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[PTS] Patch Notes 28/02/2025

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ReturnOfReckoning
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[PTS] Patch Notes 28/02/2025

Post#1 » Fri Feb 28, 2025 5:26 pm

Highlights
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Public Test Server

Drakwald, our Public Test Server is online again to provide testing ground for our newest content additions and the balance changes that are currently planned to be released for the Live server.


Introduction
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Today we are excited to share with you the long awaited Healer patch. In the past months we've been steadily working towards this moment: designing, discussing and implementing all the changes you will find below. By revival of the Balance focus team we have created an additional layer of quality control to deliver the best experience possible.

This new patch has many exciting new features. Most notably the Shaman and Archmage mechanic has been reworked to become more integrated into all of their possible playstyles. Furthermore, we have redesigned how many lifesteal abilities work. This will be most visible on the Grace Warrior Priest and Sacrifice Disciple of Khaine, who have received a significant overhaul.


Overhauling Lifesteal abilities
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Let's kick off the patch notes with how these new lifesteal abilities work. These new abilities have a lifesteal part, which works the same as it does now, and a new Base heal. This base heal functions similarly to a direct heal that is based on Willpower, but instead it scales off your damage bonus and offensive critical hit chance. Crucially, this base heal is affected by heal (debuffs). For a full overview, click the spoiler below.
Spoiler:
  • The healing is split in a Base Heal and a lifesteal part, where only the lifesteal part is based on the damage you deal.
  • The lifesteal part of the damage is a separate heal that does not count as direct healing, cannot crit (as the damage can already crit), and remains unaffected by heal (de)buffs.
  • Their damage and healing (of the Base Heal) use Damage bonus.
  • The Base heal from these abilities can critically hit and uses Melee/Magic Crit for its crit chance and Critical Damage modifier to the critical heals.
  • The Base Heal does not scale with weapon damage.
  • The Base heal from these abilities has the same 10% additional crit chance as other healing abilities.
  • The healing from the Base Heal counts as direct heals.
  • The healing from the Base Heal is affected by incoming heal (de)buffs.
  • The healing from the Base Heal is affected by outgoing heal (de)buffs.
  • Even if the attack gets defended, it will still heal for the Base Heal.
The following abilities use this new design:
  • Divine Strike / Consume Essence
  • Sigmar’s Radiance / Transfer Essence
  • Sigmar’s Will (New) / Khaine’s Force (New)
  • Benediction (New) / Khaine’s Encouragement (New)
  • Balance Essence (If using Expanded Control) / I’ll Take That (If using Waaagh! Frenzy)
  • Transfer Force (If using Expanded Control / Bleed Fer’ Me (If using Waaagh! Frenzy)
  • Energy of Vaul / Fury of Da Green
We believe that with the newly designed abilities, the playstyle of damage based healing will become much more interesting. By having the abilities be negatively affected by Divine Fury, we reduce the damage output of these specs, but giving them a lot of utility in return by making the healing count as direct healing. Additionally, weaving in Willpower based healing has become a lot more viable, promoted further with the new Benediction and Khaine’s Encouragement abilities.


Overhaul of Archmage and Shaman Mechanic
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The mechanic of the Archmage and Shaman always had a cool concept of buffing your damage abilities by casting heals and vice versa. In practice, however, this mechanic doesn’t work very well. For both damage and especially the healing spec there is very little interaction with the mechanic.

The design of the new mechanic revolves around creating interaction with your class mechanic, regardless of your specialisation. Instead of splitting abilities in offense and defense category, the new mechanic splits abilities in over-time abilities and direct abilities. So, let’s dig deeper into the new mechanic!

Similar to before, abilities either build 1 Tranquility / Gork’s Waaagh Point or 1 Force / Mork’s Waaagh Point. These abilities then become enhanced from consuming the Points opposite of what they build. Over-time abilities, such as HoTs and DoTs build Tranquility and Gork’s Waaagh!. Direct abilities, such as Boon of Hysh or Bunch o’ Waaagh! Build Force and Mork’s Waaagh!.

With this patch, you can once again be at zero mechanic points. This means if you would weave abilities of both types back and forth, you can boost about half your abilities during a fight. The mechanic is designed and balanced around this fact. We've added new special enhancements when you reach 5 mechanic points, which give powerful boosts and add additional effects to all abilities. These consume all your mechanic points, meaning you will be reset back to zero. This adds an additional layer to balancing your Force and Tranquility or your Gork’s and Mork’s Waaagh!.

As an example, let's look at the following tooltip of the new ability Phoenix's Rejuvenation. If the player has 1 to 4 Force Points, the ability will deal an additional 15% healing. If the player is at 5 Force points, they will be reset to zero and the ability will deal an additional 30% healing and have its duration increased to 7 seconds.

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To find all the brand new effects, scroll down towards the Archmage and Shaman section for the complete overview.



Combat and Careers
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General Changes and Fixes

Removing Subtlety and instead reducing the overall aggro of healing opens up an additional tactic in PvE and reduces the chance of healers gain Lord aggro in Keep sieges. Alter Fate has been reworked to a strong defensive Morale ability.
  • Remove the cleanse prioritisation system.
    Spoiler:
    Since the ability rework, every cleanse prioritizes one of the three debuff types (Ailment, Curse or Hex). For example, Cleansing Light will first cleanse all Ailments before it will cleanse a Hex. This made predicting what you will cleanse a lot more difficult. Hence we are removing this system, meaning only the time of application decides which debuff will be cleansed.
  • Reduce aggro from healing by 25%.
  • Removed Subtlety.
  • Sacrificial Renewal - New Tactic replacing Subtlety: Whenever you critically heal an ally, you increase the power of your heals by 15% for 5 seconds, but you also take 10% more damage from all sources.
  • Steal Life - Damage increased from 3 * 300 to 3 * 400.
  • Alter Fate - Reworked to: Heal all group members within 100 ft for 1800, then increase your healing by 35% for 10 seconds.


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Balance Changes

General

The Master Runes have received an overhaul focused on bringing a more active playstyle and at the same time promoting the use of multiple Master Runes.
  • Protection of the Ancestors - Cooldown reduced from 3 mins to 1 min. Duration reduced from 60s to 30s.
  • Master Rune of Fury - Reworked to: Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Master Rune active. - Inscribes a Master rune into the ground for 10 seconds. Group members within 50 feet of the Rune of Fury have the Action Point cost of their abilities reduced by 50%. Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Master Rune of Stability (replaces Master Rune of Speed) - Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Master Rune active. - Inscribes a Master rune into the ground for 10 seconds. Group members within 50 feet of the Rune of Stability have their Toughness increased by 240. Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Master Rune of Adamant - Reworked to: Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Master Rune active. - Inscribes a Master rune into the ground for 10 seconds. Group members within 50 feet of the Rune of Adamant will be periodically cleansed, removing up to one Curse or Ailment (3 cleanses total at 0, 5, 10 seconds). Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Rune of Insanity - AP Drain removed. Instead, for 10 seconds, your target will take an additional 1 second to build up all abilities.
  • Rune of Rebirth renamed to Valaya’s Shield - Reworked to: Self. - You gain a shield that absorbs 3600 damage for 15 seconds. All group members within 100 feet will regain 3 * 600 health over 9 seconds.
  • Valaya’s Shield renamed to Rune of Rebirth - Healing increased from 6 * 399 to 6 * 600.

Healing

The scaling of Willpower has been adjusted across the board to increase its value. Rune of Serenity has been buffed to increase the Runepriest’s AoE healing capabilities.
  • Rune of Mending - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
  • Rune of Regeneration - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB)
  • Rune of Restoration - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB)
  • Rune of Serenity - Healing changed from 3 * (221 + 0.5*HB) to 3 * (217 + 1.0*HB)

Damage

With the new Rune of Fulmination we have significantly increased the Runepriest’s single target capabilities.
  • Rune of Fortune - Now Core ability in Path of Grungni (available at lvl 9). Base damage reduced from 348 to 299.
  • Rune of Burning - Moved to 9 pts in Path of Grungni.
  • Rune of Fate - Moved to 9 pts in Path of Valaya.
  • Rune of Fulmination - New ability at 13 pts in Path of Valaya: Ailment. 45 AP. 100 ft range. 2.5s cast. 15s CD. You deal (348 + 2.5*DB) Elemental damage to your target and an additional (5 * (150 + 1.0*DB) Elemental damage over 5 seconds. If your target is affected by Rune of Immolation, they will have their Elemental Resistance reduced by 378 for 5s.
  • Blazing Runes - New tactic (lvl 20): When casting Rune of Fire you prepare for your next blazing rune within 10 seconds, increasing the damage of your next Rune of Immolation, Rune of Fire, or Rune of Burning by 25%.

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Balance Changes

General

The Rituals have received an overhaul focused on bringing a more active playstyle and at the same time promoting the use of multiple Rituals.
  • Daemonic Fortitude - Cooldown reduced from 3 mins to 1 min. Duration reduced from 60s to 30s.
  • Ritual of Innervation: Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Ritual active. - A frenzied, 10 second long Ritual that affects all group members within 50 feet, reducing the Action Point cost of their abilities by 50%. Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Ritual of Superiority: Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Ritual active. - A Ritual of dominance that lasts for 10 seconds, every 2 seconds group members within 50 feet gain a shield that will absorb 375 damage for up to 10 seconds. Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Ritual of Lunacy: Healing. 35 AP. 80 ft range. Instant. 30s CD. You may only have 1 Ritual active. - A dark Ritual lasting 10 seconds that infuses your group with the souls of the fallen, granting group members within 50 ft a 10% increased chance to critically hit. Heals group members within 50 feet for (168+ 0.8*HB) every 5 seconds.
  • Tzeentch’s Scream - Healing changed from 6 * (399 + 1.5*HB) to 6 * (600).

Healing

The scaling of Willpower has been adjusted across the board to increase its value. Further, Leaping Alteration has received a buff, together with Drink Deeply.
  • Drink Deeply - Reworked into: Increase the duration of Tzeentch’s Cordial by 6 seconds.
  • Dark Medicine - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB)
  • Tzeentch’s Cordial - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB)
  • Elixir of Dark Blessings - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB)
  • Leaping Alteration - Healing changed from 3 * (221 + 0.5*HB) to 3 * (217 + 1.0*HB)

Damage

Several changes have been made to increase the single target capabilities of the Zealot. From the redesigned tactic Scourged Warping to new Tactics and the new Changer’s Echo ability.
  • Boon of Tzeentch - Now Core ability in Path of Alchemy (available at lvl 9). Base damage reduced from 348 to 299.
  • Storm of Ravens - Moved to 9 pts in Path of Alchemy.
  • Mirror of Madness - Moved to 9 pts in Path of Witchcraft.
  • Changer's Echo - New ability at 13 pts in Path of Witchcraft: Hex. 30 AP. 100 ft range. Instant. 5s CD. - You Hex your target, they will suffer (248 + 1.5*DB) Corporeal damage after 5 seconds. This damage is increased by 25% if your target is affected by Warp Reality.
  • Prolonged Suffering - New tactic (lvl 20): Each time Warp Reality or Demon Spittle damages an enemy, there is a 33% chance that the victim will suffer an additional (150 + 1.5*DB) Corporeal damage.
  • Burst of Chaos - New tactic (lvl 34): Whenever your target is below 50% health, Tzeentch's Cry's damage is increased by 75%.
  • Scourged Warping - Warp Reality now has its damage increased by 10% per consecutive tick. (0% - 10% - 20% - 30% - 40%) Instead of making Scourge be instant cast, Scourge now ignores the target’s Corporeal Resistance.
  • Waves of Chaos - Damage now ticks every 2 seconds (previously every 3 seconds), so a total of 6 ticks over 10 seconds.


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Balance Changes

General

The most notable changes are a redesign of detaunt, a redesign of the Prayer of Absolution and the new United in Prayer tactic. Detaunt has been reworked to no longer require a tactic to gain access to the AoE version, but there is now a split between Damage and Healing specs. The new United in Prayer tactic is designed to give more freedom to building party compositions.
  • Intimidating Repent - Removed.
  • Repent - Now requires Tome or Shield. Can no longer affect targets within 25 feet.
  • Atone - New ability available at lvl 14: Debuff. 50 AP. Self. Instant. 15s CD. - All enemies within 25 feet are detaunted, making them hate you less and reducing the damage they deal against you to 50% for 5 seconds. During this time, all of your attacks will cause enemies to hate you 25% less than normal. You will also deal 50% damage to them until the effect is broken. If you attack anyone you have detaunted, the effect will immediately end.
  • Prayer of Absolution - Reworked into: Buff. 0 AP. Self. Instant. 10s CD. Only one Prayer may be active at a time. - You chant a bolstering prayer, group mates within 100 feet will have a 20% chance when taking damage to activate a shield that will absorb 375 damage for up to 5 seconds. Will not trigger more than once every 3 seconds.
  • Supplication - Now interrupts when you are full Righteous Fury.
  • United in Prayer - New tactic at lvl 31: Prayers give group members within 100 ft of you a 20% chance on hit to increase the power of heals used on them by 25% for 5 seconds. Does not stack with Blessing of Grungni.
  • Shield of Faith - Now additionally grants 10% Dodge. Additionally increases Block Chance by 5% when using a shield.
  • Divine Amazement - Now additionally heals group members within 100 feet.
  • Avatar of Sigmar - Additionally increases Wounds by 80 and heals for the amount of Wounds you got.
Healing

By moving Divine Light to a core ability, we have opened a spot to create Word of Wisdom, giving the Warrior Priest a way to increase their healing for a short amount of time. By allowing Divine Aid to be castable on the move, the Warrior Priest will be slightly stronger in kiting situations.
  • Divine Light - Now Core ability in Path of Salvation, gained at level 19. Cooldown reduced to 40 seconds.
  • Word of Wisdom - New ability at 5 pts in Path of Salvation: Buff. 0 AP. Self. Off GCD. 1 min CD. Requires 60 Righteous Fury. - Increase your healing of abilities that require Righteous Fury by 25% for 10 seconds.
  • Divine Aid - Now castable on the move.
  • Divine Mend - Now requires Tome.
  • Divine Petitioning - Reworked to increase the Righteous Fury gain of Supplication by 15.
  • Divine Warding - This tactic can only trigger once every 3 seconds.
  • Divine Mend - Healing changed from (360 + 5.0*HB) to (626 + 3.5*HB).
  • Divine Aid - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
  • Healing Hand - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).

Healing (Shield)

The Grace spec has been fully reworked with the following core design: Divine Strike and Sigmar’s Radiance are your single target and AoE Righteous Fury builders. Divine Assault and Sigmar’s Will are you single target and AoE consumers of Righteous Fury. Around that you have abilities such as the new Benediction, allowing you to efficiently use Salvation heals or Sigmar’s shield to help keep one target alive.
  • Shielding Grace - Removed.
  • Sacrifice - Removed.
  • Benediction - New ability at 13 pts in Path of Grace: Buff. 35 AP. 5 ft range. Instant. 10s CD. Builds 20 Righteous Fury. - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage and heal your friendly target for (120 + 0.8*DB). This attack buffs your next casted healing ability by 35% for 15 seconds.
  • Sigmar’s Will - New ability available at lvl 17: Damaging. 0 AP. 5 ft range. Instant. No CD. Requires Shield. Requires 80 Righteous Fury. - You slam your enemy dealing (187 + 1.5*DB + 1.5*WDPS) damage to them. The will of Sigmar allows you to heal your group mates within 100 feet for (320 + 2.0*DB) plus 100% of the damage dealt.
  • Divine Strike - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Builds 40 Righteous Fury. - You strike your enemy dealing (150 + 1.5*DB + 1.5*WDPS) damage to them. The divine power of Sigmar heals your friendly target for (210 + 1.2*DB) plus 75% of the damage that you dealt.
  • Sigmar’s Radiance - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Requires Tome or Shield. Builds 30 Righteous Fury. - You smash into your enemy dealing (112 +1.5*DB + 1.5*WDPS) damage to them. The power of Sigmar erupts from your weapon, healing group mates within 100 feet for (120 + 0.8*DB) plus 75% of the damage that you dealt.
  • Unstoppable Wrath - Now additionally usable with Shield. Cooldown reduced from 60s to 40s.
  • Sigmar’s Shield - No longer has a damaging attack. Instead it can be applied from 100 ft range. No longer builds Righteous Fury and no longer costs AP.
  • Grace of Sigmar - Reworked into: Increase the Base Heal of Sigmar's Radiance, Divine Strike, Sigmar's Will, and Benediction by 50%. Increase the lifetap healing from Divine Assault by 30%.
  • Charged Fury - Reworked into: Whenever you hit an enemy with a melee ability, heal your friendly target for 150. Can only trigger once per second.

Damage

The new Wrath Warrior Priest actively uses their Righteous Fury to deal heavy blows with abilities such as Hammer of Sigmar or Divine Impact. Righteous Fury management will become much more important than ever before. The Warrior Priest also gains access to Empowered Smite, giving them a spammable AoE attack for Warband style of play.
  • Sigmar’ Wrath - Removed
  • Hammer of Sigmar - Now at 9 pt in Path of Wrath and reworked: Damaging. 0 AP. 5 ft range. No CD. Requires Great Weapon. Requires 80 Righteous Fury. - With the power of Sigmar, you hit your enemy with a devastating blow, dealing (375 + 1.5*DB + 1.5*WDPS) damage.
  • Vanquish - New Ability at 13 pt in Path of Wrath: Curse. 40 AP. 5 ft range. 10s CD. Requires Great Weapon. Builds 30 Righteous Fury. - You smash your hammer into your enemy for (225 + 1.5*DB + 1.5*WDPS) damage, breaking their armor. The victim’s armor is reduced by 1600.
  • Divine Impact - New ability available at lvl 25: Damaging. 0 AP. 5 ft range. 2.0s cast. 10s CD. Requires Great Weapon. Requires 40 Righteous Fury. - A devastating attack which deals (450 + 2.0*DB + 2.0*WDPS) Spiritual damage. You cannot be set back.
  • Bludgeon - Armor penetration no longer requires hitting the target from the side or rear.
  • Absence of Faith - AP cost reduced from 25 to 0. Now requires 30 Righteous Fury.
  • Judgement - Now Core ability in Path of Wrath. No longer requires Righteous Fury. Now costs 20 AP and builds 15 Righteous Fury.
  • Soulfire - Righteous Fury cost reduced from 35 to 25. Now available at lvl 20.
  • Castigation - AP cost increased from 30 to 35 AP. Now builds 25 Righteous Fury. Damage over time increased from 5 * (20 + 0.3*DB + 0.41*WDPS) to 5 * (24 + 0.35*DB + 50*WDPS).
  • Weight of Guilt - Now also snares for 3 seconds if the target is not cursed. If the target is cursed, duration is increased to the current 6 seconds.
  • Guilty Soul - Reworked to: Any time you critically hit with a direct damage ability or hit with Weight of Guilt, your target will suffer an additional 4 * (125 + 0.75*DB) Spirit Damage over 12 seconds. This effect can stack up to 3 times. Each stack of Guilty Soul on the target increases the damage of your Hammer of Sigmar by 10%.
  • Hastened Divinity - reworked into Beacon of Courage: Increase your Auto Attack damage by 25% and increase the base damage of Bludgeon by 25%.
  • The Comet’s Gift - New tactic at lvl 26: Increases your Initiative by 80 and your Weapon Skill by 80.
  • Blessing of Sigmar - New tactic at lvl 34: Whenever you strike a target with Bludgeon, your Armor Penetration is increased by 15% for 10 seconds.
  • Empowered Smite - New tactic at lvl 19: Remove the cooldown of Smite. Smite no longer gives Righteous Fury per enemy hit, instead it builds 30 Righteous Fury if it hits any target. Action Point cost of Smite reduced by 10 AP. Range reduced to 40 feet.


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Balance Changes

General

The most notable changes are a redesign of detaunt, a redesign of the Covenant of Tenacity and the new Khaine’s Vivification tactic. Detaunt has been reworked to no longer require a tactic to gain access to the AoE version, but there is now a split between Damage and Healing specs. The new Khaine’s Vivification tactic is designed to give more freedom to building party compositions.
  • Terrifying Aura (tactic) - Removed.
  • Terrifying Vision - Now requires Chalice or Shield. Can no longer affect targets within 25 feet.
  • Terrifying Aura - New ability available at lvl 14: Debuff. 50 AP. Self. Instant. 15s CD. - All enemies within 25 feet are detaunted, making them hate you less and reducing the damage they deal against you to 50% for 5 seconds. During this time, all of your attacks will cause enemies to hate you 25% less than normal. You will also deal 50% damage to them until the effect is broken. If you attack anyone you have detaunted, the effect will immediately end.
  • Covenant of Tenacity - Reworked into: Buff. 0 AP. Self. Instant. 10s CD. Only one Covenant may be active at a time. - Any time a groupmate within 100 feet hits an enemy, they have a 20% chance to regain 250 health over 5 seconds while reducing the amount of their armor being bypassed by 5%.
  • Covenant of Vitality - Healing increased from 100% to 150% of the damage dealt.
  • Blood Offering - Now interrupt when you are full Soul Essence.
  • Khaine’s Vivification - New tactic at lvl 31: Covenants give group members within 100 ft of you a 20% chance on hit to increase the power of heals used on them by 25% for 5 seconds. Does not stack with Blessing of Chaos.
  • Chant of Pain - Now additionally heals group members within 100 feet.
  • Vision of Torment - Instead of blocking morale generation, now removes 600 Morale per second.

Healing

By moving Soul Shielding to a core ability, we have opened a spot to create Soul Energy, giving the Disciple of Khaine a way to increase their healing for a short amount of time. By allowing Restore Essence to be castable on the move, the Disciple of Khaine will be slightly stronger in kiting situations. Transfusion and the reworked Bound By Blood give the class more tactic options to increase their healing output.
  • Soul Shielding - Now Core ability in Path of Dark Rites, gained at level 19. Cooldown reduced to 40 seconds.
  • Soul Energy - New ability at 5 pts in Path of Dark Rites: Buff. 0 AP. Self. Off GCD. 1 min CD. Requires 60 Soul Essence. - Increase your healing of abilities that require Soul Essence by 25% for 10 seconds.
  • Restore Essence - Now castable on the move.
  • Khaine’s Invigoration - Now requires Chalice.
  • Khaine’s Bounty - This tactic can only trigger once every 3 seconds.
  • Fueled Actions - Soul Essence gain reduced from 40 to 35, matching Fueled Fury.
  • Bound By Blood - Reworked into: Increase your Critical Healing by 25%. The Soul Essence cost of Restore Essence is reduced by 10.
  • Transfusion - New tactic at lvl 26: Increase the healing of Soul Infusion by 25%.
  • Khaine’s Invigoration - Healing changed from (360 + 5.0*HB) to (626 + 3.5*HB).
  • Restore Essence - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
  • Soul Infusion - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).

Healing (Shield)

The Sacrifice spec has been fully reworked with the following core design: Consume Essence and Transfer Essence are your single target and AoE Soul Essence builders. Rend Soul and Khaine’s Force are you single target and AoE consumers of Soul Essence Around that you have abilities such as the new Khaine’s Encouragement, allowing you to efficiently use Dark Rites heals or Devour Essence to help keep one target alive.
  • Soul Ward - Removed
  • Blood of my Blood - Removed.
  • Khaine’s Encouragement - New ability at 13 pt in Path of Sacrifice: Buff. 35 AP. 5 ft range. Instant. 10s CD. Builds 20 Soul Essence. - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage and heal your friendly target for (120 + 0.8*DB). This attack buffs your next casted healing ability by 35% for 15 seconds.
  • Khaine’s Force - New ability at lvl 17: Damaging. 0 AP. 5 ft range. Instant. No CD. Requires Shield. Requires 80 Soul Essence. - You slash your enemy dealing (187 + 1.5*DB + 1.5*WDPS) damage to them. Through Khaine, you heal your group mates within 100 feet for (320 + 2.0*DB) plus 100% of the damage dealt.
  • Consume Essence - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Builds 40 Soul Essence - You strike your enemy dealing (150 + 1.5*DB + 1.5*WDPS) damage to them. Using the Kforce of Khaine, you heal your friendly target for (210 + 1.2*DB) plus 75% of the damage that you dealt.
  • Transfer Essence - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Requires Chalice or Shield. Builds 30 Soul Essence. - You slash your enemy dealing (112 + 1.5*DB + 1.5*WDPS) damage to them.Through the gift of Khaine, you heal group mates within 100 feet for (120 + 0.8*DB) plus 75% of the damage that you dealt.
  • Devour Essence - Reworked to: Curse. 0 AP. 100 ft range. Instant. 20s CD. Requires 75 Soul Essence - You envelop yourself or an ally in a devouring aura, they will deal 5 * (56 + 0.38*DB + 0.75*WDPS) damage over 5 seconds to up to 4 enemies within 20 feet and receive a blessing that heals them for 150% of all the damage dealt.
  • Pillage Essence - No longer drains AP and transfers it to Soul Essence by default. Instead, Pillage Essence is now an interrupt. On a successful interrupt, you drain up to 50 AP from the target and gain 50 Soul Essence. Now builds 35 Soul Essence instead of 45.
  • Unyielding Tormentor - Now also usable with Shield. Cooldown reduced from 60s to 40s.
  • Empowered Transfer - Reworked into: Increase the Base Heal of Transfer Essence, Consume Essence, Khaine’s Force, and Khaine’s Encouragement by 50%. Increase the lifetap healing from Rend Soul by 30%.
  • Gift of Khaine - Khaine’s Force now additionally heals all group members within 100 ft for (3 * (65 + 0.35*DB) over 3 seconds.
  • Transferred Focus - Reworked into: Consume Essence and Transfer Essence are now undefendable.

Damage

The redesigned Torture Disciple of Khaine is built around the new Drowning in Blood. You will find that many abilities and tactics have been changed to create fun and interesting interactions. With the new tactic Essence Shatter, the Disciple of Khaine also gains access to a spammable AoE attack for Warband play.
  • Drowning in Blood - Now Core ability in Path of Torture at lvl 20 and reworked into: Buff. 0 AP. Self. Off GCD. 5s CD. Requires Dual Wield. Requires 20 Soul Essence per second. - Increases your critical damage by 25% for 5 seconds or until you run out of Soul Essence. While Drowning in Blood you cannot gain Soul Essence.
  • Serrated Blade: New ability at 13 pt in Path of Torture - Curse. 40 AP. 5 ft range. 10s CD. Builds 30 Soul Essence. Requires Dual Wield. - You drive your blade into your target, dealing (225 + 1.5*DB + 1.5*WDPS) damage and reducing their armor by 1600 for 10 seconds.
  • Wracking Agony - Moved to 9 pt in Path of Torture. Now requires 40 Soul Essence. AP Cost removed. Now only guarantees the critical hit when Drowning in Blood. Now has an additional effect of: If this ability lands a killing blow on your enemy, you gain 50% increased movement speed for 5 seconds.
  • Sanguinary Extension - Reworked into: Curse. 35 AP. 5 ft range. Instant. 10s CD. Builds 30 Soul Essence - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage. If you strike your target from the rear, you reduce their movement speed by 60% for 3 seconds. If you are currently Drowning in Blood, you curse your enemy dealing 3 * (60 + 0.45*DB + 0.35*WDPS) damage over 3 seconds.
  • Cleave Soul - Armor penetration when hitting the target from the side or rear removed. Instead deals an additional (112 + 0.75*DB + 1.0*WDPS) damage when hitting the target from the rear or when Drowning in Blood. Base damage of initial hit reduced from 150 to 112.
  • Fist of Khaine - Now Core ability in Path of Torture. No longer requires Soul Essence. Now costs 20 AP and builds 15 Soul Essence.
  • Lacerate - AP cost reduced from 30 to 0. Now requires 30 Soul Essence.
  • Fell Sacrifice - Soul Essence cost reduced from 35 to 25. Damage changed to Physical. Damage changed from 3 * (165 + 0.59*DB) to 3 * (120 + 0.8*DB + 0.68*WDPS).
  • Flay - Now also snares for 3 seconds if the target is not cursed. If the target is cursed, duration is increased to the current 6 seconds.
  • Consume Enchantment - Now when Drowning in Blood, this ability will almost always deal critical damage.
  • Curse of Khaine - Reworked into: Lacerate will also curse the target and make healing on them 50% less effective. Sanguinary Extension now deals an additional (150 + 1.5*DB + 1.5*WDPS) damage when the damage over time effect ends.
  • Bleed Out - No longer increases duration of Sanguinary Extension (Still increases duration of Lacerate and Fell Sacrifice). Instead, it increases the damage of Sanguinary Extension by 25% (Including DoT part).
  • Khaine’s Imbuement - Reworked into: Any time you hit an enemy with a direct damaging ability, there is a 33% chance that they will suffer an additional 5 * (75 + 0.4*DB) damage over 5 seconds (Curse). Whenever this tactic is triggered, your chance to critically hit with attacks is increased by 5% for 10 seconds (Buff).
  • Essence Shatter - New tactic at lvl 19: Remove the cooldown of Essence Lash. Essence Lash no longer gives Soul Essence per enemy hit, instead it builds 30 Soul Essence if it hits any target. Action Point cost of Essence Lash reduced to 35 AP. Range reduced to 40 feet.


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Balance Changes

Mechanic Bonuses

Abilities that build Tranquility:
  • Phoenix's Rejuvenation (New) - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Duration increased by 2s.
  • Lambent Aura - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
  • Cleansing Light - 1-4 Bonus: 2s CD Reduction. - 5 Bonus: 2s. CD Reduction. Cleanse an additional Hex or Ailment.
  • Drain Magic - 1-4 Bonus: Additionally give AP to friendly target. - 5 Bonus: Additionally give AP to group members within 100 ft of you.
  • Scatter The Winds - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase duration by 6s.
  • Law of Conductivity - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Target receives 5% more damage.
  • Law of Age - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase radius by 50%.
  • Radiant Gaze - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Debuff increased by 5%.
  • Rain Lord - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase Group’s Strength, Ballistic Skill and Intelligence by 120 for 20 seconds if they are within 100 ft of you.
  • Transfer Force - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
  • Shield of Saphery - 1-4 Bonus: Shield increased by 15%. - 5 Bonus: Shield increased by 30%. Cooldown reduced by 5 seconds.

Abilities that build Force:
  • Gift of Life - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Ress Ally with 50% health.
  • Blessing of Isha - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Heals for an additional 3*(125 + 0.5*HB) over 3 seconds.
  • Boon of Hysh - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
  • Healing Energy - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
  • Funnel Essence - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Now Castable On The Move.
  • Cleansing Flare - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase knockback distance.
  • Dissipating Energies - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Radius increased by 50%.
  • Fury of Asuryan - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Your outgoing damage is increased by 10% for 5 seconds.
  • Searing Touch - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Additionally slows the target by 40%.
  • Radiant Lance - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. After 2 seconds, hits an additional time for 50% of the original damage.
  • Storm of Cronos - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. 10% Strikethrough.
  • Law of Gold - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
  • Energy of Vaul - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
  • Balance Essence - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Your outgoing healing is increased by 20% for 5 seconds.

General

Together with the brand new mechanic, the new Empowered Lores provides an awesome additional interaction with the class mechanic. Additionally, multiple Morale abilities have been improved.
  • Golden Aura - Effect will linger for 3 seconds after the absorb shield is removed.
  • Empowered Lores - Reworked into: When casting your first spell after reaching 5 Tranquillity, your Critical Damage and Critical Healing is increased by 50% for 5 seconds. When casting your first spell after reaching 5 Force, your Intelligence and Willpower is increased by 240 for 5 seconds.
  • Arcane Suppression - Reworked to: 80 ft range - Deals 900 damage and silences all enemies within 20 feet of your target for 3 seconds, making them unable to use magic.
  • Funnel Energy - Reworked into: 80 ft range - All enemies within 20 feet of your target have their action point costs increased by 50% for 15 seconds, all allies within 20 feet of your defensive target have their action point costs reduced by 50% for 15 seconds.
  • Winds’ Protection - Healing changed from 5 * (240 + 1.5*HB) to 5 * (480).

Healing

Magical Infusion has been reimagined as a sub class mechanic, allowing you to bring great single target healing for your group. Several changes are aimed at really letting you choose, but also forcing you to choose between single target and AoE capabilities through your tactic choices. The new Phoenix Rejuvenation ability improves the group healing capabilities of the class. At last, the newly designed Expanded Control gives the Archmage a way to build an Intelligence based healing spec. The possibilities are endless!
  • Magical Infusion - Moved to core ability at level 20 and reworked into: Buff. 15 AP. 150 ft range. Off GCD. 15s CD. Can only affect one ally. Cannot target yourself. - Bind yourself to one ally for 30 seconds, increasing your healing proficiency to them. All your healing abilities are 15% more effective on them.
  • Mistress of The Marsh - Moved to 5 pts in Path of Isha.
  • Funnel Essence - Moved to 9 pts in Path of Isha. Additionally, if Funnel Essence is used on an ally affected by Magical Infusion, their chance to be critically hit is reduced by 10% for the duration of the channel.
  • Phoenix’s Rejuvenation - New ability at 13 pts in Path of Isha: Enchantment: 55 AP. Self. Instant. 15s CD. Builds Tranquillity – Heals all group members within 100 ft for 5 * (120 + 0.6*HB) over 5 seconds.
  • Lambent Aura - No longer heals two additional allies.
  • Energy of Vaul - Damaged reduced from (299 + 1.33*) to (249 + 0.67*DB). Healing changed from 1125 plus 50% of damage dealt to (800 + 2.0*DB) plus 50% of damage dealt.
  • Apotheosis - Moved to 7 pts in Path of Isha.
  • Wild Healing - Moved to 11 pts in Path of Isha and reworked into: Increase your Critical Healing by 25%. Reduce the Action Point cost of Boon of Hysh and Blessing of Isha by 10.
  • Light of Isha - New core tactic at level 26: Lambent Aura now heals two additional allies within 15 feet of your target.
  • Balanced Mending - Reworked into: Healing Energy becomes 15% more effective and will now also restore 25 Action Points to the target.
  • Desperation - Increased healing from Magical Infusion removed. Health threshold increased from 25% to 30%.
  • Arcing Power - Healing increased from 25% to 33%. Now additionally adds 10% Block and Disrupt Strikethrough to Balance Essence and Transfer Force.
  • Expanded Control - Reworked into: Balance Essence now has a Base heal of (500 + 4.0*DB) and Transfer Force has a Base heal of (100 * 1.0*DB) every 3 seconds. Balance Essence can be cast while moving, but the damage output from Balance Essence and Transfer Force is reduced by 50%.
  • Healing Energy - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
  • Lambent Aura - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
  • Boon of Hysh - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB).
  • Funnel Essence - Healing changed from 4 * (405 + 1.0*HB) to 3 * (315 + 1.5*HB).

Damage

You will find several changes to supply the Archmage with more AoE options, as well as a redesigned Increased Conductivity to increase their single target burst capabilities.
  • Storm of Cronos - Cooldown reduced from 30 to 10 seconds. Damage reduced from (412 + 1.6*DB) to (348 + 1.6*DB).
  • Dissipating Energies - Now usable on any allied target.
  • Increased Conductivity - Reworked into: Searing Touch now deals damage every second, but has its duration reduced by 3 seconds and its damage reduced by 25%. Additionally reduces your healing output by 10%.
  • Dispel Magic - Now reduces your healing output by 10%.
  • Radiant Burst - Reworked into: Radiant Lance and Radiant Gaze will now affect all enemies within 20 feet of your target, but their range is reduced to 80 feet and they do 30% less damage.


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Balance Changes

Mechanic Bonuses

Abilities that build Gork’s Waaagh!:
  • Do Sumfin Useful - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Duration increased by 5 seconds.
  • Ey, Quit Bleedin' - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
  • Greener 'n Cleaner - 1-4 Bonus: 2s CD Reduction. - 5 Bonus: 2s CD Reduction. Cleanse an additional Curse or Ailment.
  • Yer Not So Bad - 1-4 Bonus: Additionally give AP to friendly target. - 5 Bonus: Additionally give AP to group members within 100 ft of you.
  • Gork's Barbs' - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Now additionally deals 249 Elemental damage to the target every time they are healed (1s ICD).
  • Life Leaka - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Target receives 5% more damage.
  • You'z Squishy - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase radius by 50%.
  • Get'n Smarter - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Additionally steals 120 Willpower.
  • Yer A Weaklin' - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase Group Strength, Ballistic Skill and Intelligence by 120 for 20 seconds if they are within 100 ft of you.
  • Bleed Fer' Me - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
  • Don' Feel Nuthin - 1-4 Bonus: Shield increased by 15%. - 5 Bonus: Shield increased by 30%. Cooldown reduced by 5 seconds.

Abilities that build Mork’s Waaagh!:
  • Gedup! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Ress Ally with 50% health.
  • Gather Round - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast TIme Reduction. Heals for an additional 3*(125 + 0.5*HB) over 3 seconds.
  • Bigger, Better, An' Greener - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
  • Gork'll Fix It - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
  • Mork's Gift (New) - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Heals the target for an additional (275 + 1.5*HB)
  • Geddoff! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase knockback distance.
  • Da Waaagh! Is Coming - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase radius by 50%.
  • Big Waaagh! - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Your outgoing damage is increased by 10% for 5 seconds.
  • Bunch o' Waaagh - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Additionally slows the target by 40%.
  • Brain Bursta - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. After 2 seconds, hits an additional time for 50% of the original damage.
  • Scuse Me! - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. 10% Strikethrough.
  • You Got Nuthin! - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
  • Fury of Da Green - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
  • I'll Take That! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Your outgoing healing is increased by 20% for 5 seconds.

General

Together with the brand new mechanic, the new Burst O’ Waaagh! gives the player new ways to fully benefit from the bonuses of the new mechanic. Additionally, several Morale abilities have been improved or overhauled!
  • Eeeek! - Changed from Debuff to Ailment.
  • Nuthin’ But Da WAAAGH! - Effect now lingers for 5 seconds after the absorb shield is removed.
  • Burst O’ Waaagh! - Reworked into: When casting your first spell after reaching 5 Gork’s Waaagh!, your Critical Damage and Critical Healing is increased by 50% for 5 seconds. When casting your first spell after reaching 5 Mork’s Waaagh!, your Intelligence and Willpower is increased by 240 for 5 seconds.
  • Whazat Behind You?! - Damage reduction reduced from 25% to 20%.
  • Breath of Mork - Healing changed from 3 * (501 + 1.5*HB) to 3 * (801).
  • You Weren’t Using Dat - Reworked to: 80 ft range - Deals 900 damage and removes 100 Action Points from all enemies within 20 feet of your target, and gives 50% of the stolen Action Points to group mates within 100 feet.
  • Feelz No Pain - Healing changed from 5 * (240 + 1.5*HB) to 5 * (480).
  • Fists of Gork - Range reduced from 100 to 80 ft. Now knocks down enemies for 2 seconds instead of knocking them back.
  • Steal Yer Thunder - Replaced by Revenge of Da Green: Self - For the next 10 seconds anytime any group member within 100 feet is attacked, they are healed for 300 health and the attacker loses 300 morale. This effect can only occur once per second per ally. Enemies can only lose morale once every second.

Healing

Shrug It Off has been reimagined as a sub class mechanic, allowing you to bring great single target healing for your group. Several changes are aimed at really letting you choose, but also forcing you to choose between single target and AoE capabilities through your tactic choices.The new ability Mork’s Gift provides the Shaman with an instant burst heal. At last, the newly designed Waaagh! Frenzy allows the Shaman to build an Intelligence based healing spec.
  • Shrug It Off - Moved to core ability at level 20 and reworked into: Buff. 15 AP. 150 ft range. Off GCD. 15s CD. Can only affect one ally. Cannot target yourself. - Bind yourself to one ally for 30 seconds, increasing your healing proficiency to them. All your healing abilities are 15% more effective on them.
  • Sticky Feetz - Moved to 5 pts in Path of Mork.
  • Mork’s Gift - New ability at 9 pts in Path of Mork: Healing. 30 AP. 150 ft range. Instant. 10s CD. Gork's Waaagh! increases effectiveness. - Heals your target for (551 + 3.0*HB) health.
  • ‘Ey, Quit Bleedin’ - No longer affects two additional allies.
  • Fury of Da Green - Damaged reduced from (299 + 1.33*) to (249 + 0.67*DB). Healing changed from 1125 plus 50% of damage dealt to (800 + 2.0*DB) plus 50% of damage dealt.
  • Bleed Fer’ Me - AP cost increased from 35 to 40 AP.
  • Scrub Ya Gud! - Moved to 7 pts in Path of Mork.
  • Mork Favors Me! - New tactic at 11 pts in Path of Mork: Mork's Gift additionally heals up to two group members within 25 feet of your target for 50% of the original value.
  • Lookit What I Did! - Moved to core tactic at level 26 and reworked into: 'Ey, Quit Bleedin' now heals two additional allies within 15 feet of your target.
    Pass It On - Reworked into: Any time you directly heal an ally affected by your Shrug It Off, you have a 33% chance to heal all allies within 25 feet for (337 + 0.75*HB) health.
  • Gork Fix’d It - Reworked into: Gork'll Fix It becomes 15% more effective and will now also restore 25 Action Points to the target.
  • Ain’t Done Yet - Increased healing from Shrug It Off removed. Health threshold increased from 25% to 30%.
  • Waaagh! Frenzy - Reworked into: I'll Take That! now has a Base heal of (500 + 4.0*DB) and Bleed Fer Me has a Base heal of (100 + 1.0*DB) every 3 seconds. I’ll Take That! Can be cast while moving, but the damage output from I'll Take That! and Bleed Fer Me is reduced by 50%.
  • Gork’ll Fix It - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
  • ‘Ey, Quit Bleedin’ - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
  • Bigger, Better, An’ Greener - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB).
  • Do Sumfin Useful- Healing changed from 4 * (307 + 0.75*HB) to 4 * (252 + 1.1*HB).

Damage

You will find several changes and additions to improve the AoE capabilities of the Shaman, but also to create a better split between damage and healing.
  • Scuse Me! - Cooldown reduced from 30 to 10 seconds. Range increased from 40 to 65 ft. Damage reduced from (412 + 1.6*DB) to (346 + 1.6*DB).
  • Da Waaagh! Is Coming - Reworked into: Ailment. 35 AP. 80 ft range. 1.5s cast. No CD. Gork's Waaagh! reduces cast time and cost. Builds Mork's Waaagh!. - You deal (299 + 1.0*DB) Elemental damage to your target and all enemies within 20 feet of them. You apply an Ailment to them, reducing their chance to disrupt attacks by 5% for 10 seconds. This effect can stack up to 2 times.
  • You Really Got Nuthin - Now additionally makes You Got Nuthin’ deal 5 * (60 + 0.45*DB) Elemental damage over 5 seconds.
  • Look At Dem! - New core tactic at level 34: Reduce the duration of Yer' a Weaklin by 10 seconds. Now additionally deals 4 * (175 + 0.6*DB) Elemental damage over 10 seconds.
  • Mork’s Touch - Now reduces your healing output by 10%.
  • Hurts, Don’t It? - Now reduces your healing output by 10%.


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Balance Changes
  • Removed knockback delay on Repel (the delay was only there if not running Hastened Dismissal

General Changes and Fixes

- Channel abilities now display the correct cast time on cast bar when that differs because of mechanics or buffs.

- Outgoing heal debuffs on heal over time abilities are now calculated on each tick rather than when casting.


Tanks

- All Tank "Taunt" abilities no longer incorrectly mention forcing a target to attack you. Instead, they now explain that this skill will increase an enemy's hatred towards you.



RvR
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Interface

- Fixed an issue that caused renown gain in warband loot mode to be split and awarded twice (or more). Now it should properly only have 1 line for the renown gains.


Siege

- Siege (not oil or ram) should now be defendable.
- Siege at keeps now use ammunition.

These changes should help avoid situations where large groups of players instantly die from coordinated Hellcannon shots. Previously, these shots were undefendable, and especially on smaller groups, their damage was buffed in the new ability system. With this change, Tanks using Hold The Line can now actively support their teammates in a siege by reducing the chance for these shots to land and deal damage.

Rewards

- Rolling 1 on a zone lock no longer makes you ineligible for bag rewards.

- Fixed an issue that caused an extra renown and crest distribution to occur when capturing forts.


General

- The Destruction Warcamp in Talabecland has had its area properly painted and linked. While this means players will be flagged for PvP when they zone in, it will also mean that player will not have to face bolster/debolster lag when entering and leaving the RvR lake.


Guilds

- Planted guild banners now display the radiating VFX again.



Content
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Chapter 22

We fixed a bug causing the 12-minute Enrage timer to reset itself early at the 9-minute mark. As a result of this fix, some PQs like The Ebon Keep for Order and All the King's Men for Destruction will now properly enrage if the warband's pace is too slow. As we've seen some groups go past this enrage timer on average, we've slightly reduced difficulty of some other elements of these PQs to make them faster:

The Ebon Keep (Empire Ch 22):
- Reduced the HP of the Mouth of the Changer mini-boss. This is now mirrored to the Destro version.
- Slightly reduced the HP of the Exalted Adds which spawn at the top level.
- Reduced the damage of the Exalted Adds further.

All the King's Men (Chaos Ch 22):
- Reduced the HP of Celestial Wizard Cornelius. This is now mirrored to the Order version.
- Slightly reduced the HP of the Reiksguard Inner Circle adds.
- Slightly reduced the damage of the Reiksguard Inner Circle adds further.

Malus Darkblade and Caradryan (HE and DE Ch22):
- We've added another new fix in for the Red Lights to make them appear at 75% and 25% in these fights. (This is our fourth time fixing this, so if the bug still persists, it means the only option left to address this is unspeakable violence to the client code.)


Sigmar's Crypts

- Seraphine Pale Eye's total HP has been slightly reduced to bring the overall time for this Dungeon more in line with Bilerot Burrows.

- A new Speed Run Quest has been added to Sigmar's Crypts. Like the other Speed Run quests, this is a difficult quest designed for highly experienced players who want to see how fast they can complete the Dungeon. Completing this quest awards a Champion's Mark.


Bilerot Burrows

- A new Speed Run Quest has been added to Bilerot Burrows. Like the other Speed Run quests, this is a difficult quest designed for highly experienced players who want to see how fast they can complete the Dungeon. Completing this quest awards a Champion's Mark.




General
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Characters

- The time after last login that a character name is reserved and cannot be taken is changed from 1 year for all, to 6 months plus 5 days per renown rank.


Guild

- Top 10 renown gainers (Guilds, rank 40) will have their banners shown in the cities. This is refreshed weekly and the first week there will be no guilds showing but a generic "Hall of Fame" banner in their place.





Bug Fixes
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- [Bastion Stair] Fixed a bug caused by code refactoring which led to boss ability "Ground Crack" only hitting in a 10 foot radius instead of in a larger AOE.
[23885] [RvR Influence] - DoK's Fanbreaker belt now has the correct amount of stats.
[20530] [Guilds] - Guild leaderships should now pass if the leader has been inactive for more than 60 days.
[15145] [General] - Your rolls for items will no longer be ignored if you´re dead.
[22832] [Guild] - Calendars creations should not self close. This is done by only sending guild xp/renown when client requests it, guild levels up or you switch zone.
[23998] [RvR] - Fixed an issue preventing rams from deploying properly.
[24006] [RvR] - Keep lords will now only enrage below 99% health.
[23995] [Scenario] - Fixed loot rolling not working in a scenario if in a warband.
[23688] [RvR] - AAO numbers are no longer off by 7%.



PTS Update 1
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On behalf of the team, I would like to thank everyone who contributed with constructive feedback on our PTS patch notes, as well as to those who found and reported bugs they encountered on the PTS server. Based on your feedback we have made some adjustments. We have also taken your feedback on the Zealot's Rituals and Runepriest's Master Runes to heart, but are still considering the best course of action for those abilities.


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  • Rune of Fire - Increased projectile speed

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  • Tzeentch's Cry - Increased projectile speed
  • Changer's Echo - Base damage increased from 248 to 448

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  • Bludgeon - Righteous Fury gain increased from 30 to 35.
  • Absence of Faith - Now builds 30 Righteous Fury instead of requiring 30 Righteous Fury.
  • Repent - Now usable with any weapon.
  • Divine Impact - Now additionally reduces the target's chance to parry or block by 10% for 10 seconds.
  • Blessing of Sigmar - Duration increased from 10 to 15 seconds.
  • Castigation - Duration increased from 10 to 15 seconds. Damage ticks changed from 5 * (24 + 0.35*DB + 50*WDPS) to 5 * (30 + 0.45*DB + 0.6*WDPS)

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  • Cleave Soul - Soul Essence gain increased from 30 to 35.
  • Terrifying Vision - Now usable with any weapon.

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  • Searing Touch - 1-4 Tranquility bonus changed from 15% damage to 10% strikethrough. 5 Tranquility bonus changed from 30% increased damage to 10% strikethrough (40% slow remains).

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  • Bunch O' Waaagh! - 1-4 Gork's Waaagh! bonus changed from 15% damage to 10% strikethrough. 5 Gork's Waaagh! bonus changed from 30% increased damage to 10% strikethrough (40% slow remains).

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ReturnOfReckoning
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Re: [PTS] Patch Notes 28/02/2025

Post#2 » Fri Feb 28, 2025 5:27 pm

You can join our Public Test Server through the launcher:
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We would like to ask the community, if you have time, please try to test the newest additions we have added to minimize the chances for bugs or unintended consequences, by playing a little bit on the Public Test Server and try out the things you're most interested in.

On the PTS, you can select Templates for new characters to help you start fully geared and level 40, ready for testing!

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More things may be added to the PTS for testing throughout the lead up to the release of this patch. Please submit bugs to the bug tracker and select "PTS 28/02/2025" as the version.

amaroq
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Re: [PTS] Patch Notes 28/02/2025

Post#3 » Fri Feb 28, 2025 8:03 pm

The changes to DPS DoK/WP seems to be very heavily focused on AoE & WB functionality. I can certainly understand that as this is a spec that'd had pretty much no WB viable game play pretty much ever. Giving them an ability to spam AoE & the increase to grp healing tactic are huge leaps for them to find a spot in a WB, nice to see honestly!
However the rest of the changes truly feel like things were changed just for the sake of changing them. There are some neat things that have come out of it but outside of being a single button AoE spam spec their single target/6man/smallman/SC unique play style and viability has been basically gutted here.

My initial post was made in haste and I apologize. I would like to reformat it and give it an "attitude adjustment" in hopes of adding some structure.
Both DoK/WP is losing their original detaunt. I won't lie that kind of sucks as it was pretty darn strong! However it is being replaced with one thats WORSE than any other mDPS's detaunt. 15sec CD 5sec duration. Where as Chop/Slayer is 10sec CD 5sec duration or even WH/WE 30sec CD 15sec duration. Should DW/2h WP not at least have the Choppa detaunt of 10sec CD/5sec dur?

The new cov/prayers seem pretty cool! No real arguments there one way or the other. Giving any class more group composition options is always a good thing, IMO.
The new tactics giving their cov/prayer procs a chance to buff the grp with 25% increased incoming healing is also super cool. I love this. Is this a 20% chance to proc buff each time the prayer procs? Does it proc off any group members proc? Regardless a nice addition. My only issue here is tactic choices for the DPS spec are extremely unforgiving. You're basically automatically reduced to 3 tactic slots just for picking the DPS spec as Divine Fury is simply a required pick for all 2h/DW players, its not even negotiable. DoK's healing debuff is tied to a tactic now. Both have to take the class tree crit%/parry% at all times as well unless using the cool new tactic, which is hard with very limited options. It leaves very little room for "flavor" as theres really only 1 tactic slot ever up for debate and there is a ton of solid options, one in particular may even be made absolutely necessary with these changes - fueled actions: rebuild resource on being hit. More as to why later.
Tl;dr could you make Divine Fury a "passive" when 2h/DW is equipped? Kind of like you did for the old detaunt where it was AoE if certain weapons equipped but remained single target(unless tacticed) with tome? That could help a lot for DPS spec where DoK/WP needs to pick 2 class tree tactics & DF 100% of the time.

First up the changes to AoE. Haha we basically are choppas now xD It is very true DPS DoK/WP have held no position in WBs they simply didn't bring anything to the table worthy enough for a spot. Giving them an AoE to spam & the heal buff tactic should make them very appealing in WB play now! However the "mechanic" you built to pair with it, the new Drowning in Blood, although smooth, easy, and impactful enough for slotting AoE tactic and spamming your one button will also make the single target/6man/SC play style and role of the class, impossible. Again really nice changes to get them to fit into WBs but I hope a lot of the changes coming up next get a second look or else whole identity of the class I think will gone in DPS spec.

The cool stuff first. Giving them an armor debuff, and a BIG one at that, was pretty awesome to see. Even in full BiS their DPS on their own wasn't quite meeting the standards set by other meta specs. This will prolly bump DPS DoK/WP dmg up quite nicely or help them pair better with the likes of Choppa/Slayer when no IB/BG in group to armor debuff. GG
Adding extra damages to Bludgeon/Cleave Soul without positional req - especially on the Bludgeon changes, very nice to see too. However I think it was overestimated how impactful those will be. Both WP and DoK rotation is quite lengthy and a bit complex(compared to others) with Bludgeon and Cleave Soul generally found at the end of that rotation and used briefly before going back into the buff/debuff rotation, or used situationally for faster cheap dmg to quickly end a target from the rear. I think my DoKs rotation is something like 9 skills that I need to repeat on 10sec intervals. Rarely get more than a couple Cleave Souls off at a time.

The pairing of the new guilty soul with hammer of sigmar on WP also looks pretty cool although shares the same issue as DoKs DPS change with Wracking Agony and that is the resources! The WP changes at least looks like it'll feel pretty good DPS wise at end game. However the changes to Wracking Agony are quite terrible as is.
1. The auto crit has been removed for both however the DoKs still requires a target to be at 50% HP where as the WPs does not - the trade off being the higher resource cost I'm sure. Both classes already excelled fairly well at dealing sustain/pressure dmg but lacked a lot on being able to burst. Having the ability to hit an "execute" with auto crit on a 10(5 if old buff was active)sec CD gave them just enough of an edge to try and push targets through heals. Even in WL/SoV most WP/DoKs don't have much more than 20-25% crit, at least not without severely gimping crucial def's. This may not turn out to be a deal breaker for WPs if there is no HP threshold and the dmg of the skill is high enough, however its a serious issue for DPS DoK.
And quite frankly the amount of resource consuming skills and values for DPS spec now are just insane. I'll focus on the DoK here as I am better familiar and practiced on them though I'm sure they will share similar issues as WPs.

AoE DoT, Drowning in Blood, HD(lacerate), Devour essence(huge part of dps/cleave & hp sustain), wracking agony, Rend soul, cleanse, target HoT are all skills that require resources sense the ranged one has been reverted to AP which is extremely nice, but the rest of these create a vaccum for DPS spec and resource management. In many fights I've had on my DPS DoK I often find myself having to Rend Soul on cool down at times to the point of button mashing it ASAP. DoK/WP I believe is the only "dps" melee spec without a stun of some sort or means of controlling a fight. When faced with a target selection of melee DPS and god forbid Tanks regenerating resources can be almost non-existent. If we are parried or blocked we receive nothing for our strikes. To have not only our buffs(drowning in blood) but now debuffs(heal debuff) and dmg (wracking agony) all tied to extremely heavy resource costs along side our healing, our 1 thing that makes the class unique, is going to be far to bloated. Either we choose to use a limited heal that can be defended OR we can choose to activate dmg OR choose to spam rotation and debuffs? I can't think of any other class who has to choose which function of their class to use b/c the cost of doing something else is to high.
DiB doesn't allow resource to be generated while active and the buff isn't even that significant. Its the same as the green skin tactic that many Choppas and BOs already choose not to run b/c its not powerful enough vs other choices. So a DPS DoK can choose to either activate extra dps or rend soul as they are essentially the same value. Theres fights where a DPS DoK/WP can't even regenerate enough resources to sustain Rend Souls let alone bake the cost into rotation and then again into their DPS mechanic. Then theres the added cost on top of that to DoKs Execute b/c not only does it also cost 40 resources to use it will only be a critical hit if used while under the 5sec duration 100essence costing drowning in blood buff, essentially making our "execute" cost 140 resources. That is so insanely costly. Not to mention we haven't even tried adding in the heal debuff, HoTs, or cleanses into play yet. All of which are powerful abilities even as a DPS spec in group play, especially in SCs.
Even in group play we will be forced to choose between adding more to our DPS and removing the 1 unique thing we bring, Rend Soul/DA, or choose to heal our teammate whos getting focused. No other class needs to choose between doing 1 thing or the other. Even Shams/AMs wont be limited or "locked out" of being able to use abilities when wanted based on resource mechanic they just might not have an added bonus to them.

I feel these changes were geared primarily to fit AoE and WB play styles. Couldn't you make Essence Lash no CD 30essence cost when slotted with tactic? Giving 6? 7? AoEs with a full resource then give them some means to build it back up? Or look into ways to allow for better/faster/and more manageable resource generation? Allow resources to be build during DiB + have it consume 100 essence up front IF the AoE tactic is NOT slotted. Make defended attacks give at least half resource? Give us dark protector when ever a friendly is hit we gain resources? Something needs to improve in the resource management department outside of strictly spamming Essence Lash/Drowning in Blood or the class will have no real functionality outside of WB I fear.
The resource cost given the duration/CD is also a bit unpleasant. I don't think many ppl like having to micro manage multiple short duration buffs and resources. Perhaps something such as 20% crit dmg for 10/15secs for 150essence cost on a 20/30sec CD would make it a bit less punishing to play around? You could even do something similar to WP. Give them a buff like this one that has a duration buff for a large resource cost but skills used while under effects of the buff add guilty stacks to improve the DPS of their execute/bludgeon/AoE or something of the like.

Just my thoughts as DPS DoK enjoyer. As I said I do think there are some pretty cool changes here. I like the more "passive" route adding dmg to Sang, Cleave Soul, Bludgeon etc. I even agree with having a resource cost on the HD + pairing it to a base skill. I also like the idea of keep WP/DoK flavor different. Giving DoK the crit build and WP the stacking dmg increase build is even pretty neat. I am also more than happy to PTR test DoK/WP if its desired. Perhaps use some of the awesome events and rewards you guys have been pumping out and make one oriented around the PTR? but give the cosmetics/rewards on the live server? I'm sure more ppl would be interested in PTR with team envolvement behind it! GL guys :)
Last edited by amaroq on Sat Mar 01, 2025 12:09 am, edited 2 times in total.
Dourdenn - rr8x DoK

Zxul
Posts: 1890

Re: [PTS] Patch Notes 28/02/2025

Post#4 » Fri Feb 28, 2025 8:24 pm

As someone who plays dps zealot:

Rituals:
Extra 2 gcd cost, extra 2 mastery point cost, just to have ritual constantly up. Realistically, and especially considering that zealot will only take ritual for specific spec, a 66% nerf to rituals.

Storm of Ravens - Moved to 9 pts in Path of Alchemy.


Witchcraft is the zealot single target tree that is maxed. So practically, Storm of Ravens moved from maxed tree to tree in which zealot will have 5 points- a significant dmg nerf.

Changer's Echo - New ability at 13 pts in Path of Witchcraft: Hex. 30 AP. 100 ft range. Instant. 5s CD. - You Hex your target, they will suffer (248 + 1.5*DB) Corporeal damage after 5 seconds. This damage is increased by 25% if your target is affected by Warp Reality.

Will need to see the actual dmg, but so far 5 sec rotation when the rest of zealot abilities have a longer rotation doesn't looks good- can't really fit it in. Not to mention, seems too little for 13 points ability.

Prolonged Suffering - New tactic (lvl 20): Each time Warp Reality or Demon Spittle damages an enemy, there is a 33% chance that the victim will suffer an additional (150 + 1.5*DB) Corporeal damage.


Semi decent, though dps zealot doesn't really has a place for it.

Burst of Chaos - New tactic (lvl 34): Whenever your target is below 50% health, Tzeentch's Cry's damage is increased by 75%.

Least damaging zealot ability. The only time when as dps zealot you use Tzeentch's Cry is when the only thing which you can use are instacasts, not to mention the 5 sec cd on Tzeentch's Cry. Absolutely useless tactic.

Scourged Warping - Warp Reality now has its damage increased by 10% per consecutive tick. (0% - 10% - 20% - 30% - 40%) Instead of making Scourge be instant cast, Scourge now ignores the target’s Corporeal Resistance.


So total extra dmg over duration is 20% on one dot, very much not worth a tactic slot. 20% chance to make Scourge ignore resists is 20% * 30% (usual resists) = 6% dmg increase on a single ability, which was only ever used for kiting. More so, only reason ever to slot this was to make Scourge instacast for kiting- now that it doesn't does even this, the tactic is absolutely useless.

All in all, a major nerf to dps zealot, as if the class needed any.
Last edited by Zxul on Fri Feb 28, 2025 8:38 pm, edited 1 time in total.
"Can we play with him, master? He seems so unhappy. Let us help him smile. Please? Or at least let us carve one on his face when he stops screaming."

— Azeila, Alluress of Slaanesh

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Omegus
Posts: 1528

Re: [PTS] Patch Notes 28/02/2025

Post#5 » Fri Feb 28, 2025 8:30 pm

I picked a good day to pop my head in. A few questions, all Zealot related of course even though I deleted the character...

1) Dark Medicine and Elixir of Dark Blessings are now worse when WP+HP is less than 900 and better when greater than 900, however Tzeentch's Cordial's old/new breakpoint is 823 WP+HP. Was that difference intended?

2) "Sacrificial Renewal - New Tactic replacing Subtlety: Whenever you critically heal an ally, you increase the power of your heals by 15% for 5 seconds, but you also take 10% more damage from all sources." - does this stack with other outgoing heal buffs?

3) The changes to the heal scaling (at least for Zealots) make lower geared players weaker and better geared players stronger, and I believe it should be trivial to hit 900 WP+HP while speccing very defensively at end game so vets will lose nothing. Was it intended to reduce the healing output (or survivability) of lower geared healers?

4) Rituals #1: are the pulse heals direct healing?

5) Rituals #2: is it 2 ticks (5s and 10s) or 3 ticks (0s, 5s and 10s)?

6) Ritual of Lunacy: does it buff both crit damage and crit heals? Technically there is no such thing as a "critical hit" in this game...

7) Scoured Warping #1: with the damage increase from subsequent DoT ticks, what happens if the DoT is refreshed?

8) Scourged Warping #2: with the refresh/time extension mechanic it is possible to get an extra tick. Will that one get a 50% damage bonus?

And not a questions but just a comments:

• "Removed Subtlety.": Thank god... errr praise Tzeentch for that.

• The mastery paths look like they are losing even more meaning/purpose now that Storm of Ravens is in Alchemy.

And a "I don't play but here's a balance suggestion" section to finish it off:

• Veil of Chaos (and the RP's Rune of Shielding): these are single target absorb shields with a 100ft range which make them very awkward to use in a normal long range heal rotation which has 150ft. Range. The Sha and AM versions both have 150ft range. I have no idea why there was ever a different, 99% sure it was a Mythic thing. Please consider extending the Zea/RP ones to 150ft to match all of the other single target healing abilities.

• Daemonic Blessing (and Protection of the Ancestors): this is the targeted wounds buff and it also only has a 100ft range which makes it awkward to use in single target heal rotations. Seeing as it's now got a shorter cool-down and a more active play-style please also consider buffing it to 150ft. This one is less important than the absorb ability though.
Zomega
Gone as of autumn 2024.

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SkallyZ
Posts: 6

Re: [PTS] Patch Notes 28/02/2025

Post#6 » Fri Feb 28, 2025 8:42 pm

amaroq wrote: Fri Feb 28, 2025 8:03 pm The changes to DPS DoK/WP is going to turn the spec entirely useless.
Good

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vanbuinen77
Posts: 297

Re: [PTS] Patch Notes 28/02/2025

Post#7 » Fri Feb 28, 2025 8:52 pm

" By having the abilities be negatively affected by Divine Fury, we reduce the damage output of these specs, but giving them a lot of utility in return by making the healing count as direct healing"

Was there a change to Divine Fury?

If not shamans and ams will be doing absurd damage.
Malificatium-Magus
Malificatiiium-Chosen
Unlimited-White Lion

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Reivren27
Posts: 89

Re: [PTS] Patch Notes 28/02/2025

Post#8 » Fri Feb 28, 2025 8:54 pm

SkallyZ wrote: Fri Feb 28, 2025 8:42 pm
amaroq wrote: Fri Feb 28, 2025 8:03 pm The changes to DPS DoK/WP is going to turn the spec entirely useless.
Good
And what's good about that?

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Florian90210
Posts: 121

Re: [PTS] Patch Notes 28/02/2025

Post#9 » Fri Feb 28, 2025 9:02 pm

Looks like changes for the sake of changes. Why you try completely remake everything instead of slight adjustment? Why you make game even more unstable?

Endari
Posts: 82

Re: [PTS] Patch Notes 28/02/2025

Post#10 » Fri Feb 28, 2025 9:09 pm

I can see that some dev at RoR has been watching interbellum videos, I will say to you what I said to them. Resource management is not fun, it's not engaging, it's not "using skills strategically", it's just boring and frustrating.

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