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.
It's great to finally see missing abilities get bonuses, also some very cool 5 stack ones.
That being said, from the perspective of a hybrid AM (not solo), these are straight up nerfs (used to be +45% cast speed or +20% strength and 45% less AP).
I suppose to pure DPS or heal, they now have a mechanic and it shouldn't be as strong, but it just feels like a copy of WH/WE and makes the AM less unique.
I liked the fact that the old mechanic enabled a whole new way to play AM, but you had to play into it intentionally.
LIVE flows very well and makes it very engaging trying to use the mechanic optimally, you can build up and then unleash with rapid casts or switch back-and-forth.
PTR feels way more clunky, mechanic points used to switch from 1 x to 1 y, but now it goes from 1 or 5 to 0. like you can't really play with it, since spamming one type to 4-5 then switching is this most optimal. And going to 5 also seems worse than 4, since it's one 2x stronger bonus vs four normal bonus usually is less. It would feel a lot better if done like LIVE where it switches to 1 of opposite stack instead of 0, this would also increase value of using 5 stacks. This is on top of the bonus being less noticeable (15% power vs 45% speed).
Transfer Force used to have 20% inbuilt strike-through (same as EoV and possibly BE), which for an DPS AM gave it about a 5% disrupt chance (pretty much only morale or HtL) in my testing, so losing 20% old bonus damage for a 5 stack "undefendable" is undefendable.
Not sure if you meant to nerf it, but outside 1v1 this ability is not great, even for hybrid.
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.
Would be a lot more valuable if mechanic reset to 1, instead of 0
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.
great!
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.
great!
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.
Most of this is great!
Healing tree changes, seems awesome (75% critical healing bonus with 70% heal crit.. why not.. lol).
Not sure AM really needed this, as their ST healing was what made them unique and now they have good party healing too eating into nerfed RP territory.
And I prefer to have the old Lambent Aura, as it made the play-style different from RP, but no biggie.
AoE DPS changes also seems great, 5 stack DE seems very nice and SoC to 10s! Will also be great for hybrid AM
ST DPS is just nerfed, not sure what else to say, between the worse mechanic, DPS dropped about 200 (1100-->900, now below SM lol..) and nerfed Khaine's Touch (20+25% less damage) 3s burst dropped 3K! Idk what to say, maybe ST AM was too good (by being barely viable)?
Would rather see Increased Conductivity reduce healing by 25-50% and NOT reduce damage, then on top of DF you'd be -50% healing.
As for hybrid, I don't like this direction. Base heal on "offensive" spells with reduced damage, is IMO pointless, it means you'll want to maximize your heal output while doing noddle-slapping, that's not hybrid, that's just healing with extra steps (EoV doing 200 damage split over 5 enemies while healing warband +10.000 hp is NOT hybrid).
Hybrid should be a balance of choices:
--> get good heal and damage, but worse utility and health. (AM is here on LIVE)
--> get ok damage and ok heal
So please, revisit Balanced Essence, Transfer Essence, Expanded Control and EoV.
All in all, some great changes and some I don't agree with, hope you are all well!
SM - Arhalien +80 | AM - Shaheena +80
ZL - Wildera +70 | BG - Blackcrow +70
They do need the same support as dps though? Just like dps you need proper positioning, just like dps you need guard when focused, just like dps you have to detaunt. dps do make a trade-off between dps and survivability, from gear and talies to mastery to rr spec, what are you even talking about? Hell dps have to further reduce their main stat in order to get armor bypass and any other little survivability tools.
For way too long healers on RoR could ignore their main stat and go full deftard and still pump out good heals, only the regen bubble WE had something similar for dps with witchbrew not scaling with str and it was nerfed into the ground(took way too long as well).
They dont need same support as dps does, thats why tanks always guard melee dps, if they needed same amount of support guard could be on anyone. Armor Bypass is not survivabilty tool. Comparing Regen We to Healer makes no sense. Now that Witchbrew scales with Str it should also Crit but it doesnt, like leonine frenzy. One of the very many nerfs to overall damage RoR has made vs AoR.
Healers and Tanks are support classes, supporting dps to get kills which is kind of the point. RoR has removed shoulder crit talisman, Items with 3-5% Crit have been changed to 1-2%. Boost V-VI ( 9-crit/12-18% Crit dmg) was accessible to all classes in Aor in rr38 influence items, Tier 4 epic wpn quests, Pve etc.
Items with 3-5% Increased+Reduced Armour pene/ReducedCritical hit have been nerfed to 1-2% Like Crit has been. In RoR Renown Crit reduction gives 24% less Crits with 45rr points. Same amount of rr points gives you 14% Crit. 7% Crit Chest+8% 2h Crit staffs,4-5% on 1h's on Lairs + Bastion Stair has been removed. Crit is the only things that is not set in stone and normal crit with dmg/heal is 35-55% Increase without modifiers. So crit in aor = extremely important, thats why Shadow Warrior gave 15% all crit to his group mates and Kotbs got 10% to make it 25% Critical rate increase for the party. Also 100% + Dmg increase morale 2 on SW,Engi and Sqherder. All these three classes got access to Boost V or VI + Sove 7pc Boost VII and they stacked to 19% Crit and 32-38% Critical dmg increase.
Those examples show how aor and ror value crit very differently. In Aor the moment you used Burn Away Lies(or any skill) with Active Vindication Tactic buff + Flanking it always had 65% Dmg increase so "True Timestamping". But also target defensive buffs that were active while using BaL are also taken into account. This makes Cleanse more important and i actually liked that way of handling it more.
Super strong and needed CC/Tactics/Unique Abilities like Crippling Strikes, Runefang, Frenzied Mayhem,Piercing Bite(Affected every ability) Run Away! and many more are not in RoR or are heavily Nerfed versions of them. 50% Aoe HD's taken away, Morale dmg cap added. RoR almost has negated Critical Dmg from existence but notice that there are very many abilities/tactics giving you 25-90% Critical dmg. 50-180% In the early days : D And there are not so many Armour Penetration Skills/Tactics originally. There were things like Black orc double Ws buff 240 that should be returned! and Kotbs/Bg/Wl had 25% Armour Ignore ability but they were all single target.
Keep in mind that RoR added Armour Pene Tactic/Skill to Wl/Wh/We/Sw/Sh/Wp/Dok. All offensive Dps Sove bonuses were the same for melee/range/dps healers. That is the only way to have copy paste set bonuses because they made Sense. Main stat,Wounds,Crit,180melee/range/magic/heal power proc/ 10% Crit/20% Crit dmg as 7pc bonus, 8pc bonuses were personalized.
Last but not least why Healers feel too powerful is because of the GCD change. 8 skills in 10+sec vs 6 skills now in RoR. This obviously hits instant Skills hardest +Heal Dok/Wp because it means 1-2 less grp heals in 10sec. Obviously this also buffs everything that has cast times over 1.5s which is the GCD. This change is what makes Regen more powerful as well. Also 184hp chest and 80hp pocket should be removed, give us 7% Crit chests instead!
I agree with you on this, sadly, the devs have stated years ago that crit needed to be reduced not increased and that they didn't want the game to have crit bloat. No idea why they were so afraid of crit but the reduction of crit/crit damage, the reduction in weapon dps from same level/rr weapons in ror compared to aor, as well as everything you stated, imo, isn't the most healthy thing for this server. Hope this changes at some point but I won't hold my breath.
Espesially when there is Sorc/Bw mechanic which literally depends on crit or the class is dead, and they nerfed their dmg as well recently:/ In Aor crit reduction wasnt needed in renown because it was in gear already so Trivial Blows was the go to instead. Imo giving Critical dmg buffs to all in form of wpn/gear procs that stack with original high crit without lotd talismans is much more balanced and fun. Trivial blows makes sense because you cant eradicate crit but its effect you could reduce with renown.
Also before even rr75 wpns which were added in rr100 patch there was 60-66dps 1h wpns all with procs. I think max 2h was 99dps but not sure, also all with procs.
60 was invader/darkpromise lvl. 63dps was Warlord/Tyrant lvl and 66dps was Sove/King instance lvl. Also all with procs.
Having as much synergy and options as possible in form of Procs and not gatekeeping any of them is the way imo. With 60-66dps wpns + 2h versions obviously added as well.
"To clarify, me asking to developers to go test their own changes is not sign of toxicity or anger, but a sign of hope that the people punching in the numbers remain aware of potential consequences and test their own changes"-Teefz
Endari wrote: ↑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.
I think it depends on how the resource management is implemented. If it's too restrictive or punitive, then it can absolutely kill the fun.
Is there something going on with any of the new WP abilities creating lag?
I was running around on my Choppa and fought a 2H WP. Every 2 secs while fighting him I got very noticeable lag. The lag was not present before or after the fight but only while fighting him.
I looked at my killboard fight with him and it was: