Version 1.112 Comes to Pendragon - Relic Changes

Dvaerg

Part of the furniture
Joined
Mar 28, 2009
Messages
2,130
Highlights

    • [Pendragon Only] The Relics of Albion, Hibernia and Midgard have moved to new Shrines, feature new visible effects, and boast updated mechanics! Be the first of your Realm to claim a Relic in this exciting and improved Relic System!

    • Bonedancers have some new toys! A new ground targeted spell has been added to the Bonedancer class in each specialization.

    • Don’t turn your back on Friars or Valewalkers! Both classes have access to a rear snare style.

  • Assassins can no longer be directly considered so toxic. All toxic Direct Damage poisons have had their damage values reduced.
Class Balance


Assassin

Balance Changes
  • All toxic Direct Damage poisons have had their damage values reduced by 45%.
Bug Fixes
  • The Direct Damage proc buff from the toxic poisons is no longer removable.

Heavy Tank

Balance Changes
  • Rampage, has had its percentage to prevent all debuffs increased from 35% to 100%.
    • When using Rampage, the Heavy Tank’s group will receive the Bolster effect, blocking 100% of stat debuffs only, for 20 seconds.

Animist

Bug Fixes
  • Animist pets and bombers are no longer affected by resist pierce bonuses beyond the 10% cap.

Bard

Balance Changes
  • The Endurance regen line of spells have had their values increased by 2.
Bug Fixes
  • Blanket of Ivy (level 44 spec Armor Factor buff) should once again no longer overwrite existing spec AF buffs.

Bonedancer

Balance Changes
  • A new spell has been added to the Bonedancer class in each specialization. This spell will provide a ground-targeted, 350 radius area of effect for 21 seconds, with a 5 minute re-use. Each specialization will have access to a different version of the spell at level 29 specialization.
    • Bone Mystics (Darkness Specialization)
      • Level 29 – Bone Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses 200 cold damage every 3s for 21s.
    • Bone Guardians (Suppression Specialization)
      • Level 29 – Skeletal Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses a 50%, 15s duration snare every 3s for 21s.
      • The Level 29 spell, Summon Bonebuilder, has been moved to level 28 to accommodate this change.
      • The level 28 spell, Powder Skeleton, has been moved to level 27 to accommodate this change.
      • The level 27 spell, Summon Bone Bouncer, has been moved to level 26 to accommodate this change.
    • Bone Warriors (Bone Army Specialization)
      • Level 29 – Skull Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s RUT – Drains 20% endurance and 10% power every 3s for 21s.
  • Bonedancers have been given a forced respec.

Cleric

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively.

Druid

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.

Friar

Balance Changes
  • The Friar’s Self Haste line of spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
  • The level 8 style, Defender’s Fury, has been changed to a parry reactionary and has had its growth rate slightly increased.
  • The level 44 style, Stunning Wrath, is now a follow-up to Defender’s Fury.
  • The level 29 style, Friar’s Boon, has been changed to a rear snare with a 15s duration.
  • The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively.
  • Friars have been given a forced respec.

Healer

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.

Mauler

Balance Changes
  • Maulers now receive Stoicism at level 35.

Mentalist

Balance Changes
  • Mentalists now receive the Speedwarp ability at level 49 in the Mentalism baseline.

Necromancer

Bug Fixes
  • Necromancer pets are no longer affected by resist pierce bonuses beyond the 10% cap.

Nightshade

Balance Changes
  • The casted Direct Damage line of spells has had its range reduced from 1500 to 1250.
  • The instant-cast Direct Damage line of spells has had its range reduced from 700 to 500.

Paladin

Balance Changes
  • All Endurance regen spells have had their values increased by 2.
  • The Armor Factor Chant line of spells will now stack with all other Armor Factor bonuses. The range of this chant has been reduced from 1500 to 500.

Runemaster

Balance Changes
  • Runic Ward (Bladeturn) has been moved to level 1 Suppression Specialization from level 2.
  • Minor Entrapping Rune (Snare DD) has been moved to level 2 Suppression Specialization from level 1.
  • Runemasters have been given an Area of Effect Root Spell at the following levels in the Runes of Suppression Specialization line:
    • Level 30 – Runes of Snaring – 2.5s cast - 1500 range – 49s duration (Body) – 350 radius – 19 power
    • Level 39 – Runes of Tangling– 2.5s cast - 1500 range – 60s duration (Body) – 350 radius – 25 power
    • Level 49 – Runes of Entrapment – 2.5s cast - 1500 range – 73s duration (Body) – 350 radius – 32 power
  • Runemasters have been given a forced full respec.

Shaman

Balance Changes
  • The Endurance regen line of spells have had their values increased by 2.
  • The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.

Savage

Balance Changes
  • The Savage’s Self Haste line of spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.

Thane

Bug Fixes
  • The Endurance Reduction buff will no longer be overwritten by the Skald’s Endurance Reduction chant.

Warden

Balance Changes
  • The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.

Valewalker

Balance Changes
  • The Valewalker’s Self Haste line of spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
  • The level 12 style, Foxfire, has been changed to a rear snare with a 12s duration. Its growth rate has been slightly reduced.
World Changes


Realm vs. Realm

Frontiers
  • [Pendragon Only] Updates to the existing Relic System have been made.
    • The Relics have been moved to the innermost Keeps of each realm. These Keeps are now permanent Relic Keeps, and may no longer be captured or claimed.
      • The Power Relic of Albion (Merlin’s Staff) moves from Castle Myrddin to Caer Hurbury.
      • The Strength Relic of Albion (Scabbard of Excalibur) moves from Castle Excalibur to Caer Renaris
      • The Power Relic of Midgard (Horn of Valhalla) moves from Grallarhorn Faste to Arvakr Faste
      • The Strength Relic of Midgard (Thor’s Hammer) moves from Mjollner Faste to Fensalir Faste
      • The Power Relic of Hibernia (Cauldron of Dagda) moves from Dun Dagda to Dun Scathaig.
      • The Strength Relic of Hibernia (Lug’s Spear of Lightning) moves from Dun Lamfhota to Dun Ailinne.
    • New Elite Envoys have been added to defend the Relic Keeps. These Envoys are associated with each Keep owned by its home realm. If a Keep to which an Envoy is associated is captured, the Envoy will disappear from the Relic Keep.
    • Realms that own 3 or more Relics will experience a scaling reduction in the level of their Keep and Tower Guards.
    • The Relic Gate system has been de-activated, and no longer requires opening in order to capture a Relic.
    • Players carrying a Relic may no longer board a Scout boat.
    • Players carrying a Relic may no longer zone into the Passage of Conflict.
    • Players carrying a Relic will now emit a faint, pulsing beacon effect visible by other characters within clip range.
    • Players carrying a Relic are no longer allowed in the vicinity of their Borderkeeps.
    • Realm missions are no longer generated.

Items

Changes
  • Arrows and Bolts of all types now have no weight.
  • The ML10 Melee Cloak’s Shroud of Silence ability has been changed to Shroud of Protection, a 30% secondary magic resistance buff for 20 seconds.
  • The Elixir of Mending (Health regen) and Elixir of Clarity (Power regen) line of potions are no longer overwritten by other Health or Power regen buffs of any kind.
  • The Pictish Fumbling (Disarm) ability has been changed to Pictish Protection, a 10% physical resistance buff for 20 seconds. This will stack with all other physical resistance buffs.

Crafting

Bug Fixes
  • Superior Tinctured Bows and Durable Tinctured Bows will now show their material type after crafting.

Encounters

World
Changes
  • The drop rate of the Pictish weapons from the Pictish Scout Camps has been reduced.

User Interface

Changes
  • The Defender’s Fury style icon now has a parry reactionary and style chain widget.
  • The Friar’s Boon style icon now has a rear positional widget and no longer has a style chain widget.
Engineering


Client

Changes
  • Albion players using the /release city command will now release closer to the City Channeler instead of the Fountain Square.
  • Hibernian players using the /release city command will now release closer to the City Channeler instead of outside the Chamber of Magic.

Server

Bug Fixes
  • Racial resists now reduce the duration of all debuffs by the percentage listed.
  • Fixed an issue with spell debuff duration so it now respects caster’s spell penetration bonus.
  • Secondary magic resists no longer incorrectly increase the duration of Crowd Control spells.
 

BloodOmen

I am a FH squatter
Joined
Jan 27, 2004
Messages
17,937
Long overdue on the poison changes, 45% reduction will cause the fotm people who rolled sneaks to crawl back under their rocks :p the only ones left will likely be the people who have been playing sneaks for years. Relic changes are nice aswell, might not be so bad now that keeps scale down the more relics each realm has.

Rampage change is nice aswell, if thats off cooldown I really dont see how a sneak can stand toe to toe with a tank, l2kite until it runs out.
 

Keitanz

Can't get enough of FH
Joined
Nov 4, 2010
Messages
2,760
I don't understand the relic changes.. I think the system was fine..I hope those changes don't get added to the actual game..

Then again it will generate even more zerg v zerg fights at the relic keeps.

WTF at speedwarp for ments as well..
 

Madmaxx

FH is my second home
Joined
Feb 14, 2009
Messages
2,934
Highlights


Realm vs. Realm

Frontiers
    • Players carrying a Relic may no longer board a Scout boat.
    • Players carrying a Relic may no longer zone into the Passage of Conflict.
    • Players carrying a Relic will now emit a faint, pulsing beacon effect visible by other characters within clip range.
    • Players carrying a Relic are no longer allowed in the vicinity of their Borderkeeps.



Server

Bug Fixes
  • Racial resists now reduce the duration of all debuffs by the percentage listed.
  • Fixed an issue with spell debuff duration so it now respects caster’s spell penetration bonus.
  • Secondary magic resists no longer incorrectly increase the duration of Crowd Control spells.

I like the relic changes, but its funny to read the bottom line of server changes. All the people templating and getting resist buffs etc..only for it to increase CC time lol.
 

Ctuchik

FH is my second home
Joined
Dec 23, 2003
Messages
10,459
I don't understand the relic changes.. I think the system was fine..I hope those changes don't get added to the actual game..
Well, i don't know if camping the border keep with a relic or using that as a "safe passage" is considered working fine.. :)

Not being able to run through PoC is a bit of a shady one though. But i guess it's understandable as it was a semi popular thing for x-realmers to draw aggro to the pursuing groups/zerg to slow them down when i played.
 

BloodOmen

I am a FH squatter
Joined
Jan 27, 2004
Messages
17,937
Not much point in SP on sb/infs now atleast, with 45% toxic nerf the DD increase is going to be so minute it wont even be worth the utility loss in other areas now.

The AF thing for paladins is quite funny aswell :p might actually make S/S more viable for soloing with the stacking pala AF chant + dd poison nerf.
 

Dvaerg

Part of the furniture
Joined
Mar 28, 2009
Messages
2,130
I doubt it BloodOmen, it is still like on ywain you have to kill fast or be killed, and if they're not going 2hander it is gonna be killed tbh.
 

br1te

Loyal Freddie
Joined
Mar 19, 2010
Messages
165
Some nice changes, bd changes are a bit poor if im honest. The speedwarp baseline would have been great for bds as ive always been banelord myself. They destroyed the bd class with the lifetap and pet nerf way back, but made darkness viable, then they destroyed that. Now they think they can make up for it with some gtaoe spells that are worse than twf2? i cant see myself using them much but they should be good for the battlegrounds

Was looking for something to make playing the bd fun again, this isnt it.
 

BloodOmen

I am a FH squatter
Joined
Jan 27, 2004
Messages
17,937
I doubt it BloodOmen, it is still like on ywain you have to kill fast or be killed, and if they're not going 2hander it is gonna be killed tbh.

The only things they'll be killing quick now is casters and other sneaks, the only reason they were able to drop tanks so fast before was DD poison hitting for 200+, with nerf + rampage changes + resist changes you wont see sneaks dropping tanks fast ever again, its going to be a case of get 10% spellpierce for minimal increases or get more survivability/more balanaced template with more toys.
 

Coldbeard

Part of the furniture
Joined
Jun 14, 2004
Messages
5,183
Finally the pierce resist FIX and assassin toxic poison nerf, it has been long overdue.

Not sure about the relic changes, need to see how it works.
 

BloodOmen

I am a FH squatter
Joined
Jan 27, 2004
Messages
17,937
Not quite sure where necros will fit in now, they'll still be able to solo I guess but nowhere near as well :p AF debuffer for tank grps I guess.
 

Coldbeard

Part of the furniture
Joined
Jun 14, 2004
Messages
5,183
Not quite sure where necros will fit in now, they'll still be able to solo I guess but nowhere near as well :p AF debuffer for tank grps I guess.

Surely they will still be unkillable in melee.
 

BloodOmen

I am a FH squatter
Joined
Jan 27, 2004
Messages
17,937
Surely they will still be unkillable in melee.

Some classes could kill them before the nerf in melee when they ra/ml dumped, i'd imagine alot more can now due to the nerf, they'll lifetap for alot less now so their health wont go up nearly as fast.
 

Buffsteria

Regular Freddie
Joined
Apr 6, 2012
Messages
7
I intend to log in Tuesday, hopefully the patch will be live and I'll get some bunny bracers with less interference from NS's.
 

Meticode

Regular Freddie
Joined
Apr 7, 2012
Messages
11
While the assassin nerf is nice, it's not enough. They need to totally do away with toxic poisons in-my-opinion. And fix spell pierce for assassins to where it doesn't work for toxic or lifebane since it's not a spell theoretically, but technically it is.
 

Mirt

One of Freddy's beloved
Joined
Jan 15, 2004
Messages
1,221
My VW approves of this patch, as does my Ment and my Vamp...
 

Users who are viewing this thread

Top Bottom