Patch 1.51 D ;))) - Hib changes

N

Nemesis Warlock

Guest
- Concentration effects that a caster has on himself will no longer go away when they zone or quit.

- Concentration pool should update correctly when you get and lose Rez sickness

Hibernia:
Cuuldurach has been adjusted slightly in an attempt to make encounters last longer.


SPELLS

- Added a base group heal to Hibernian Regrowth line. All Druids/Bards/Wardens should have it now. This gives the healing classes in all 3 realms a base group heal.

Group heal:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation

- Added Cure Poison and Cure Disease to Bard Regrowth spec. This was done to give Hibernia two classes with these abilities like the other realms; previously only the Druid could cure disease and poison.

7 Cure Disease
9 Cure Poison

- Nightshade direct damage should be set to "Skill 0" now, reducing its variance.

- Added a short duration, high attack speed debuff to Enchanter Bedazzling spec to improve the usefulness of the list.

Short duration, high attack speed debuff
11 Dazzling Flash
21 Dazzling Torch
31 Dazzling Flare
41 Dazzling Strobe

- Increased damage and decreased casting time of the pet focus damage shields for the Spiritmaster (Spirit's Revenge line) and Enchanter (Aura of Echoing line) to bring them in line with the Cabalist focus damage shield.

- Added taunt spell line to Paladin Chant spec and Warden Nurture spec. This spell is intended to alleviate the fact that Paladins and Wardens had no ranged technique to pull with. These spells do damage that accrues on the hate list of their target, but do no actual damage. They are on 8 second timers, and cost no power.

Paladin Chants
5 Provoke
15 Aggravate
30 Enrage
40 Infuriate

Warden Nurture
6 Tease
16 Annoy
31 Inflame
40 Incense

- The Bard Captivate Audience line has had all its spells set to 350 radius to make it consistent with similar spells in other class' lists.

- The standard healing spells (ones with normal cast times, including the standard group heals) have been significantly revised, both to fix some longstanding efficiency problems at higher spec levels, and also to encourage healing classes to heal more in RvR. In general, these revisions affect casting times, range and power costs, not amounts healed. The intent is that this will have the effect of decreasing downtime and increasing effectiveness in RvR, without altering the balance of PvE combat too much. PvE changes are not the intent of these fixes, but some give and take is accepted here. The Cleric/Friar in Albion, Shaman/Healer in Midgard, and the Druid/Bard/Warden/Mentalist in Hibernia are all affected by these changes, and all equivalent spell lines have been adjusted according to the same new baselines.

There was a bug in the Hibernian healing lines due to them using outdated baselines that resulted in some of the Druid/Bard/Warden healing spells to be less effective than equivalent level healing spells in the other realms; this has been corrected with these changes.

The primary change that affects all of these spells is that the efficiencies never go down at higher levels. These means the higher level spells are always going to heal at least the same number of hit points per power point as a spell of lower level. Since efficiencies were previously decreasing, this means that many healing spells have had their power costs reduced, especially higher level spells. This is the primary change to the non-spec heals (which all healers have).

The "third tier" healing spells, a.k.a. "major heals", are the lower heals earned by specializing in healing. These spells have been revised to significantly increase in power efficiency with level. Again, this effectively decreases the power costs of these spells at higher levels, and makes it possible to heal for extended duration in combat.

The "fourth tier" healing spells, a.k.a. "greater heals", have had their costs re-tuned to make sure their efficiency does not decrease. These spells are not as power efficient as third tier heals, however. The new change that should significantly increase the utility of these spells is that the higher level the spell, the lower its casting time will be. The first spells in these lines have had their casting times slightly reduced, and the further a healer specializes, the lower the casting time goes. At the highest levels, the casting time can go below 3 seconds. Since these spells heal the most hit points, the lower casting times should make them much more practical and useful in RvR.

Both group heal lines have had similar tuning so that their efficiencies no longer go down, and their costs have in general decreased to reflect the increased efficiency. The base group heal increases in efficiency now, so the upper levels cost substantially less, while the spec group heal has been changed so that its casting time decreases with spec, and the amount it heals has been increased.

The last change is very significant, and that is that all standard heals have had their ranges increased to 2000, and group heals have a radius of 2000. This is intended to increase healer survivability by allowing them heal from distance, and increasing their availability to resurrect after battle.

- The Cleric Smite line was re-tuned to bring this specific class/skill combination into line with other healers. The primary change was a reduction to the direct damage spells (single target and AE), which were doing the equivalent damage to a nuker direct damage spells. This was inappropriate due to offensive and defensive melee capabilities of the Cleric. The Heavenly Strike line (AE DD) now has had its radius increased to 350 at all levels, however. ---- YAY ;)))

- Added insta-cast root to Druid Nature spec; these are all on the same 10 minute timer. All Druid roots have been set to "no recast", however. This was done to alleviate Hibernia's lack of instant-cast crowd control.

Insta-root
28 Sprouting Undergrowth

AE Insta-root
36 Bursting Undergrowth
46 Choking Undergrowth

- Added insta-cast mes to Bard Music spec; these are all on the same 10 minute tiemr. This was done to alleviate Hibernia's lack of instant-cast crowd control.

Insta-mes
29 Hypnotic Harmony

AE Insta-mes
37 Deluding Harmony
47 Entrancing Harmony

I hope all the changes come through soon

Yours Spicey
:clap: :clap: :clap: :clap:
 
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old.Anpu

Guest
Heh, thats the Gorre patch notes, go figure :D

/Anpu
 
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old.Anpu

Guest
Well I got those notes when I logged on Gorre today :m00:
Wonder how they pulled that tho hehe :)

/Anpu
 
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old.Lianuchta

Guest
They did make up for the Cleric Smite nerf, by giving Wizards AE stun and AE DD in one line.. :/
 
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old.Alliandre

Guest
Nice. One or two points though.

Insta crowd control? :cough: more like instant army freeze. This is abit over the top and I don't think anyone should have it. Mezzers should not have the ability to stop an army in it's tracks. I think these abilities should be more in line with the defensive nature of most mezzing classes. ie pbaoe. This will mean that if they get attacked they can mezz and run away. This will mean that they don't just mezz everyone and then have their damage dealers pick out one at a time.

I still don't see what use the Aura of echoing (sp?) spells will do. They don't seem to do anything at the moment. Maybe one of our other spells block it out. I don't think so cause I've tried it on it's own and it only lasts for 2 seconds. Maybe because of my low mana line skill. Someone correct me if I'm wrong, but this is useless.

I think the healing range is great though. Makes it much easier to do group heal without dragging every single piece of aggro. Nice for rezzing out of range of getting nuked to ;)
 
J

Jonaldo

Guest
I have to assume that Mythic never ever ever ever ever test the game when they change it... why to counter act insta-mez/stun do they put more instas in the game? nowadays rvr is the 1st person to cast ae insta wins any fight!

Generally this will be ppl with better connection and home system and not necessarily better players, any gimp can run around and push one button to halt an entire force.

And they give bards insta mez???? BARDS NEED SOME FORM OF ATTACK GODAMMIT!!! :p I've been rvr with bards and they've been like.. "oh I've mezzed him loads of times now, please someone kill him" because bards have little/no combat ability.
I realise that bards are support chars but an inability to ever venture solo into other realms must be frustrating, unless it's fun to insta-mez then show off speed song 5 as you run away from an even con :mad:

I don't even have a bard but thought this a point to make, instas are just spoiling the game if anything, isn't it better to remove them instead of giving everyone else an insta to balance it?

(tank bards feel free to correct me if you want)
 
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old.Vengance

Guest
Pity if this is 1.51 and not 1.48 .It took them forever to do 1.48 and it still aint live yet so i guess we will see 1.51 sometime maybe next april :puke:
 
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old.willowywicca

Guest
wooooot those changes suck, insta mes for anyone is the stupidest thing ever. (And yes I am a hibbie so I'm not biased against us geting it) and insta aoe mes, rofl that's so stupid I just can't begin... atleast we have purge then too.

Suppose once hib starts to own with this albs and mids will have to be given an Unpurgable insta aoe stun with 20 sec duration.. then 3 or four more patches later hibs get the same.. giving hib insta messes is not in anyway going to fix the prob only make it worse..

*sigh*

Still it does level the playing field a bit from our perspective, guess I should be happy it's not mid or alb getting them... and we do need more crowd control :/

Malev
 
L

Leah

Guest
I must admit I had a huge grin on my face when I saw those notes for the first time as I have a Bard so if we get 1.51 before I die of old age my Bard is simly going to rock in rvr.

However, it's such a crap idea!
Where is the fun in insta mezzing everyone and then just taking them down one by one.
Really!?!

I would love to see all insta mezzes removed as it would give everyone more of a chance in rvr and might even make the battles last sligtly longer.

Quite frankly this change sucks!
 
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ceixava

Guest
i'd have to say those insta things only help one on one, or in small groups where ppl know what they are doing

in large scale battles theres always some trigger happy ae mofo who thinks he can kill 100 albs by doing 10 damage to each and breaking their mezzes
 

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