Client Changelog 25/08/2018
Posted: Sat Aug 25, 2018 10:13 am
[Abilities]
Azarael
Chosen
- Fixed an issue in which Discordant Fluctuation had a component-based internal cooldown, causing each player affected to be able to reflect damage only once every 2 seconds. Discordant Fluctuation's internal cooldown is handled internally and it is enemy-based - each target can only be damaged once every 2 seconds by a particular Chosen's aura.
- Discordant Fluctuation now correctly responds on attack and not on damage.
Engineer
- Electromagnet's pull applies as soon as the cast ends, instead of being delayed to match the animation.
Shadow Warrior
- Guerrilla Training is now Scout 7.
- Enchanted Arrows is now Scout 11.
- Enchanted Arrows now causes all attacks from the Path of The Scout to inflict Corporeal damage. Festering Arrow and Flame Arrow will also bypass 50% of your opponent's resistances.
White Lion
- Extensively reworked to be more functionally analogous to Marauder.
It's honestly easier to log one and look than it is for me to explain.
(Also, before anyone comments: I neither believe in nor care about the idea of a triple mirror on WH, WE, WL and Marauder.)
Zealot
- Ritual of Innervation has an ICD of half a second.
This ability was insanely overperforming on melee classes, especially fast attacking melee classes and AoE users.
Black Orc
- Da Toughest! now affects your entire group.
- War Bellows share a cooldown of 10 seconds.
Swordmaster
- Updated Phoenix's Wing in client tables to correctly illustrate its radius of 40 feet.
- Sapping Strike now requires Improved Balance.
- Sapping Strike's cooldown has been lowered to 5 seconds.
- Intimidating Blow reduces the target's morale by 200.
- Vaul's Tempering no longer has a cast time.
- Vaul's Tempering lasts 7 seconds rather than 5.
- Fixed an issue with Aethyric Dissipation causing it to apply the effect of Blessing of Heaven.
- Fixed an issue with Vaul's Tempering which caused the immunity to affect only the Swordmaster.
- Blade Enchantments share a cooldown of 10 seconds.
- Phantom's Blade has been reworked. It now has a 25% chance to improve Wounds on hit for your entire group.
- Heaven's Blade has been reworked. It now has a 25% chance on striking an opponent to buff your group with resistance against one of the damage types that the foe would attack with. If this is an armor type, your group gains a maximum of 990 Armor - if it is a resistance type, your group gains a maximum of 378 Resistance against that type. Monsters will always grant Armor. This Enchantment cannot trigger multiple times on the same attack.
My actual intent had been to have the morale drain used via Phoenix's Wing, which has been 40 feet in the DB since time immemorial. I had completely forgotten about Wrath of Hoeth's range.
Point was raised that having a balance requirement AND a cast time on Vaul's Tempering was excessive and prevented using the ability on reaction.
I see little, if anything, left to be done with this class.
Witch Hunter
- Hastened Expurgation is now a separate ability rather than a tactic. This ability shares a cooldown with Incognito.
Witch Elf
- Shadow Strike is now Shadow Runner, a separate ability rather than a tactic. This ability shares a cooldown with Shadow Prowler.
- Witchbrew's ICD is reported by the client to be half a second. It has been set to this value.
Response was that the tactic wasn't worth slotting but an alternative to standard stealth might see use.
Archmage
- Balance Essence and Energy of Vaul can no longer be defended against.
- Penetrating Siphon is no longer sent as a tactic.
- The healing value of Funnel Essence has been doubled.
- Storm of Cronos now correctly scales with the Path of Asuryan.
- The tactic Forked Lancing is now Radiant Burst - Radiant Lance and Radiant Gaze will additionally affect enemies within 20 feet of their target.
- The tactic Increased Conductivity is now Scorching Touch - Searing Touch's duration and tick interval are reduced by 50%.
- Bolstering Boon is now Isha 3.
- Wild Healing is now Isha 7.
- Wild Healing now reduces AP costs by 35% instead of 50%.
- New tactic Apotheosis added as Isha 11. Causes Cleansing Light to additionally cleanse all groupmates within 50 feet of the cleansed target. This cleanse will not trigger a shield.
Shaman
- I'll Take That! and Fury of Da Green can no longer be defended against.
- Gimme Dat! is no longer sent as a tactic.
- Scuse Me! now correctly scales with the Path of Gork.
- Pass It On is now Mork 3.
- New tactic Scrub Ya Gud! added as Mork 11. Causes Greener 'N Cleaner to additionally cleanse all groupmates within 50 feet of the cleansed target. This cleanse will not trigger a shield.
I received notification that lifetaps are not being used by some players because they are not entirely reliable. It is my view that healing effects should be reliable, so I have added the undefendable flag.
Funnel Essence was crap and has been significantly improved, and a fix issued for the problem where it would fail to cast if the target's HP was full at cast time.
Some general AM modifications. Radiant Burst may provide some small utility from Radiant Gaze's debuff, but primary intention was just a little better AoE flavour.
AM and Shaman have a more localized version of the group cleanse as another step towards competition with the other healers. I have long been unhappy with WP and DoK monopolizing this effect.
Slayer
- Violent Impacts has been rebuilt. Every 4 seconds, grants one stack of an effect which reduces the amount of Rage an Exhaustive Blow will remove by 25% of your maximum Rage. This effect stacks up to 3 times, and using an Exhaustive Blow both consumes a stack and resets the interval before another stack is granted.
If you're having trouble visualizing this, an Exhaustive Blow with 3 stacks of Violent Impacts will consume 25% of your maximum Rage, allowing the use of 3 Exhaustive Blows consecutively with full Rage (25%, 50% and 75% cost).
This tactic is to give the reliable ability to combine Exhaustive Blows to create burst and to get the best use out of Devastate.
Azarael
Chosen
- Fixed an issue in which Discordant Fluctuation had a component-based internal cooldown, causing each player affected to be able to reflect damage only once every 2 seconds. Discordant Fluctuation's internal cooldown is handled internally and it is enemy-based - each target can only be damaged once every 2 seconds by a particular Chosen's aura.
- Discordant Fluctuation now correctly responds on attack and not on damage.
Engineer
- Electromagnet's pull applies as soon as the cast ends, instead of being delayed to match the animation.
Shadow Warrior
- Guerrilla Training is now Scout 7.
- Enchanted Arrows is now Scout 11.
- Enchanted Arrows now causes all attacks from the Path of The Scout to inflict Corporeal damage. Festering Arrow and Flame Arrow will also bypass 50% of your opponent's resistances.
White Lion
- Extensively reworked to be more functionally analogous to Marauder.
It's honestly easier to log one and look than it is for me to explain.
(Also, before anyone comments: I neither believe in nor care about the idea of a triple mirror on WH, WE, WL and Marauder.)
Zealot
- Ritual of Innervation has an ICD of half a second.
This ability was insanely overperforming on melee classes, especially fast attacking melee classes and AoE users.
Black Orc
- Da Toughest! now affects your entire group.
- War Bellows share a cooldown of 10 seconds.
Swordmaster
- Updated Phoenix's Wing in client tables to correctly illustrate its radius of 40 feet.
- Sapping Strike now requires Improved Balance.
- Sapping Strike's cooldown has been lowered to 5 seconds.
- Intimidating Blow reduces the target's morale by 200.
- Vaul's Tempering no longer has a cast time.
- Vaul's Tempering lasts 7 seconds rather than 5.
- Fixed an issue with Aethyric Dissipation causing it to apply the effect of Blessing of Heaven.
- Fixed an issue with Vaul's Tempering which caused the immunity to affect only the Swordmaster.
- Blade Enchantments share a cooldown of 10 seconds.
- Phantom's Blade has been reworked. It now has a 25% chance to improve Wounds on hit for your entire group.
- Heaven's Blade has been reworked. It now has a 25% chance on striking an opponent to buff your group with resistance against one of the damage types that the foe would attack with. If this is an armor type, your group gains a maximum of 990 Armor - if it is a resistance type, your group gains a maximum of 378 Resistance against that type. Monsters will always grant Armor. This Enchantment cannot trigger multiple times on the same attack.
My actual intent had been to have the morale drain used via Phoenix's Wing, which has been 40 feet in the DB since time immemorial. I had completely forgotten about Wrath of Hoeth's range.
Point was raised that having a balance requirement AND a cast time on Vaul's Tempering was excessive and prevented using the ability on reaction.
I see little, if anything, left to be done with this class.
Witch Hunter
- Hastened Expurgation is now a separate ability rather than a tactic. This ability shares a cooldown with Incognito.
Witch Elf
- Shadow Strike is now Shadow Runner, a separate ability rather than a tactic. This ability shares a cooldown with Shadow Prowler.
- Witchbrew's ICD is reported by the client to be half a second. It has been set to this value.
Response was that the tactic wasn't worth slotting but an alternative to standard stealth might see use.
Archmage
- Balance Essence and Energy of Vaul can no longer be defended against.
- Penetrating Siphon is no longer sent as a tactic.
- The healing value of Funnel Essence has been doubled.
- Storm of Cronos now correctly scales with the Path of Asuryan.
- The tactic Forked Lancing is now Radiant Burst - Radiant Lance and Radiant Gaze will additionally affect enemies within 20 feet of their target.
- The tactic Increased Conductivity is now Scorching Touch - Searing Touch's duration and tick interval are reduced by 50%.
- Bolstering Boon is now Isha 3.
- Wild Healing is now Isha 7.
- Wild Healing now reduces AP costs by 35% instead of 50%.
- New tactic Apotheosis added as Isha 11. Causes Cleansing Light to additionally cleanse all groupmates within 50 feet of the cleansed target. This cleanse will not trigger a shield.
Shaman
- I'll Take That! and Fury of Da Green can no longer be defended against.
- Gimme Dat! is no longer sent as a tactic.
- Scuse Me! now correctly scales with the Path of Gork.
- Pass It On is now Mork 3.
- New tactic Scrub Ya Gud! added as Mork 11. Causes Greener 'N Cleaner to additionally cleanse all groupmates within 50 feet of the cleansed target. This cleanse will not trigger a shield.
I received notification that lifetaps are not being used by some players because they are not entirely reliable. It is my view that healing effects should be reliable, so I have added the undefendable flag.
Funnel Essence was crap and has been significantly improved, and a fix issued for the problem where it would fail to cast if the target's HP was full at cast time.
Some general AM modifications. Radiant Burst may provide some small utility from Radiant Gaze's debuff, but primary intention was just a little better AoE flavour.
AM and Shaman have a more localized version of the group cleanse as another step towards competition with the other healers. I have long been unhappy with WP and DoK monopolizing this effect.
Slayer
- Violent Impacts has been rebuilt. Every 4 seconds, grants one stack of an effect which reduces the amount of Rage an Exhaustive Blow will remove by 25% of your maximum Rage. This effect stacks up to 3 times, and using an Exhaustive Blow both consumes a stack and resets the interval before another stack is granted.
If you're having trouble visualizing this, an Exhaustive Blow with 3 stacks of Violent Impacts will consume 25% of your maximum Rage, allowing the use of 3 Exhaustive Blows consecutively with full Rage (25%, 50% and 75% cost).
This tactic is to give the reliable ability to combine Exhaustive Blows to create burst and to get the best use out of Devastate.