once again reduce the effectiveness of Stuns and Knockdowns.
* Centuries of Training: The tooltip for this ability has been changed to avoid confusion.
* Tzeentch's Warding should now get the bonus when the character is mounted.
Archetype Abilities
* Point Blank will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.
* Alter Fate: Tooltip should now display the correct values.
* Misdirection: This ability should now display an effect on the caster while the ability is active, and play a brief effect on anyone damaged by the effect.
* Rampaging Siphon: Morale should now heal the group for each target hit, instead of only once.
* Frenzied Slaughter: This ability will now display an effect when used.
* Force of Will: This ability will now display an effect when used.
* Relentless Assault: This ability will now display an effect when used.
* Relentless Assault: The ability will no longer remove snares and roots.
* Divine Protection should now list the amount of damage absorbed in the tooltip.
* Champion's Challenge: Neither the player nor the player's enemy may be knocked back while this Morale is in effect.
* Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.
* Raze: The channel will no longer be interrupted while on the move.
* Restorative Burst: The tooltip on this tactic will now correctly state the number of Action Points gained from triggering.
* Focused Mind: The tooltip for this effect should now list what it gives immunity to.
Archmage
* Prismatic Shield: This ability will no longer fail if the caster's defensive target is not a group member.
* Transfer Force: The damage for this ability has increased.
* Hurried Restore: This tactic will now stun the player when the resurrect is cast, instead of when it is accepted.
* Healing Energy: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
* Drain Magic: This ability will now increase in potency with High Magic.
* Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic.
* Radiant Lance: This ability will now reliably consume high magic.
* Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Transfer Force: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities.
* Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other damage over time abilities.
* Boon of Hysh: This ability has had its cast time reduced to 2.5 seconds, and the setback amount reduced to half a second
* Wild Healing: This tactic will now correctly provide a 50% reduction to AP costs on direct healing abilities when triggered.
* Funnel Essence: This ability should now correctly behave like a channeled ability.
* Radiant Gaze: This ability should now correctly reduced the target's chance to critical hit and damage by the correct amount.
* Storm of Cronos: This ability should now correctly reduce Spirit resistance for the correct amount.
* Balanced Mending: This ability should now correctly provide a bonus to heals on other players, and a penalty to heals on the caster.
* Increased Conductivity: This Tactic should now increase the damage for all abilities listed in the tooltip.
* Rain Lord: The tooltip for this effect should now list all stats affected.
* Balance Essence: The damage for this ability has been increased.
* Funnel Essence: This ability should now channel correctly, as well as correctly heal the target.
Black Orc
* All Black Orcs have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* All War Bellows will now persist through the Black Orc's death. This means that the player will not have to recast a War Bellow after respawning or being resurrected.
* Trip 'Em Up: The damage for this ability is now reduced, but no longer occurs over time. The Action Point cost has increased, the reuse removed, and the snare from this ability will no longer stack with other snares.
* Da Big Un: The damage has increased, and the Radius has been reduced.
* Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.
* Right in da Jibblies: The reuse for this ability has been lowered.
* Follow me Lead: The Toughness buff provided to the defensive target by this ability should now work correctly.
* Juggernaut: This ability is now available at Rank 12.
* Guard: This ability should no longer attempt to work on players outside of the Black Orc's group.
* Rock 'Ard: This ability now starts a Plan chain.
* Save da Runts: The hotbar icon for this ability will now light up properly.
Bright Wizard
* All Bright Wizards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Flame Breath: Targets affected by this ability will now receive a debuff icon.
* Explosive Force: The damage done to the targets around the caster is now defendable.
* Fiery Blast: The tooltip for this ability now displays the correct damage and radius, and the ability now builds the correct amount of combustion.
* Scorched Earth: This ability now builds 10 combustion.
* Playing with Fire: The damage from this ability now only fires on direct heals and cannot do critical damage.
* Fire Cage: The cost for this ability has been decreased, the cooldown has been increased and the ability can now be trained at rank 12.
* Pyroclastic Surge: This ability can now be trained at rank 10.
* Scorched Earth: This ability should now have the correct cooldown.
* Combustion will no longer start to fade away if the caster continues casting spells after hitting 100.
* Combustion mechanic: Critical chance bonuses have been reduced.
* Combustion mechanic: Chance to trigger an Explosion has been reduced.
* Choking Smoke: This ability now has no build time.
* Meltdown: This ability can no longer be blocked.
Crode
11-20-2008, 06:55 AM
Chosen
* All Chosen have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Suppression: The parry buff from suppression should no longer stack with itself.
* Mixed Defenses: The tooltip for this ability should now display proper values.
* Juggernaut: This ability is now available at rank 12.
* Guard should no longer attempt to work on players outside of the Chosen's group.
* Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Guard: The hotbar icon for this ability will now light up properly.
* Blast Wave: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
* Bane Shield: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
* Quake: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.
* Bane Shield: The damage is now considered spiritual damage.
* Seeping wound: This ability will no longer apply the effect from the Tactic Tainted Wounds, without the tactic being slotted.
Disciple of Khaine
* All offhand Disciple chalice items have been improved! See Items notes for more detailed information.
* All Covenants will now persist through the Disciple's death. This means that the Disciple will not have to recast a Covenant after respawning or being resurrected.
* Covenant of Tenacity: Fixed a bug that made the radius of this ability much too small.
* Covenant of Vitality: Fixed a bug that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procced the damage.
* Covenant of Vitality: The damage for this ability has increased.
* Consume Essence: The damage for this ability has increased.
* Transfer Essence: The damage for this ability has increased.
* Restore Essence: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
* Bloodthirst: The snare component has been removed, and the damage has been increased
* Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Curse of Khaine: The effect has been reduced to 50%.
* Covenant of Celerity: This ability will no longer stack with other snares. The effect can now be removed with snare cleansing abilities.
* Flay: This ability is now considered a snare and can be removed by snare cleansing abilities.
* Rend Soul: This ability now heals for 350% of the damage done, and the setback amount has been reduced to half a second
* Khaine's Imbuement: Resolved a bug that allowed this tactic to proc on every swing.
Engineer
* All Engineers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Flak Jacket: Magic Damage will no longer reduce Armor counters.
* Steam Vent: Newly created Engineers will no longer show this ability as being trainable at both 15 and 21.
* Gun Blast: The damage for this ability has increased.
* Field Repair: The cost, range and cooldown have increased, and this ability now instantly restores health instead of being a channel.
* Incendiary Rounds: The damage and cost of this ability have increased.
* Friction Burn: The damage and cost of this ability have increased.
* Fragmentation Grenade: The damage and cost of this ability have increased.
* Signal Flare: The damage and cost of this ability have increased, and its reuse reduced.
* Penetrating Round: The damage of this ability has increased.
* Focus Fire: The damage of this ability has increased.
* Firebomb: The damage of this ability has increased.
* Self Destruct: The cost of this ability has been removed, its reuse greatly increased, and it now deals damage in addition to knocking down.
* Gun Turret: The cost of this ability has been greatly reduced, its auto attack damage has been greatly increased, and it is now a core ability so it will always summon based on the Engineer's level.
* Pet Ability Penetrating Round: The damage has increased, and it is now considered a Path of the Rifleman ability.
* Pet Ability Machine Gun: This ability is now considered a Path of the Rifleman ability.
* Bombardment Turret: The cost of this ability is now greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer's level.
* Pet Ability High Explosive Grenade: The damage and build time have increased, the reuse reduced, and it is now considered a Path of the Grenadier ability.
* Pet Ability Shock Grenade: The damage and reuse have increased, the build time reduced, and it is now considered a Path of the Grenadier ability.
* Flame Turret: The cost has been greatly reduced, the auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer's level.
* Pet Ability Flamethrower: This is now considered a Path of the Tinkerer ability.
* Pet Ability Steam Vent: This is now considered a Path of the Tinkerer ability.
* Barbed Wire: The cost of this abilty has decreased, the cooldown has increased and the ability can now be trained at rank 12.
* Hip Shot: This ability can now be trained at rank 10.
* Friction Burn: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Incendiary Rounds: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Fragmentation Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Signal Flare: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Blunderbuss Blast: This ability now has the correct cooldown.
* Fragmentation Grenade: This ability now does the correct amount of damage
* Electromagnet: This ability should now give knockback immunity.
* Self Destruct: This ability should now correctly knock all targets down, and kill the Engineer's turret.
* Barbed Wire: This ability should now correctly root all players.
* Friction Burn: This ability should now work correctly when there are no targets in the area.
* Strafing Run: This ability now has less of a delay before damaging and knocking back the target.
* Tangling Wire: This ability now correctly fires with Barbed Wire.
Ironbreaker
* All Ironbreakers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Ironbreakers can now wield hammers and great hammers in addition to axes and great axes!
* Shield of Reprisal: This ability will no longer knock down Unstoppable targets.
* Guarded Attack: The Buff to Oathfriend will no longer stack with other, more powerful Armor buffs.
* Punishing Knock: Targets will now actually fall down after being hit.
* Avenging the Debt: The Damage of this ability has increased.
* Grudge Mechanic: The rate in which Grudge is lost has been changed. Grudge will begin to decay at a rate of 5 grudge per second if no grudge is generated for 15s.
* Oath Friend: The rate at which Grudge is generated from your oathfriend has been adjusted. Between 0 - 30 grudge you will gain +10 Grudge every time your oathfriend is attacked. Between 30 - 60 grudge you will gain +5 grudge every time your oathfriend is attacked. Between 60 - 100 grudge you will gain +1 grudge every time your oathfriend is attacked
* Oath Friend: The cooldown for the ability has been changed to 1.5 seconds.
* Juggernaut: This ability is now available at rank 12.
* Guard should no longer attempt to work on players outside of the Ironbreaker's group.
* Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other damage over time abilities.
* Stone Breaker: This ability will no longer be considered a Blessing.
* Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from other Ironbreakers. Players will only recieve the most powerful bonus available.
* Guard: The hotbar icon for this ability will now light up properly.
* Avenging the Debt: The heal value of this ability has increased.
* Away With Ye: Reduced the Grudge cost to 25. Decreased the cooldown to 10seconds.
* Grumble An' Mutter: The heal value of this ability has increased
* Oathbound: Reduced the Grudge cost to 15.
* Shield Sweep: Reduced the Grudge cost to 25.
* Watch An' Learn: Reduced the Grudge cost to 15, increased the damage, and increased the cooldown to 10 seconds.
* Axe Slam: This morale ability will now correctly gain benefit from Mastery into Path of Stone.
* Strength In Numbers: This morale ability will now correctly gain benefit from Mastery into Path of Vengeance.
Crode
11-20-2008, 06:58 AM
Magus
* All Magus have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Daemonic Armor: Magic Damage will no longer reduce Armor counters.
* Summon Blue Horror: Opponents must now be close to Blue Horror to melee it.
* Wither Soul: This ability's tooltip has been corrected and no longer gives false impression that % debuff was scaling.
* Warping Blast: This ability now uses the correct icon.
* Dissolving Mist: This ability now uses the correct icon.
* Infernal Blast: The damage and cost of this ability have increased.
* Baleful Transmogrification: The damage and cost of this ability have increased.
* Pandemonium: The damage and cost of this ability have increased.
* Wither Soul The damage and cost of this ability have increased.
* Rend Winds: The damage and cost of this ability have increased. .
* Strengthen Thrall: The cost, range and cooldown of this ability have increased, and the ability now instantly restores health instead of being a channel.
* Instability: The cost of this ability has been removed, itsreuse greatly increased, and it now knocks down instead of draining AP.
* Flamer of Tzeentch: The cost of this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus' level.
* Pet Ability Flames of Change: The reuse time for this ability has been reduced, and it is now considered a Path of Changing ability.
* Pet Ability Flame of Tzeentch: The reuse time and channel duration for this ability has been reduced, its damage increased, and it is now considered a Path of Changing ability.
* Blue Horror: The cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on your level.
* Pet Ability Coruscating Energy: The damage for this ability is now reduced, and it is now considered a Path of Daemonology ability.
* Pet Ability Warping Energy: Now considered a Path of Daemonology ability
* Pink Horror: The cost for this ability has bee greatly reduced, its auto attack damage greatly increased, and it is now a core ability so will always summon based on the Magus' level.
* Pet Ability Daemonic Consumption: The build time for this ability is increased, and it is now considered a Path of Havoc ability.
* Pet Ability Daemonic Fire: The build time and damage for this ability are increased, and it is now considered a Path of Havoc ability.
* Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased and the ability can now be trained at rank 12.
* Move Surging Violet Fire: This ability can now be trained at rank 10.
* Infernal Blast: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Baleful Transmogrification: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Pandemonium: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Withered Soul: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Demonic Consumpion: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Flames of Change: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Chaotic Rift: This ability should now give knockback immunity.
* Daemonic Lash: The tooltip for this ability no longer displays an incorrect cooldown time.
* Seed of Chaos: The AoE damage will once again fire at the end of the damage over time.
Marauder
* Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.
* Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also hits the Marauder.
* Mouth of Tzeentch: This ability will now behave like a melee attack. Its damage will be increased by Strength, and it can be defended against like a melee attack.
Runepriest
* Blessing of Valaya: This ability will no longer fail to cast if the Runepriest doesn't have line of sight to your defensive target.
* Rune of Fortune: The damage of this ability has increased.
* Rune of Fate: The damage of this ability has increased.
* Rune of Mending: The stat contribution for this ability has been fixed. This ability was previously receiving more stat benefits than intended.
* Oath Rune of Sanctuary will now be affected by the antiresurrection aura.
* Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rune of Fate: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Oath Rune of Power: Now also increases the target's Ballistic Skill.
* Rune of Nullification: The effect of this ability has been reduced to 50%.
* Master Runes: Fixed an issue where all Master Runes had an adverse effect on frame rate
* Rune of Restoration: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second
Shadow Warrior
* All Shadow Warriors have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Festering Arrow: The hotkey for this ability will no longer light up when in Assault Stance.
* Hunter's Fervor: The radius for this ability has been increased to match similar group-based effects.
* Acid Arrow: The buff icon for this ability will now display actual armor debuffed, instead of percent.
* All stance abilities will now persist through death.
* Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged autoattack to fire while moving.
* Vengeance of the Nagarythe The cooldown for this ability has been reduced to 2m.
* Assault Stance: While in assault stance, all +Ballistic Skill on items is considered to be Strength as well.
* Broadhead Arrow: The damage of this ability has increased.
* Acid Arrow: The damage of this ability has increased.
* Takedown: The damage of this ability has increased.
* Spiral Fletched Arrow: The damage of this ability has increased.
* Flame Arrow: The damage of this ability has increased.
* Rapid Fire: The damage of this ability has increased.
* Eye Shot: The damage of this ability has increased.
* Throat Shot: The damage of this ability has increased.
* Glass Arrow: The damage of this ability has increased.
* Festering Arrow: The damage of this ability has increased.
* Fell the Weak: The damage of this ability has increased.
* Shadow Sting: The damage of this ability has increased.
* Flanking Shot: The damage of this ability has increased.
* Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased and the ability can now be trained at rank 12.
* Vengeance of Nagarythe: This ability can now be trained at rank 10.
* Broadhead Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.
* Flame Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Glass Arrow: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Shadow Sting: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Assault Stance: The tooltip now states that the stance grants Strength equal to your Ballistic Skill from items.
Shaman
* Gork'll Fix It: The buff icon for this ability will now state that the ability is healing you, instead of damaging you.
* Greener 'n Cleaner: This ability will now properly remove effects from allies.
* Ere We Go!: The tooltip for this ability will now list the duration of the effect.
* Bleed fer Me: The damage of this ability has increased.
* Dat Makes Me Dizzy: This tactic will now stun the Shaman when the resurrect is cast, instead of when it is accepted.
* Gork'll Fix It: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
* Dat Makes Me Dizzy: When this tactic is equipped, Shrug it Off will now work properly.
* Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Bleed Fer me: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Ere' We Goes Again: Duration of Ere' We Go will no longer be reduced with this tactic equipped.
* Brain Bursta: This ability will now reliably consume Waaagh!
* Bleed fer Me: Fixed a bug which caused this ability to heal for incorrect amounts when used with Waaagh.
* Nuthin' But Da WAAAGH: This ability now works correctly on players other than the caster.
* Bigger, Better, An' Greener: This ability has had its cast time reduced to 2.5 seconds, and the setback amount reduced to half a second
Sorcerer
* All Sorcerers have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Surging Pain: This ability now builds 10 Dark Magic.
* Triumphant Blasting: Players knocked back by Triumphant Blasting will now correctly be given knockback immunity.
* Grip of Fear: The cost of this ability has been decreased, the cooldown has been increased and the ability can now be trained at rank 12.
* Arctic Blast: This ability can now be trained at rank 10.
* Piercing Shadows: The damage done to the targets around the caster is now defendable.
* Umbral Fury: This ability has been renamed to Frozen Fury. The tooltip now points correctly to the name of the ability that it effects.
* Tapping the Dark: The tooltip for this ability now points correctly to the name of the ability that it effects.
* Dark Magic mechanic: Critical chance bonuses have been reduced.
* Dark Magic mechanic: Chance to trigger a Backlash has been reduced.
* Stricken Voices: This ability now has no build time.
* Triumphant Blasting: The tooltip for this ability now correctly states that the ability will knock down mobs.
* Dhar Wind: This ability can no longer be blocked.
* Pit of Shades: The tooltip text for this ability is now correct.
* Shadow Knives: The tooltip text for this ability is now correct.
* Word of Pain: This ability will reduce the target's Willpower for 10 seconds, and deal damage at the end. The effect will no longer stack with each application.
Crode
11-20-2008, 06:59 AM
Squig Herder
* All Squig Herders have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!!
* Ard Noggin: The cooldown for this ability has been removed.
* Sneaky Stabbin: The tooltip for this ability is now correct.
* Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged autoattack to fire while moving.
* What Blocka?: This ability now reduces the target's armor and block chance. The ability is now defendable.
* Plink: The action Point cost and damage for this ability has increased.
* Stabbity: The action Point cost and damage for this ability has increased
* Run 'n Shoot: The Action Point cost for this ability has been reduced.
* Squig Armor: While in Squig Armor, the Squig Herder's Ballistic Skill from items is converted into Strength.
* Ard Noggin: The damage of this ability has increased.
* All pets will now summon at the Squig Herder's level.
* Pet Ability "Poisoned Spine": This ability now fires properly and its damage has been increased.
* Pet Ability "Goop Shootin'": The damage of this ability has increased.
* Yer' Bleedin: The damage of this ability has increased.
* Stop Runnin!: The damage of this ability has increased.
* Run 'n Shoot: The damage of this ability has increased.
* Explodin' Arrer: The damage of this ability has increased.
* Lots o' Arrers: The damage of this ability has increased.
* Not So Fast!: The damage of this ability has increased.
* Choking Arrer: The damage of this ability has increased.
* Finish Em Off: The damage of this ability has increased.
* Shrapnel Arrer: The damage of this ability has increased.
* Rotten Arrer: The damage of this ability has increased.
* Behind Ya!: The damage of this ability has increased.
* Sticky Squigz: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12.
* Squig Frenzy: This ability can now be trained at rank 10.
* Yer Bleedin' : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Cut Ya : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Explodin Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.
* Big Claw : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Shrapnel Arrer : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Rotten Arrer : The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.
* Gore : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Poisoned Spine : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Squig Squeal: The damage over time will now fire on the target correctly.
* Sharp Toofs: The tactic will now reduce Git Em's! cost. The tooltip has been corrected.
* Git Em: This ability will now upgrade properly.
* Git Em: The tooltip text for this ability is now correct.
* Da Smell Don't Bother Me: While in Squig Armor, this tactic will heal the Squig Herder for a small amount every 5seconds.
* Don't Eat Me: This ability can now be used while in Squig Armor.
* Farty Squig: This ability can now be used while in Squig Armor.
* Squig Frenzy: This ability can now be used while in Squig Armor.
* Tastes Like Chicken: This ability can now be used while in Squig Armor.
Swordmaster
* All Swordmasters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* All Blade Enchants will now persist through the Swordmaster's death. This means that the Swordmaster will not have to recast an Enchant after respawning or being resurrected.
* Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.
* Crushing Advance: This ability now adds 10% to the Swordmaster's block instead of increasing the current value by 10%.
* Graceful Strike: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
* Nature's Blade: The proc from this ability now has new art for its area effect.
* Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals spirit damage.
* Quick Incision: The cost of this ability has been increased, its cooldown timer has been removed, and the damage has been changed to apply instantly instead of over time.
* Wrath of Hoeth: The cost of this ability has been increased, it has been changed to an Improved Balance attack, and its radius has been decreased to 20 feet.
* Blurring Shock: This ability now applies an effect on the target, for the next 10s, whenever they are critically hit they take additional damage.
* Phoenix Wing: This ability no longer adds additional hate, and its damage and radius have increased.
* Crushing Advance: The damage of this ability has increased, and its reuse has been increased to 10s.
* Protection of Hoeth: This ability has changed to an Open Balance attack, and its reuse and absorb effect have been decreased.
* Juggernaut: This ability is now available at rank 12.
* Guard should no longer attempt to work on players outside of your group, and the hotbar icon for this ability will now light up properly.
* Graceful Strike: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Crashing Wave: This ability should now knock targets down every time.
* Perfect Defenses: Players will now properly receive the bonuses to defense while in Improved and Perfect Balance
* Sapping Strike: The Action Point drain on this ability should now work correctly.
* Shadow Blades: The damage dealt with this ability can no longer be defended against.
* Phantom's Blade: Fixed a typo in this ability's tooltip.
Warrior Priest
* All offhand Warrior Priest book items have been improved! See Items notes for more detailed information
* All Auras will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected.
* Prayer of Absolution: Fixed a bug that made the actual range of this ability much shorter than the range listed in the tooltip.
* Soulfire: This ability's tooltip will now state that the effect is a Curse rather than a Cripple.
* Divine Strike: The damage of this ability has increased.
* Sigmar's Radiance: The damage of this ability has increased.
* Prayer of Righteousness: The Buff window tooltip for this ability will now display correctly.
* Divine Aid: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
* Prayer of Devotion: The health gained from triggering this ability has been increased.
* Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Smite: This ability will now properly generate Righteous Fury based on the number of targets hit.
* Divine Assault: This ability now heals 350% of the damage done, and the setback amount is now reduced to half a second
* Divine Shock: This ability should now fire when there are no targets in the area.
* Greave of Sigmar: The duration of the buff from this tactic will now match the duration of Sigmar's Fist.
* Sigmar's Shield: The buff window icon for this ability will now display a tooltip.
* Divine Light: The buff window icon for this ability will now display a tooltip.
* Martyr's Blessing: This ability will no longer display a buff icon on those being healed.
White Lion
* Pounce: This ability now requires an enemy target.
* Pounce: This ability has been adjusted so that it no longer targets objects. This includes quest and public quest object targets, and keep doors.
* All Training buffs now persist through the White Lion's death. This means that the player will not have to recast a Training after respawning or being resurrected.
* Blindside: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
* Pet ability Gut Ripper: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
* Cleave Limb: This ability now snares the target for 10seconds, and no longer reduces auto attack speed.
* Pet Ability "Bite": The damage of this ability has increased.
* Pet Ability "Claw Sweep": The damage of this ability has increased.
* Pet Ability "Shred": The damage of this ability has increased..
* Pet Ability "Leg Tear": The duration has decreased on the Damage over Time aspect of this ability.
* Pet Ability "Fang and Claw": The damage of this ability has decreased.
* Pet Ability "Maul": The damage of this ability has decreased and its reuse timer has been lowered to 5 seconds.
* Pet Ability "Gut Ripper": The reuse timer for this ability is now 20 seconds.
* The White Lion pet's auto attack damage has been given a substantial increase.
* Pack Assault: Fixed a bug that prevented the initial damage of this ability from showing to the user.
* Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other damage over time abilities.
* Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Leg Tear: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Gut Rip: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Thin the Heard: This ability should now have the correct range.
* Pack Assault: This ability should now correctly grant all group members the extra damage.
* Cull the Weak: This ability should now have the correct range.
Crode
11-20-2008, 07:00 AM
Witch Elf
* All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected.
* Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Elixir of Insane Power: The Witch Elf's attacks will now ignore 50% of her target's armor.
* Healer's Bane: This ability's effect has been reduced to 50%.
* Agile Escape: Knockback Immunity will no longer prevent the Witch Elf from jumping away from her target.
Witch Hunter
* All Witch Hunters have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Repel Blasphemy: This self-buff is now right-click removable.
* Blessed Bullets of Cleansing: The damage of this ability has been increased, the amount of Action Points stolen has been increased, and this ability is now available at rank 35.
* Blessed Bullets of Confession: The damage of this ability has increased, and it is now available at rank 9.
* Blessed Bullets of Purity: : The damage of this ability has increased, and it is now available at rank 4.
* All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected.
* Sanctified Bullets: Blessed Bullets of Purity will now heal for 50% of the damage they cause.
* Fervor: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability. Also, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Sweeping Strikes: This tactic will now correctly affect two other targets.
* Emporer's Commendation: This ability should now trigger off from-stealth openers.
* Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities. Also, this ability will now trigger Blessed Bullets.
* Seal of Destruction: The Witch Hunter's attacks will now ignore 50% of your target's armor.
* Declare Anathema: Knockback Immunity will no longer prevent the Witch Hunter from jumping away from your target.
* Seeker's Blade: This ability now checks for an Ailment.
* Trial By Pain: This ability can now be used while on the move.
Zealot
* Endless Gifts: This ability will no longer affect Winds of Insanity.
* Boon of Tzeentch: The damage of this ability has increased.
* Dark Medicine: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.
* Manipulation: This ability will no longer trigger if the target of the heal is already at full health.
* Mark of Remaking: This ability will now be affected by the antiresurrection aura.
* Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
* Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other damage over time abilities.
* Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
* Mark of Daemonic Fury: This ability now also increases the target's Ballistic Skill.
* Boon of Tzeentch: The tooltip for this ability now displays the correct range.
* Storm of Ravens: The tooltip for this ability now displays the correct range.
* Chaotic Agitation: The tooltip will now display the correct frequency for damage pulses.
* Elixir of Dark Blessing: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second
Items
* Warrior Priest Books have been updated to make them significantly more attractive to players. All offhand books will now add passive Righteous Fury regeneration. The amount regenerated per second varies based on the rarity of the item
* Disciple Chalices have been updated to make them significantly more attractive to players. All offhand books will now add passive Soul Essence regeneration. The amount regenerated per second varies based on the rarity of the item
* An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.
* Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.
* Numerous bugs have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.
* Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably.
* Fixed a bug that was causing weapons and armor not to display their proc effects in the item display.
* Numerous bugs have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.
* Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier and Barricade effects will now proc far more reliably.
* Image Changing Rewards: A player's illusion will now break upon using an ability in addition to breaking on damage.
* All Dwarf spanner items in the game are now set to be useable by Engineers only.
* All Dwarf great hammer items in the game are now set to be useable by Ironbreakers only.
* All Empire rapier items in the game are now set to be useable by Witch Hunters only.
* Tooltips on armor set pieces will now display information relevant to that set's bonuses.
* Standards: All references to banners should now be removed. All text now refers to standards.
Realm vs. Realm
* Fixed an issue which was causing the Martyr's Square battlefield objective not to issue renown properly.
* Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from entering the keep through the door.
* A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following: - Mourkain Temple
- Stone Troll Crossing
- Tor Anroc
- Howling Gorge
- Talabec Dam
- Serpent's Passage
* The interact timers for planting the bomb in the Howling Gorge and Talabec Dam scenarios have been lowered to 2 seconds.
* Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren't should occur far less frequently, if at all.
User Interface
* The "Ability Not Ready" message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown.
* Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.
* Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.
* Morale abilities will now display their cooldowns correctly at all times.
* Fixed the tooltip display for the first custom guild rank slot.
* Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.
* Guild members may now be promoted to the first customized guild rank slot.
* Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.
* Guild titles will now sort by rank rather than alphabetically.
* Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.
* Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.
* Guild Leaders, Officers and anyone else with appropriate permissions can once again use the guild window context menus to promote and demote members.
* Locking the chat window will now persist upon logging out.
* Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.
Keeng
11-20-2008, 07:02 AM
No worries, there's no NDA or anything.
Gorky
11-20-2008, 07:25 AM
This changes sound great I feel. Everything seems very well thought out.
Browncoat-WHA
11-20-2008, 07:42 AM
As far as we know, no NDA. So until we hear otherwise, what you posted was fine.
Abraxis
11-20-2008, 07:51 AM
Well let me be the first sorc to say it, if the word of pain changes go live from what they previously were on the test server, the entire sorc community is going to be outraged. I am not going to panic just yet because these things are still in beta, but please god change it back to a spirit debuff, I think there are more than 3 threads doing the math that prooves why a willpower debuff is useless.
Zodan
11-21-2008, 04:51 AM
Well let me be the first sorc to say it, if the word of pain changes go live from what they previously were on the test server, the entire sorc community is going to be outraged. I am not going to panic just yet because these things are still in beta, but please god change it back to a spirit debuff, I think there are more than 3 threads doing the math that prooves why a willpower debuff is useless.
I really hope this will be remedied, though I wouldn't mind if BW resistance debuff would be changed to -willpower debuff also, I bet they would be really happy.
Censored
11-21-2008, 04:19 PM
Well let me be the first sorc to say it, if the word of pain changes go live from what they previously were on the test server, the entire sorc community is going to be outraged. I am not going to panic just yet because these things are still in beta, but please god change it back to a spirit debuff, I think there are more than 3 threads doing the math that prooves why a willpower debuff is useless.
I simply can't believe that the developers think this is a positive way forwards with this ability. Its so bad as to still be useless and still not have a place on my castbar.
Elathar
11-21-2008, 06:26 PM
Yeah, that's bad. The Willpower debuff was pretty much useless while it stacked, now it won't have any effect. Better to scrap that, and make the whole spell a simple delayed nuke or whatever.
Generally this doesn't look good. Sorceress is a really fun to play Glass Cannon, we kill ourselves, we don't outdamage other classes if we don't have a healer, and die within seconds if we get attacked. In return we can do great damage if left alone and with a healer.
If this class is turned yet into another WoW Mage kind of "DPS" class, then why have this class at all.
I'm also not sure what verifies that we weren't included into the general DOT upgrade. Because Bright Wizards in a certain specc do too much damage with DOTs? Rather should fix that then.
I hope we still see some positive changes before this goes live. Kind of a let down.
Crode
11-22-2008, 02:58 AM
Edit: We also got rank 20 templates for testing new classes.
----------------------------------------------------------
Patch 1.0.6a: 11/21/2008
Combat & Careers
Healer Archetype
* Rampaging Siphon: This ability will no longer be affected by points spent in career mastery.
Archmage
* Mistress of the Marsh: This ability has had its cast time reduced.
Black Guard
* All Black Guards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Hateful Strike: Removed the Toughness Buff from this ability.
* Terrifying Foe: This ability now requires additional points to be spent in the Path of Loathing. In addition this tactic will now cause Hateful Strike to increase the players Toughness based on the amount of hate built.
* Crush Vitality: This ability is now available at level 21. All attacks have a 25% chance to lower target's autoattack speed by 25% for 10s
* Choking Fury: This ability now has a 20 second cooldown, and its Hatred cost has been reduced.
* Force of Fury: The duration of this ability is now 10 seconds, and it has a 20 second cooldown. In addition, it no longer has a cost.
* Exile: The tooltip for this ability has been fixed.
* Hate Mechanic: The rate at which Hate is generated from your has been adjusted. Between 0 - 30 Hate you will gain 10 Hate per attack. Between 30 - 60 Hate you will gain 4 Hate per attack. Between 60 - 100 grudge you will gain 1 Hate per attack.
Bright Wizard
* All Bright Wizards have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Fireball: The amount that stats contribute the effectiveness of this ability has been increased
* Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.
Disciple of Khaine
* Essence Lash: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Devour Essence: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Fist of Khaine: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Consume Strength: The strength debuff portion of this ability will now only be triggered if the attack is successful.
Ironbreaker
* Oath Friend: The rate at which Grudge is generated from your oathfriend has been adjusted. Between 0 - 30 grudge you will gain 10 Grudge every time your oathfriend is attacked. Between 30 - 60 grudge you will gain 4 grudge every time your oathfriend is attacked. Between 60 - 100 grudge you will gain 1 grudge every time your oathfriend is attacked
Knight of the Blazing Sun
* All Knights of the Blazing Sun have undergone significant changes and will need to reallocate their career mastery points as a result. Be sure to speak to your trainer right away to regain your abilities!
* Heaven's Fury: This ability now requires fewer mastery points to be purchased in the Path of Glory, however, the AP cost has been increased.
* Unbalancing Attack: This ability now requires more mastery points to be purchased in the Path of Glory and has had its effectiveness increased.
* Efficient Swings: This ability now requires more mastery points to be purchased in the Path of Conquest, and has been changed to reduce Action Points costs of all Path of Conquest abilities by 35%.
* Vigilance: This ability's cooldown has been increased.
* Slice Through: This ability now requires fewer mastery points to be purchased in the Path of Glory,, and has been changed so that Crippling Blow will now hit up to 2 additional enemies within 20 feet of the Knight of The Blazing Sun's target.
Sorcerer
* Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.
* Word of Pain: This ability now correctly has a 10 second cooldown.
Shaman
* Sticky Feetz: This ability has had its cast time reduced to one second.
Warrior Priest
* Smite: This ability will no longer be able to be set back.
* Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
Art and Animations
* Fixed an issue in which all Dark Elves using crossbows were stuck in bind pose.
* Fixed an issue in which first Knight ability Sunder, has no weapon trail or sound, and has a delayed impact.
* Fixed an issue in which Knight Aura visual effects were too overwhelming.
* Fixed a visual effects issue with the Black Guar ability, None Shall Pass.
* Fixed an issue that caused summoning a mount to impact client performance.
Sahrokh
11-22-2008, 03:00 AM
I understand how there's no real "mirrors" in this game, but a class should have some perks at all.
Starting worse than our counterpart already, see them practically untouched (compared to us) while we are hit so harder due to our different playstyle and now we don't even have the debuff any more?
Why play a mediocre middle of the pack that self kills in the process?
I don't see a patch note stating how we gain scores of CC (nerfed instead) nor we gain magnets, pets, toys or anything.
Just mediocre with no payoff. Like WoW mages. The glass cannon who became a rubber mushroom.
But hey, guess why me and other WoW mages pay WAR? To see again the same of WoW? Or maybe not?
Dorgon
11-22-2008, 03:30 AM
Warrior Priest
* Smite: This ability will no longer be able to be set back.
* Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
* Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.
Excellent.
Varonth
11-22-2008, 05:28 AM
Archmage
* Mistress of the Marsh: This ability has had its cast time reduced.
Wow... another useless change, because 99% of the AM's don't even have this skill.
They should focus on something, the most AM players really want, like a fix to Wild Healing.
It is still not fixed, as mentioned in this thread:
http://www.warhammeralliance.com/forums/showthread.php?t=195412
Trixxx
11-22-2008, 06:46 AM
*edited for content*
Crode
11-22-2008, 07:58 AM
I use mistress of the marsh :D Who wants to be a healer all the time.
What sort of AM changes are you thinking of? I have yet to do any testing with my AM because everyone is playing the new classes.
ImdoneBye
11-22-2008, 07:59 AM
*edited for content*
Encima
11-22-2008, 08:36 AM
I'd personally like to request more sad stories from people leaving because the optimism of all the people I play with who are having a blast playing this game are just sickening.... :|
Really, if somebody is leaving for whatever reason, nobody really cares, what they want to play has nothing to do with this game. This thread is about the changes made to this game, so if you aren't going to play, then what you think is irrelevant; good luck with whatever you do. This thread is about Warhammer Online, specifically these latest changes and it concerns people who has a desire to play this game only.
Thanks.
Goldenheart
11-22-2008, 08:56 AM
Can 1 of the mods please organize the OPs post please, Can bearly make out what class the updates are for.
Censored
11-22-2008, 09:53 AM
Bright Wizard
* Fireball: The amount that stats contribute the effectiveness of this ability has been increased
* Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.
Some nice buffs to the Bright Wizard in the latest patch notes but no changes to the Sorcerer.
15 Second Boiling blood down to 10 seconds with the same damage and no mention that they are loosing the resist debuff from it.
Ok now where are the sorcerer versions?
EDIT
OK found 2...
Sorcerer
* Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.
* Word of Pain: This ability now correctly has a 10 second cooldown.
So WoP now only applies its useless debuff for 10 secs..... Oh joy.
Just curious, what is the new cast time of mistress of the marsh? as the big cast time was the main reason it was so useless ..
Flash Gitz
11-22-2008, 09:08 PM
Just curious, what is the new cast time of mistress of the marsh? as the big cast time was the main reason it was so useless ..
Its now 1 second.
Elathar
11-23-2008, 01:34 AM
Wow... another useless change, because 99% of the AM's don't even have this skill.
They should focus on something, the most AM players really want, like a fix to Wild Healing.
It is still not fixed, as mentioned in this thread:
http://www.warhammeralliance.com/forums/showthread.php?t=195412
The reason why 99% of the AMs didn't have that spell was exactly because the cast time was too long. Fixing the cast time was what many of the AMs wanted. 100% a good change.
Now, WoP .... I can't understand them, really. Makes no sense. Why don't reduce the damage next ... and then please remove the spell completely. From the feedback from Adam I got that the devs think a spirit debuff would make us too powerful. Then how about a healing debuff? Another thing BWs can enjoy and we don't.
Just because it still didn't sink in: A WILLPOWER DEBUFF IS USELESS FOR US. NO ONE WANTS THAT. NO INTEREST. REALLY.
Do you really want no one to use the spell again?
Varonth
11-23-2008, 04:51 AM
The reason why 99% of the AMs didn't have that spell was exactly because the cast time was too long. Fixing the cast time was what many of the AMs wanted. 100% a good change.
Perhaps some AM want such a change, but many?
Just take a look into the AM forum, and search for Mistress of the Marsh:
Result = 63 threads, and there are still a lot of crapthreads, which aren't really about a skillchange of MotM.
Most players are complaining about there heal, because most of them are Isha specced.
PaiHuShi
11-23-2008, 05:27 AM
fantastic changes, can't wait for them to go live. I HOPE they fix the buggy graphics issues with dismounting on the move. Tired of walking sideways, having my arms stuck in weird positions, and being half in the ground. FIX THOSE PLEASE they mak the game look REALLY bad.
~Jin
Elathar
11-23-2008, 05:33 AM
Perhaps some AM want such a change, but many?
Just take a look into the AM forum, and search for Mistress of the Marsh:
Result = 63 threads, and there are still a lot of crapthreads, which aren't really about a skillchange of MotM.
Most players are complaining about there heal, because most of them are Isha specced.
That's why I said many, not most ... . I'm still not getting your logic though, they fix something for some AMs without nerfing what you like, and you complain. I think that is lame. AMs are already good healers. The healing mastery line just got a buff with the 2.5 sec, and reduced setback for Boon. They didn't nerf the HOTs. They buffed a healing tactic. It's not like you are ignored. Really I think your complain is totally lame. Really sorry that they did something for those AMs that are not main specced Isha... .
fantastic changes, can't wait for them to go live.
There's a new one, btw (posted on the 21st) - http://www.warhammeralliance.com/forums/showpost.php?p=2749641&postcount=2
PS - How do you copy/paste off of the Mythic Patcher client? :confused:
LowTwo
11-23-2008, 06:55 AM
Tbh i'm pretty disappointed by the changes made to chosens or any tanks for that matter. Melee is already the underdog of WAR being killed rather easy by most ranged classes. Those classes get boosted dmg and we get zero 0 nada nothing boosts to survivability except a little less root controlling.
Oh yeah i forgot we get blastwave/quake etc to scale with strength instead of intellegence. Hmm ain't that more a bug fix then a class improvement.
I'm starting to wonder why we even get a free mastery respec.......
As it is now i'm probably gonna reroll my shaman for pvp since they still seem to be much more usefull after 1.06.
PaiHuShi
11-23-2008, 07:28 AM
Hmm, I think tanks are one of the better classes in the game right now, needing very little to nothing in regards to *fixes*. any omre dps and they would have their cak and eat it too.
~Jin
LowTwo
11-23-2008, 07:33 AM
Well don't get me wrong i dont consider myself weak as i am now. But with the increase to the dmg of most classes i get the feeling i will be much easyer to take down then before.
Then looking at the chosen compared to KotBS i was actually hoping to see some more improvements to get us in line with our mirror class, but once again order pulls on the long side of the rope as it seems now.
PaiHuShi
11-23-2008, 08:10 AM
hmm, you do realise 65% of active WAR players play destro right? Give order a bone imo.
If it helps my SW, WH, IB, and WP all find chosen VERY VERY tough.
~Jin
Lord Tareq
11-23-2008, 08:17 AM
hmm, you do realise 65% of active WAR players play destro right? Give order a bone imo.
If it helps my SW, WH, IB, and WP all find chosen VERY VERY tough.
~Jin
You cannot balance classes based on population. In 3 months Order can outnumber Destruction for all we know, completely ruining balance if the Order classes were to be made stronger to ofset the initial population imbalance.
PaiHuShi
11-23-2008, 08:25 AM
unless balance reflects current population, which is very possible.
Varonth
11-23-2008, 09:22 AM
That's why I said many, not most ... . I'm still not getting your logic though, they fix something for some AMs without nerfing what you like, and you complain. I think that is lame. AMs are already good healers. The healing mastery line just got a buff with the 2.5 sec, and reduced setback for Boon. They didn't nerf the HOTs. They buffed a healing tactic. It's not like you are ignored. Really I think your complain is totally lame. Really sorry that they did something for those AMs that are not main specced Isha... .
Yea, they buffed Balanced Mending, but they fixed Healing Energy. So, if your want the same amount of heal that one Healing Energy did pre 1.0.6. you need this tactic.
Boon with 2.5 secs is nice, but still too much, to compensate burst damage. Shield of Saphery should be some kind of anti burst skill... somethink like:
40 AP - 20 sec CD - instant cast
The next 9 seconds the target cannot take more than 250 damage per hit.
This number increase by the base level of your target and decrease by your skilllevel...
So a level 10 char maximum gets 65 damage (or somethink around that), if the shield is level 10 aswell. If the shield is level 25 (non specced Isha) it decrease the damage of a level 40 char to maximum 700-850 for example.
This would make the shield a way better, and disenchantment or targetswitch somethink usefull in the metagame.
That would be a change, which is really a change, and would make a healer someone who is usefull.
There was a sentence in a german forum yesterday, which points perfect for what healing actual is:
"Healing is nice... as long as you don't really need it."
Edit: quoted the wrong post :)
Crode
11-23-2008, 12:18 PM
Both BG and KotBS are quite good fun to play at rank20. If only the older tank classes were this much fun.
PinkysBrain
11-23-2008, 05:19 PM
Healers are only there to minimize the deaths per second to manageable levels for the rez bots (AM/Shamans).
immunil
11-23-2008, 06:03 PM
Healers are only there to minimize the deaths per second to manageable levels for the rez bots
True that :). I think a major problem is many people are flocking to this game from WoW, where rez is a big deal. The fact you can frequently rez people during combat in WAR should take the edge off the fact healing can rarely keep up with dps. It is actually a reasonable tactic to allow someone to die and rez them rather than trying to outheal the dps on them.
Personally I find this situation a little distressing as a healer, but really its not a bad situation to be in.
Vonrictus
11-24-2008, 09:22 AM
I understand how there's no real "mirrors" in this game, but a class should have some perks at all.
Starting worse than our counterpart already, see them practically untouched (compared to us) while we are hit so harder due to our different playstyle and now we don't even have the debuff any more?
Why play a mediocre middle of the pack that self kills in the process?
I don't see a patch note stating how we gain scores of CC (nerfed instead) nor we gain magnets, pets, toys or anything.
Just mediocre with no payoff. Like WoW mages. The glass cannon who became a rubber mushroom.
But hey, guess why me and other WoW mages pay WAR? To see again the same of WoW? Or maybe not?
Simply put, we need more order and less destro on almost every server. I figure they count on FoTM sorc rollers to reroll to BW and viola problem is closer to solved.
Metamyr
11-24-2008, 10:21 AM
Simply put, we need more order and less destro on almost every server. I figure they count on FoTM sorc rollers to reroll to BW and viola problem is closer to solved.
This only works if the reason why more people are playing Destruction is because they feel the classes are more powerful. Due to the fact that BW's are already considered very overpowered (especially at lower levels), I find this highly unlikely.
More likely is the fact that players who seek to kill other players like the idea of playing something evil. This is similar to the way that when WoW first started up more people were playing Alliance since it was mostly a PvE game (alliance raiding was blowing horde raiding out of the water, but this was also due to paladins being so great as well).
Anyways, imbalancing careers to balance population is a bad idea in so many ways. I highly highly doubt Mythic is making these sorts of decisions.
Dravyn
11-24-2008, 12:10 PM
* Sanctified Bullets: Blessed Bullets of Purity will now heal for 50% of the damage they cause.
ugh. So lame. The only real benefit to this ability is allowing a squishy class to pve better.
PinkysBrain
11-24-2008, 12:12 PM
As I said in the other thread, infernal gift is huge and can not be ignored ... as long as it's there the Sorc spells can not be completely on par with BW.
Torre
11-25-2008, 12:26 PM
Where's the White Lion lovin?
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