Hib class changes in 1.62

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.
 
A

adari

Guest
Ranger Changes

- We've adjusted the way we calculate fumbles for Archery. Archery attacks have always had fumbles calculated differently than regular melee attacks. We've reworked this part of the Archery fumble calculation to be more in line with the way melee fumbles work, meaning Archers should notice a substantial decrease in their fumble rates, somewhere on the order of 1/4 what they were.

- Camouflage timers will no longer be reset by PvE attacks. Only an attack by the Archer on another player or a pet or turret controlled by another player will reset the timer. Camouflage is designed to let the Archer scout in PvP situations, so PvE interactions should not affect its timer.

Critical Shot Notes

- We've changed the way that aggression is calculated when Archers use Critical Shot against monsters. Now, aggro generated from damage done by a Critical Shot is divided among all group members of the Archer. Please note that the Archer will still get a fraction more damage than any other group member, but it will now be much easier to pull the monster off the Archer once it has been hit by a Critical Shot. This should make Archers one of the better monster "pullers" for any PvE group.


Arrows And Bladeturn

All three Archers now receive a new skill called "Penetrating Arrow", which allow them to penetrate, to some extent, Bladeturn spells. Here's the details:

- Penetrating Arrow will never go through Bladeturns (both pulsing and single-target) on the character that cast the spell. This means that a Warden who casts a bladeturn on himself will never have his own personal bladeturn penetrated.

- Bladeturns cast on group/realm mates can be pentrated. So a Hero that has a pulsing bladeturn (or single target) on him from a friendly Warden can have that bladeturn penetrated.

- Archers receive Penetrating Arrow based on their specialization in their particular Bow skill. They get Penetrating Arrow 1 at 30th spec, Penetrating Arrow 2 at 40th spec, and Penetrating Arrow 3 at 50th spec. Lower levels of PA do less damage by not fully penetrating the bladeturn. The highest level of PA does normal damage.

- Additionally, Longshot and Volley now penetrate ALL Bladeturns, regardless of who cast them.

- Please note that in this version we have made sure that self bladeturns will no longer be overwritten by other bladeturns.


Rapid Fire

The three Archers now also receive a new ability called "Rapid Fire", which allows them to release their bow shot before the normal bow timer. Here's the details:

- When an Archer has this skill, at any time after halfway through their normal bow timer they can release the shot.

- If you release the shot 75% through the normal timer, the shot (if it hits) does 75% of its normal damage. If you release 50% through the timer, you do 50% of the damage, and so forth - The faster the shot, the less damage it does.

- Rapid Fire shots takes the same endurance as a normal bow shot, but do less damage.

- Archers receive Rapid Fire 1 at 35 specialization level in their particular bow skill, and Rapid Fire 2 at spec level 45. The difference between the two is how much endurance they take - RF 2 takes less endurance than RF 1.

Bard Changes

- Ameliorating Melodies now heals twice as much (its tick frequency was halved from 3 seconds to 1.5 seconds).

- Rhythm of Hibernia, Rhyme of Earth, and Chant of Healing have all had their ranges increased to 2000.

- Added Dodger to the Bard RA list to give them the option of boosting their evasion chance while playing instruments.

- Bard Pulses on the PvP server should now work while their PvP immunity timer is up whether they're targeting themselves or not.

Warden Changes

- Added Mastery of Blocking, Wild Healing, and Mastery of Healing to the Warden's RA list.

- Increased the heal values on the Solar Conversion line, and increased the fatigue cost reduction on the Attack Unfading line. This is to give a reasonable reward for sacrificing martial skills for spec in Regrowth.
 
E

Elric IA

Guest
I hope so although one of the bigger gripes, debuff actual vs delve value and thae fact our debuffs do not take +items into account is probably a gamewide rather than champ specific issue.

Snare needs fixing though no point of a 1 min 43s snare in rvr which goes after the first hit with the same speed reduction no matter the level of the spell.
 
E

Exiled

Guest
Triple Wield also now makes Blademasters immune to critical melee damage.
yay hehe, and yeh give champs some love, i hate losing 40% of my end from a full line of debuffs, granted i am a hybrid but still
 

Users who are viewing this thread

Top Bottom