View Single Post
  #2 (permalink)  
Old 29th April 2008, 10:36 AM
Roaken Roaken is offline
Fledgling Freddie
One of the mods
 
Join Date: 6th Jun 2007
Posts: -
Roaken has disabled reputation
Monsters
- Angry bwcas in Cathal Valley now drop Enchanted Tinderbox instead of Everspark Tinderboxes.
SIEGE TOWERS
When an enemy player enters the region around a keep (i.e., receives the 'You have entered ' system message), hookpoints along the walls and elbows will show up to indicate where a Siege Tower can be built. Enemy players can then interact with these hookpoints to build a Siege Tower.
Building a Siege Tower requires that players have the materials available. The recipes are as follows : Albion/Midgard : 100 Alloy Metal Bars and 200 Ironwood Wooden Boards, Hibernia : 100 Dolomite Metal Bars and 200 Ironwood Wooden Boards.
If you have the materials available and interact with the hookpoint, the building process begins, represented currently by a large plume of dust and a translucent version of the Siege Tower. The Siege Tower building process is represented by a Hit Point meter. It will begin at 0 and slowly work towards full health. Defenders can attack the building process to attempt and destroy it before it can reach full health or delay the building process.
Siege Towers require that at least one friendly player with the appropriate level of siegecraft (600) be within 512 units of the Siege Tower while it is being built. If this requirement is not met, the Siege Tower will stop building. If the Siege Tower has been inactive for five minutes, the tower will collapse.
The Siege Tower name will change based on the current state of the tower being built. Example : While building, it will be called 'Siege Tower (building)' and while no one is around, and it is dormant, it will be called 'Siege Tower (inactive)'. This should help identify at a glance if the tower is currently active and building.
Once at full health, it will become an actual structure, complete with pathing, destroying the wall it is attached to in the process. The completed Siege Tower can be used to enter the keep. The Siege Tower can be destroyed by defenders through the process of repairing the wall that the Siege Tower is attached to. The attacking realm can keep the Siege Tower alive by repairing the Siege Tower/wall it is attached to. Attacker's repairs will damage the keep wall and the goal is to keep the wall at zero health so that the Siege Tower can remain attached. If the wall is healed by defenders past a certain point, it will become repaired and the Siege Tower will be destroyed.
- Outpost pieces will now degrade as a Siege Tower builds, culminating in the destroyed tower.
- Outpost pieces cannot be repaired while the tower is building and a message will inform players that there is a Siege Tower being built if they try.
- Players attempting to build a Siege Tower while stealthed will be unstealthed by the building action.
- Siege Towers are only enabled where hookpoints currently work on NF and regular servers. Hookpoints, and therefore siege towers, do not work in BGs or on PVE ruleset.
- Constructing a Siege Tower will flag the outpost as 'under siege' at the beginning of the building process.
Note : Due to the way the Siege Tower operates, pieces with a Siege Tower Hookpoint will now not take damage normally. This means the only way to 'damage' or 'breach' that particular piece is via a Siege Tower.
CLASS CHANGES AND FIXES
General
- DoT spells will now tick twice as fast as before, and have half the duration. This means that DoT spells will deliver the same amount of damage as before, in half the time.
- Bonedancer DoTs in the Bone Army spell line have been brought up to the levels of Cabalist and Mentalist DoT.
- Shaman Spec DoT spells will now stack with shaman baseline DoT spells.
Spell lines affected by this DoT change will be :
Albion :
Baseline Matter
Cabalist Matter Spec
Sorcerer Matter Spec
Wizard Earth Spec
Hibernia :
Druid Nature Spec
Mentalist Mana Spec
Mentalist Mentalism Baseline
Midgard :
Bonedancer Bone Army Baseline
Bonedancer Bone Army Spec
Shaman Cave Baseline
Shaman Cave Spec
- All realms' Concentration-based buffs have had their casting range increased from 1000 to 1500 units.
- (Hibernia) Replaced the Area-of-effect (AOE) symbol on the level 19 bladeturn in the Mana Magic baseline spells to the proper self-buff symbol.
- (Midgard) The Champion Ability "Shield of War" will now properly display a self-only widget.
Flexible Weapons
- The endurance cost for Python has been reduced by 50%.
- The proc from the Python style is no longer Area-effect (AE).
Left Axe
- The endurance cost of Doublefrost has been reduced.
Animist
- The following Animist spells have had their casting times reduced from 3.0 to 2.8 seconds.
Creeping Base :
Wisp Heat
Wisp Glow
Wisp Spark
Wisp Fire
Wisp Flame
Wisp Blaze
Wisp Flare
Wisp Pyre
Wisp Inferno
Arboreal Spec :
Spirit of Anger
Spirit of Ire
Spirit of Outrage
Spirit of Aggravation
Spirit of Enmity
Spirit of Rage
Spirit of Wrath
Spirit of Fury
Spirit of Vengeance
Spirit of Hatred
Circle of Anger
Circle of Enmity
Circle of Fury
Circle of Wrath
Circle of Rage
Circle of Vengeance
Armsman
- The Growth Rate on the Polearm style "Defender's Rage" has been reduced to appropriate levels for a front positional opening style.
Bainshees
- Two new spells have been added to the Phantasmal Wail line's pulsing PBAOE chant :
Level 14 Resonating Aura 250 radius 98 (Body)
Level 46 Sonorous Aura 350 radius 301 (Body)
Bards
- Bards now have access to Greater Healing in the Regrowth spec line.
Berserker
- The Berserker's RR5 ability, Ferocious Will, is now a flat 25% Absorb buff for 30 seconds.
Cabalist
- Power costs have been reduced for the Cabalist's Health transfer line of spells. New costs are as follows :
Shift Health 2
Shift Vigor 3
Shift Essence 4
Shift Vitality 6
Shift Spirit 8
Transplace Health 10
Transplace Vigor 13
Transplace Essence 16
Transplace Vitality 19
Transplace Spirit 24
Cleric
- The proc rate of the cleric's RR5, Retribution of the Faithful, has been increased to 50%.
- Cleric self-damage add "Hammer" line in the Smiting spec now have the proper self-buff icons.
Druids
- Nature's Womb, the Druid's RR5 ability, will now provide Stun Immunity when the initial stun wears off.
Eldritch
- The following Eldritch spells have had their casting times reduced from 3.0 to 2.8 seconds.
Mana Spec :
Lesser Ensnaring Blast
Ensnaring Blast
Greater Ensnaring Blast
Entangling Blast
Greater Entangling Blast
Webbing Blast
Greater Webbing Blast
Demobilizing Blast
Greater Demobilizing Blast
Friars
- Friars now have access to the Greater Healing and Group healing spells in the Rejuvenation spec line.
Healer
- Healer's RR5 ability, Sputin's Legacy, has been changed. Before, you would fire the buff and it would grant you the ability to self-resurrect if you died while the buff was active. It has been changed to allow the user to cheat death instead. Now, when the buff is fired, if the Healer takes enough damage to die while the buff is active, it will heal for a random amount and the Healer will not die.
- The Healer RR5 ability, Sputin's Legacy, will now proc a 5 second spell and damage immunity in addition to its Cheat Death functionality. This will fire either when the spell expires, or when the healer receives a deathblow while the spell is active.
Heretics
- The original delve values have been doubled for the focus damage spells, focus AoE damage snare, and focus single target damage snare, excluded the Arawn and Blaze spells within the rejuvenation spec line which have had their delve damage increased by 75% only.
- The Damage Pulse Focus Arawn's line of spells will now tick every 2 seconds for a duration of 20 seconds at a 35% increment up to the maximum 350%.
- The Damage Snare and AoE Damage Snare focus spells will now tick every 2 seconds for a duration of 32 seconds at a 50% increment up to the maximum 400%.
- Glistening Blaze, Whirling Blaze, and Torrential Blaze will now tick every 2 seconds for a duration of 32 seconds at a 30% increment up to the maximum 300%.
- Heretics now have access to the Major Healing spells within the Rejuvenation spec line.
Mentalist
- Fixed an issue with Mentalism which prevented Intelligence from properly affecting the spells from that line.
- A new Direct Damage (DD) line of spells has been added to the Mentalist's Mentalism baseline.
Level Name Effect Damage Type
3 Lesser Phantom Pain 11 Energy
7 Phantom Pain 25 Energy
10 Greater Phantom Pain 36 Energy
14 Lesser Phantom Abrasion 50 Energy
19 Phantom Abrasion 68 Energy
24 Greater Phantom Abrasion 86 Energy
29 Lesser Phantom Injury 104 Energy
34 Phantom Injury 122 Energy
40 Greater Phantom Injury 143 Energy
45 Phantom Disfigurement 161 Energy
50 Phantom Mutilation 179 Energy
- The border colors have been adjusted to match the appropriate level on the baseline Mentalism DD's (Phantom).
- The target effect have been adjusted to display a proper burst effect when hit by the Mentalism baseline DD's.
__________________
[FONT=Fixedsys]Roaken
English Server Community Manager
[/FONT] [FONT=Fixedsys]http://daoc.goa.com/en/
Dyvet - Camlann[/FONT]
Reply With Quote
 
Page generated in 0.22342 seconds with 12 queries using server 193.138.95.50