A
adari
Guest
I got exited now ^^ I think it's not bad what mythic came up with, well at least the animist changes are ok. And theres still more to come!
cant wait tbh :x
Animist Changes
- Many Animist spells had inconsistent icons. These have been fixed.
- Animist pets will no longer attempt to attack monsters that are set as "no kill" - merchants, gatekeepers, etc.
- Animist pets will now target all enemy players. Previously they would not attack gray or purple enemy players.
- Animist pets will target purple monsters. Previously they would not attack any monsters higher than red.
- Corrected an AI bug in the Essence of the Tree, Guardian Emissary, and Woodspirit Sheath bombers that was causing problems with buffing other targets.
- The Constraining Spirit line has had its range increased to 1500.
- Bomber speed has been increased.
- The Grove's Assailant line will now display correct information when delved.
- Increased range of the Animist Dancing Spark line to 1500.
- Bombers now use the wisp model and will be visible at all times. Previously they used another effect that caused them to disappear in some cases.
- It is no longer be possible to summon turrets that cannot be attacked by melee attacks.
- Tangler turrets now cast increasing duration roots.
- Animists now have access to the RA Wild Minion.
- The Animist pet summoned by the Forestheart Ambusher Realm Ability have been increased to the proper amount of hitpoints for its level.
- Animist Turrets should no longer attempt to target things which are not in their line of sight.
- The LOS check for ground target turret summon spells should now be done before the spell is cast. This should prevent animists from losing power when they attempt to cast a turret in an area they can't see.
- The "In Air" check on turret casts has been removed because all turrets should be created on the nearest point of ground. The "You can't cast this spell in the air!" message will no longer be seen.
- The Ligneous Sheath line of turrets should now properly buff realm-mates within range of their melee buffer spell.
- The turrets summoned by the Vent of Elemental Resistance and Vent of Physical Resistance spell lines now must be killed normally. Previously, they would always die on the first instance of damage taken by an enemy.
Valewalker Changes
- The Valewalker base melee ability has been increased. Valewalkers will now do more damage every time they hit a target with a melee weapon.
- Changed combat style Damaging Grasp to be a rear positional style to make it easier to use. Previously it was in a chain.
- Changed combat style Stunning Blade to have a to-hit bonus.
- Changed Valewalker Close Path line to a shout with a 20 second recast timer.
- Added Mystic Crystal Lore, Raging Power, Wild Power, and Wild Arcana to the Valewalker RA list.
- Many Valewalker spells had inconsistent icons. These have been fixed.
Eldritch Changes
- The Lesser Mana Ripple line has had its cast time reduced to 2.5 seconds, making it similar to PBAEs in the other realms.
- The spells Blank, Obliterate, and Extinguish Coordination have had a radius component added to them, making them similar to the Lesser Health Dispersal line.
- Reduced cast time of the Ethereal Concussion line to 2.6 seconds; this brings it in line with the Gleam Ray line.
- Added a baseline single-target strength debuff shout in Way of the Eclipse:
8 Cancel Strength
15 Negate Strength
21 Unmake Strength
29 Abrogate Strength
35 Void Strength
43 Vitiate Strength
50 Null Strength
- Added a baseline single-target dexterity debuff shout in Way of the Eclipse:
11 Void Snare
19 Void Net
25 Void Web
33 Void Clamp
40 Void Lock
48 Void Chains
- The Lesser Kinetic Dispersal line has had its attack speed debuff component replaced with a snare component.
- Eldritch class special RA Negative Maelstrom has had a cold resist debuff component added (and its base damage slightly reduced to compensate).
Enchanter Changes
- Tuned pet AI to allow pets to melee better while on the run.
- Raised threshold at which the underhill ally will heal.
- Changed underhill zealot AI so that it will no longer charge opponents instead of casting.
- Fixed underhill zealot's resist debuffing spell to properly debuff heat damage.
- Changed Dazzling Flash line to be a single target melee damage debuff.
- Changed Dazzling Flash line to a shout. This is an update to a change made in the 1.62 Pendragon series.
- The underhill zealot pet now will always cast the DD + debuff spell. Previously it also had a chance of casting a DD + Snare spell which was not as effective as the DD + Debuff.
- Added a pet-only buff to the Enchantment Mastery list that enhances the effectiveness of the pet's spells. Against targets higher level than the pet, this should reduce the chance of a full resist. If used against lower level targets, damage done will go up.
40 Beguiling Will
50 Insidious Will
- Added a pet-only buff to the Enchantment Mastery list that gives a chance of a self heal each time the pet is hit in melee.
29 Enchanted Armor
38 Shimmering Armor
49 Splendorous Armor
- Swapped the levels of the Enchanter Amplify Heat and Amplify Matter lines. Previously, Enchanters were doing high amounts of damage too easily by being able to debuff an extremely high level DD of the same element. With this change, Enchanters will still be able to use this strategy, but now the amount of damage they can inflict will be more variable.
New Heat Debuff
27 Amplify Heat
36 Endow Heat
49 Empower Heat
New Matter Debuff
23 Amplify Matter
33 Endow Matter
44 Empower Matter
Mentalist Changes
- Halved the round cost of the Illusory Enemy line.
- Decreased the cast time of the Delusion line to 3 seconds and increased the range to 1500.
- Changed the Curative Trance line to be a true Heal-over-time. It lasts 10 seconds, has a 2 second frequency, and has had its cost and healing amounts adjusted accordingly.
- Ghostly Enemy now adds undead to the list of monster types that can be charmed, and Dream Enemy can charm any type of creature.
Hero Changes
- Stag Form ability is no longer usable while sitting. Hopefully this should eliminate some "misfires". It also now has an appropriate icon.
Blademaster Changes
- The Blademaster Triple Wield special ability has been updated. It is now on a 7 minute re-use timer (it was previously set to 30 minutes). It now will stack properly with other damage adds - it will always increase damage no matter what other buffs or damage adds are currently affecting the Blademaster. Triple Wield also now makes Blademasters immune to critical melee damage.
- The Ice Storm -> Tempest -> Supernova chain has been modified for Blademasters only (i.e. Rangers and Nightshades are not affected by this). The damage for each has been increased, and Ice Storm now has a short stun component.
- Increased bleed damage for Celtic Dual combat styles Tempest and Twin Star. This is a Blademaster ONLY change - other classes that receive Celtic Dual will not see increased bleed effects on these styles.
cant wait tbh :x
Animist Changes
- Many Animist spells had inconsistent icons. These have been fixed.
- Animist pets will no longer attempt to attack monsters that are set as "no kill" - merchants, gatekeepers, etc.
- Animist pets will now target all enemy players. Previously they would not attack gray or purple enemy players.
- Animist pets will target purple monsters. Previously they would not attack any monsters higher than red.
- Corrected an AI bug in the Essence of the Tree, Guardian Emissary, and Woodspirit Sheath bombers that was causing problems with buffing other targets.
- The Constraining Spirit line has had its range increased to 1500.
- Bomber speed has been increased.
- The Grove's Assailant line will now display correct information when delved.
- Increased range of the Animist Dancing Spark line to 1500.
- Bombers now use the wisp model and will be visible at all times. Previously they used another effect that caused them to disappear in some cases.
- It is no longer be possible to summon turrets that cannot be attacked by melee attacks.
- Tangler turrets now cast increasing duration roots.
- Animists now have access to the RA Wild Minion.
- The Animist pet summoned by the Forestheart Ambusher Realm Ability have been increased to the proper amount of hitpoints for its level.
- Animist Turrets should no longer attempt to target things which are not in their line of sight.
- The LOS check for ground target turret summon spells should now be done before the spell is cast. This should prevent animists from losing power when they attempt to cast a turret in an area they can't see.
- The "In Air" check on turret casts has been removed because all turrets should be created on the nearest point of ground. The "You can't cast this spell in the air!" message will no longer be seen.
- The Ligneous Sheath line of turrets should now properly buff realm-mates within range of their melee buffer spell.
- The turrets summoned by the Vent of Elemental Resistance and Vent of Physical Resistance spell lines now must be killed normally. Previously, they would always die on the first instance of damage taken by an enemy.
Valewalker Changes
- The Valewalker base melee ability has been increased. Valewalkers will now do more damage every time they hit a target with a melee weapon.
- Changed combat style Damaging Grasp to be a rear positional style to make it easier to use. Previously it was in a chain.
- Changed combat style Stunning Blade to have a to-hit bonus.
- Changed Valewalker Close Path line to a shout with a 20 second recast timer.
- Added Mystic Crystal Lore, Raging Power, Wild Power, and Wild Arcana to the Valewalker RA list.
- Many Valewalker spells had inconsistent icons. These have been fixed.
Eldritch Changes
- The Lesser Mana Ripple line has had its cast time reduced to 2.5 seconds, making it similar to PBAEs in the other realms.
- The spells Blank, Obliterate, and Extinguish Coordination have had a radius component added to them, making them similar to the Lesser Health Dispersal line.
- Reduced cast time of the Ethereal Concussion line to 2.6 seconds; this brings it in line with the Gleam Ray line.
- Added a baseline single-target strength debuff shout in Way of the Eclipse:
8 Cancel Strength
15 Negate Strength
21 Unmake Strength
29 Abrogate Strength
35 Void Strength
43 Vitiate Strength
50 Null Strength
- Added a baseline single-target dexterity debuff shout in Way of the Eclipse:
11 Void Snare
19 Void Net
25 Void Web
33 Void Clamp
40 Void Lock
48 Void Chains
- The Lesser Kinetic Dispersal line has had its attack speed debuff component replaced with a snare component.
- Eldritch class special RA Negative Maelstrom has had a cold resist debuff component added (and its base damage slightly reduced to compensate).
Enchanter Changes
- Tuned pet AI to allow pets to melee better while on the run.
- Raised threshold at which the underhill ally will heal.
- Changed underhill zealot AI so that it will no longer charge opponents instead of casting.
- Fixed underhill zealot's resist debuffing spell to properly debuff heat damage.
- Changed Dazzling Flash line to be a single target melee damage debuff.
- Changed Dazzling Flash line to a shout. This is an update to a change made in the 1.62 Pendragon series.
- The underhill zealot pet now will always cast the DD + debuff spell. Previously it also had a chance of casting a DD + Snare spell which was not as effective as the DD + Debuff.
- Added a pet-only buff to the Enchantment Mastery list that enhances the effectiveness of the pet's spells. Against targets higher level than the pet, this should reduce the chance of a full resist. If used against lower level targets, damage done will go up.
40 Beguiling Will
50 Insidious Will
- Added a pet-only buff to the Enchantment Mastery list that gives a chance of a self heal each time the pet is hit in melee.
29 Enchanted Armor
38 Shimmering Armor
49 Splendorous Armor
- Swapped the levels of the Enchanter Amplify Heat and Amplify Matter lines. Previously, Enchanters were doing high amounts of damage too easily by being able to debuff an extremely high level DD of the same element. With this change, Enchanters will still be able to use this strategy, but now the amount of damage they can inflict will be more variable.
New Heat Debuff
27 Amplify Heat
36 Endow Heat
49 Empower Heat
New Matter Debuff
23 Amplify Matter
33 Endow Matter
44 Empower Matter
Mentalist Changes
- Halved the round cost of the Illusory Enemy line.
- Decreased the cast time of the Delusion line to 3 seconds and increased the range to 1500.
- Changed the Curative Trance line to be a true Heal-over-time. It lasts 10 seconds, has a 2 second frequency, and has had its cost and healing amounts adjusted accordingly.
- Ghostly Enemy now adds undead to the list of monster types that can be charmed, and Dream Enemy can charm any type of creature.
Hero Changes
- Stag Form ability is no longer usable while sitting. Hopefully this should eliminate some "misfires". It also now has an appropriate icon.
Blademaster Changes
- The Blademaster Triple Wield special ability has been updated. It is now on a 7 minute re-use timer (it was previously set to 30 minutes). It now will stack properly with other damage adds - it will always increase damage no matter what other buffs or damage adds are currently affecting the Blademaster. Triple Wield also now makes Blademasters immune to critical melee damage.
- The Ice Storm -> Tempest -> Supernova chain has been modified for Blademasters only (i.e. Rangers and Nightshades are not affected by this). The damage for each has been increased, and Ice Storm now has a short stun component.
- Increased bleed damage for Celtic Dual combat styles Tempest and Twin Star. This is a Blademaster ONLY change - other classes that receive Celtic Dual will not see increased bleed effects on these styles.