La version 1.3 sur le serveur test (US)

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Edit par Darwyn : résumé et grandes lignes de la version sur le site JoL WAR.

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WAAAGH!!!Welcome to the first stage of the 1.3 Public Test! It's an exciting time for WAR and this patch is massive. We're going to need your help more than ever to dive into every nook and cranny and leave no rock unturned as we get 1.3 ship-shape and ready for prime time!This first segment will focus on the Combat & Careers changes we have in store, while some careers are impacted more than other there are a number of changes that impact everyone and its very important we get your experience from playing and testing them in a live environment with other players.In addition to the C&C changes the mechanic for gathering resources and unlocking the Tomb Kings zones will also be in place, while we're not taking focus feedback on it at this time we'll have a bug forum available and encourage you to discuss your experiences in the General Feedback forum until its time to actually test it out.Please note that The Land of the Dead is not currently available and while you can unlock it you won't be able to travel there during this segment. We know many of you are excited to check out all of the new content and it will come soon enough, for now enjoy part one and we can't wait to work with you and read your feedback!Below you will find the Highlights, for information on how to access the Public Test server see this thread. From there you can also find the PTS Forums or visit www.warhammeronline.com/forums and click on "Test Center"

Highlights

* The war moves into exotic lands! With the introduction of the amazing new Land of the Dead high-level RvR dungeon, the Tomb Kings join the Age of Reckoning. Challenging new encounters, new action-oriented gameplay, and the chance to invade instances and attack the enemy when they least expect it, are all waiting in the desert sands. Unearth fabulous new treasure, including a new armor set for every career! See below for the full details on this epic expansion!

* The new Sigil system gives you the power to take on the toughest enemies in the game without the requirement to wear specific armor pieces for their wards. This system replaces the previous Ward system, and enhances the Old World Armory section of the Tome of Knowledge. Full details are below.

* Now you can share the wealth with your friends and realm-mates! Opt out of loot rolls in Public Quests (including those in Keeps and Fortresses) to ensure that everyone gets their share of the treasure. After all, the better your realm is equipped, the better you'll fare in the contest to secure control of the Land of the Dead!

* As all eyes turn to the blazing desert lands in the south, the realms draw up their plans to take advantage of the diversion and claim victory on the field of battle. Collect Ordnance to purchase new enhanced siege engines, secure your Keep's inner door with the new "Deadbolt" upgrade, and experience numerous improvements to many of the game's Scenarios.

* To ensure that you and your allies can wage battle against the undead legions of the Tomb Kings (or any of the game's other challenging instanced bosses!), we have made several player-friendly changes to the instance lockout timer system. Now, players both with and without lockout timers can join forces to crush the enemy and reap the rewards of conquest.

* Take control like never before with improved Action Bar functionality. Show up to five action bars on the screen, and customize the orientation and number of buttons on each bar individually.

* We have expanded player inventory to ensure that you have room for all of the new treasures you find in the Land of the Dead. Players will be able to obtain additional inventory space for alternative currency and crafting, freeing up their existing inventory for more loot!

* During the first stage of the Public Test the new Land of the Dead content will not be available for players to test.
The Land of the Dead
The Land of the Dead

During the first stage of the Public Test the new Land of the Dead content will not be available for players to test.

The Land of the Dead is an expansive new dungeon area offering an array of new game-play experiences, including instances that can be invaded, camps that can be besieged, action-packed boss fights akin to those you'll find in a console game, and new types of Public Quests. New rewards also await, including a new armor set for each career. The dungeon area consists of two parts: The Necropolis of Zandri and the Tomb of the Vulture Lord.

To access the Land of the Dead for the first time, players must travel to their Capital City and speak with the Flight Master. Once players have travelled to the Land of the Dead from their Capital City the flight path will be available from any Flight Master in the game. Players must be at least Rank 25 to travel to the Land of the Dead, and their realm must have an active expedition.

Land of the Dead Expedition System

At any given time, only one realm will have sufficient resources to afford an active expedition to the Land of the Dead. That realm's flight masters will offer the flight path, while the other realm's will not.

Both realms' expedition resource progress can be found on the world map, The Land of the Dead pairing map, and the Necropolis of Zandri map. The Realm Resource Tracker can be shown on your HUD by selecting the 'HUD tracker' option below the Realm Resource Tracker on the map. Expedition resources are awarded with every Tier 4 zone capture.

All players killed in Tier 4 ORvR lakes and in capital cities will drop Expedition Resource inventory items. These items can be turned into the Expedition Quartermaster to earn resource points. The Expedition Quartermasters are located near the airships in the capital cities. Expedition Resource collection pauses for both realms for 30 minutes every time either realm starts a new expedition (i.e. wins control of the dungeon).

Players who die and release in any of the Land of the Dead's zones while their realm has an active expedition will respawn inside the dungeon zone. Players who die and release in any of the Land of the Dead's zones when their realm does not have an active expedition will respawn back in their capital city. Players who log out in any of the Land of the Dead's zones, on the other hand, will log back in the Land of the Dead regardless of their realm's current expedition status.

The Necropolis of Zandri

The Necropolis of Zandri is a large desert zone littered with ruins and the remains of monumental temples that echo the splendor of the ancient empire ruled by King Amenemhetum, the Vulture Lord. This a full RvR zone for players Rank 25 to Rank 40, filled with exciting new content and challenges:

* Eighteen Public Quests that introducing several new gameplay dynamics
* Dungeon Purging and Claiming quests
* Enemy Camp Siege Objectives
* Four new group instanced Lairs featuring the Glyph System. - Every Necropolis of Zandri Public Quest completed will award a specific glyph type to all players on the contribution list. Glyphs are tracked in the Necropolis of Zandri Journal Entry page and on the Glyph Tracker available on the Necropolis of Zandri map and on the HUD when in the Necropolis of Zandri zone.

- Every instanced Lair requires a specific combination of Glyphs to enter. You can find information about which Glyphs are required to enter each Lair by opening up the Glyph page of the Tome, hovering over the Lair icons on your map, or by using the Glyph Tracker.

- The Glyph Tracker is a new UI element located on the Necropolis of Zandri map. This tracker provides tooltips stating which PQ is needed for each Glyph, and a link to the Tome of Knowledge Glyph page. The Glyph icons inside the Tracker will highlight as Glyphs are acquired.

- Glyphs are not expended on Lair entry, but rather after the boss monster inside is successfully defeated. Glyphs are tracked in the Necropolis of Zandri Journal Entry page and on the Glyph Tracker available on the Necropolis of Zandri map and on the HUD when in the Necropolis of Zandri zone.

The Tomb of the Vulture Lord

The great pyramid that towers over the Necropolis of Zandri is called the Tomb of the Vulture Lord. It is within the sandstone walls of this forbidding edifice that players will face the deadliest adversaries in the Land of the Dead:

* The Tomb is an RvR-flagged group instance for Rank 40 players.
* Inside are deadly trap encounters that will test players' wits and skills.
* The Tomb features several new, exciting Boss fight encounters, including a chance to face off with the Tomb King and his Casket of Souls.

Invade your Enemy's Instance!

In the Land of the Dead, there is no safety from the sinister forces of undeath, and no shelter from the enemy realm. Even instanced gameplay is now fair game, with the introduction of new invade-able instances. When zoning in to an invade-able instance, the group leader will receive a prompt asking if he or she would like to start a new instance, or invade an existing enemy instance. The option to invade is only available if your realm currently maintains control over the Land of the Dead and if there is currently an enemy instance running.

With new invade-able instances, war truly is everywhere!

Other Features

* Numerous Land of the Dead Tome Unlocks have been added, including: - New Dungeon Crawling Achievements awarding Trophies and Titles!
- New Bestiary Achievements awarding Trophies, Titles and Tome Tactics!

* Plunder ancient barrows filled with fabulous treasures! The Land of the Dead offers new loot for everyone. - New Tyrant Armor set
- New Crafting Materials
- New weapons that can be customized with special talismans from the Land of the Dead!
- New Pocket Items
- New Accessory Sets
- And Much More!

* All monsters, Public Quests, and quests throughout all parts of the Land of the Dead award tokens which can be traded in to acquire much of the new loot offered throughout the dungeon area. Land of the Dead token merchants can be found in each realm's Necropolis of Zandri Expedition Camp.

New Sigil System

The Armor Ward system has been replaced with a new achievement-based system called Sigils. Each Sigil represents a Ward that was previously awarded through the acquisition and equipping of armor sets found in the Old World Armory. The purpose of the Sigil system is to allow players to get the benefit of the Wards previously associated with the armor sets without being required to wear and use that armor set. It also allows for new methods of receiving the Ward and progressing through the game without collecting armor sets.

The new Sigil system can be viewed and tracked in the Old World Armory section of the Tome of Knowledge. Clicking on any Sigil loads a page that displays the fragments needed to complete the Sigil, and describes the tasks associated with each fragment of the Sigil. For any given fragment, only one task of those presented will need to be done. You can see the tasks associated with each fragment by clicking on the fragment icon on the left side of the screen. Also, obtaining a fragment of a higher level Sigil will unlock the fragment for any lower level Sigils. Any players who have current armor or sets that would fulfill a fragment task for any Sigil fragment will be granted credit for the fragment task upon first logging in on that character. Once unlocked, a fragment is unlocked; completing multiple fragment tasks for any particular task will not grant any additional bonus.

General Changes & Bug Fixes

* When a player is mounted, all controlled mobile pets will automatically be set to passive/follow and cannot be changed. When the player dismounts (by choice or by force) the pets will resume the states they were in previously.
* Pets will now stick to their targets (both friend and foe) when moving, so long as the target is not moving faster than the pet.

* Fixed an issue that could allow player pets to pass through Keep doors.
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Combat and Careers

Tooltip Improvements

1.3 introduces an updated tooltip system that will better display the actual damage / healing a player will do with an ability. Tooltips will now update their damage values with bonuses gained from stats and weapons. In addition, tooltips will also take into account an average Toughness value to more accurately display the total bonus damage. Damage mitigated by resistances and armor will still be shown in the combat log and not the tooltip.

Area of Effect Changes

We are introducing a number of area-of-effect changes that will improve the overall player experience, especially in RvR. This includes a reduction in radius of many AoE abilities, bringing them back in-line with the radius values they were before version 1.2.1. In addition, we have begun a career-by-career analysis of direct damage vs. AoE damage that will continue through the next few patches and updates.

General Healing Changes

Healers will notice that the base values of many of their heals have been reduced. This change was enacted to make way for significant improvements to the way in which Willpower affects healing. Moving forward, Willpower will affect all heals equally, increasing the total power healed by a flat percentage. This will result in high base value heals gaining more benefit from Willpower than low base value heals. The average healer will see a net improvement in many of their spells, while offensively-oriented healers with low Willpower will see a decrease in healing effectiveness.

General Damage Changes

Players will notice that the base values of their attacks have not changed dramatically; however, the amount of bonus from statistics may have increased or decreased. Moving forward, offensive stats will increase all damage by a flat percentage. This will result in high base value damage abilities gaining more benefit from offensive stats. Players should expect to see the damage on single target and positional abilities increase, while multi-target abilities will be reduced in effectiveness.

Due to the wide scope of these changes, we will be rolling them out on a career-by-career basis over the next few patches. Careers that did not get damage adjustments in 1.3 will be receiving them in the next update.

General

* The damage and healing amounts in ability tooltip descriptions are now modified by your stats (and weapon DPS where appropriate).

* The following shared morale abilities have had their radii reduced: Alter Fate, Broad Swings, Distracting Bellow, Divine Protection, Explosive Shots, Hail of Doom, Immaculate Defense, Rampaging Siphon, Raze, Relentless Assault, Unleash the Winds

Archmage

* All Archmage characters have had their Mastery Points refunded. Please speak with a trainer to retrain your skills.

* Balance Essence: Increased the bonus damage from Intelligence. This ability is now available at Rank 4, and is now in the Path of Vaul.

* Blessing of Isha: Decreased the base healing, and increased the bonus healing from Willpower.

* Boon of Hysh: Decreased the base heal value, and increased the bonus healing from Willpower.

* Cleansing Flare: Increased the bonus damage from Intelligence, standardized the knockback's distance, and increased the AP cost. This Mastery ability can now be purchased at 5 points into the Path of Asuryan.

* Cleansing Light: Increased the AP cost. This ability is now available at rank 16, and is now in the Path of Isha. If an effect is successfully removed from the target, they will now gain an effect which will absorb damage.

* Dissipating Energies: Increased the base damage, and increased the bonus damage from Intelligence. This Mastery ability is now purchasable at 13 points into the Path of Asuryan.

* Drain Magic: Increased the base value of the drain, removed the damage, and increased the cost. This ability is now available at Rank 18, and is no longer within a Mastery path.

* Energy of Vaul: This new Mastery ability is now purchasable at 13 points into the Path of Vaul. It will deal damage around an enemy target, and heal your defensive target for that the damage done.

* Feel the Winds: This ability has been removed from the game.

* Funnel Essence: Increased the bonus healing from Willpower. This Mastery ability is now purchasable at 13 points into the Path of Isha.

* Fury of Asuryan: Increased the bonus damage from Intelligence, and increased the cost. This ability is now available at rank 35.

* Healing Energy: Decreased the base healing value, and increased the bonus healing value from Willpower.

* Lambent Aura: Decreased the base healing value, and increased the bonus healing value from Willpower.

* Law of Age: This ability is now available at rank 40.

* Law of Conductivity: Increased the bonus damage from Intelligence.

* Law of Gold: Increased the base damage and the bonus damage from Intelligence.

* Magical Infusion: Increased the base healing value and the bonus healing from Willpower and improved responsiveness of the triggering of this ability. This Mastery ability is now purchasable at 9 points into the Path of Isha.

* Mistress of the Marsh: Decreased the cooldown time, and removed the build time. This Mastery ability is now purchasable at 5 points into the Path of Isha.

* Prismatic Shield: This ability is now in the Path of Isha.

* Radiant Gaze: Increased the bonus damage from Intelligence. This ability is now available at rank 12, and is now in the Path of Asuryan.

* Radiant Lance: Increased the bonus damage from Intelligence.

* Rain Lord: Increased the AP cost. This ability is now available at rank 30.

* Scatter The Winds: Increased the base damage, and increased the bonus damage from Intelligence. This Mastery ability is now purchasable at 9 points into the Path of Asuryan.

* Searing Touch: Increased the bonus damage from Intelligence. This ability is now available at rank 6.

* Shield of Saphery: This ability is now available at Rank 5, and is now in the Path of Vaul.

* Storm Of Cronos: Increased base damage, increased the bonus damage from Intelligence, increased the cooldown time, and removed the build time. This Mastery ability is now purchasable at 5 points into the Path of Vaul.

* Transfer Force: Increased the base damage, and increased the bonus damage from Intelligence. This ability is now available at rank 9, and is now in the Path of Vaul.

* Walk Between Worlds: This ability is now available at rank 14.

* Wind Blast: This ability is now a point-blank area-of-effect ability.

* The following area-of-effect abilities have had their radii reduced: Blessing of Isha, Blinding Light, Expanded Control, Flames of the Phoenix, Forked Lancing, Golden Aura, Law of Age, Mistress of the Marsh, Rain Lord, Transfer Magic, Walk Between Worlds, Winds' Protection

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* The following area-of-effect abilities have had their radii reduced: Away, Cretins!, Blast of Hatred, Chains of Hatred, Challenge, Furious Howl, Hold the Line, In Malekith's Name!, Khaine's Warding, Monstrous Rending, Wave of Scorn

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* Da Greenest - This ability will no longer apply two effects to the Black Orc when activated, and the tooltip now states that the resistance buffs are granted to nearby groupmembers as well.

* The following area-of-effect abilities have had their radii reduced: Can't Touch Us, Challenge, Da Big Un', Da Biggest!, Deafening Bellow!, Get 'Em!, Hold the Line, No Choppin' Me, Puddle o Muck, Quit Yer Squabblin', WAAAAAAAGH!, Walk it Off!, We'z Bigger, Where You Going?, Yer Nothin

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* Rain of Fire: This ability's damage will now display correctly on the tooltip.

* The following area-of-effect abilities have had their radii reduced: Annihilate, Backdraft, Choking Smoke, Conflagration of Doom, Detonate, Explosive Force, Fan the Flames, Fiery Blast, Fire Cage, Fireball Barrage, Flame Breath, Flame Shield, Flames of Rhuin, Rain of Fire, Ruin and Destruction, Scorched Earth, Spreading Flames, The Burning Head, Wall of Fire, Wildfire

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* Bleed Em Out: Increased the bonus damage from Strength.

* Bring It On: Increased the bonus damage from Strength.

* Can't Stop Da Chop: Decreased the bonus damage from Strength.

* Don't Go Nowhere: Decreased the bonus damage from Strength.

* Fling Choppa: Decreased the bonus damage from Ballistic Skill.

* Furious Choppin': Increased the bonus damage from Strength.

* Git To Da Choppa: Decreased the base damage and the bonus damage from Strength.

* Go For Da Soft Spot: Increased the AP Cost and the base damage. Increased the bonus damage from Strength.

* Keep on Choppin': Increased the bonus damage from Strength.

* Lotsa Choppin': Increased the AP cost.

* No More Helpin': Increased the bonus damage from Strength.

* Reckless Blow: Increased the bonus damage from Strength.

* Sit Down!: Decreased the bonus damage from Strength.

* Slasha: Increased the bonus damage from Strength.

* Throat Slasha: Increased the bonus damage from Strength.

* Try An' Hurt Me: Decreased the bonus damage from Strength.

* Weaklin Killa: Increased the base damage, and increased the bonus damage from Strength.

* Wild Choppin': Increased the AP Cost, and broadened the damage range.

* Wot's Da Rush?: Increased the AP cost.

* Yer All Bleedin' Now: Increased the base damage, and decreased the bonus damage from Strength.

* The following area-of-effect abilities have had their radii reduced: Bring Da Pain, Chop Fasta!, Come and Git It!, Extra Choppin', Git Stuck In, Lotsa Choppin, Outta My Face, Stomp Da Yard, Tantrum, Wild Choppin, Wot's Da Rush?, Yer Goin Down!

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* Rending Blade: This ability is now undefendable.

* The following area-of-effect abilities have had their radii reduced: Challenge, Corrupting Horror, Corrupting Retribution, Corrupting Wrath, Dire Shielding, Discordant Fluctuation, Discordant Instability, Discordant Turbulence, Dreadful Agony, Dreadful Fear, Dreadful Terror, Hold the Line, Petrify, Quake, Rending Blade, Shatter Faith, Sprout Carapace, Tooth of Tzeentch, Warping Embrace

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* Khaine's Embrace: Decreased the base healing value, increased the bonus healing from Willpower, removed the cooldown time, and increased the build time.

* Khaine's Refreshment: Increased the cost and increased the bonus healing from Willpower. This ability will also now take effect as soon as it is activated.

* Khaine's Vigor: Increased the base value, and increased the bonus healing from Willpower.

* Offhand Items: Reduced the Soul Essence regeneration values on all chalices.

* Restore Essence: Reduced the base healing value, and increased the bonus healing value from Willpower.

* Soul Infusion: Reduced the base healing value, and increased the bonus healing from Willpower.

* Devour Essence: Reduced the base damage, and reduced the bonus damage from Strength. This ability will now also take effect as soon as it is activated.

* Essence Lash: Reduced the cost, and reduced the arc of effect.

* Fell Sacrifice: Reduced the bonus damage from Strength.

* Transfer Essence: Increased bonus damage from Strength.

* Uncaring Dismissal: Reduced the arc of effect.

* Consume Essence: Increased cost.

* Fist of Khaine: Reduced bonus damage from Strength.

* Consume Strength: Reduced bonus damage from Strength.

* Lacerate: Reduced bonus damage from Strength.

* Flay: Increased bonus damage from Strength.

* Sanguinary Extension: Increased bonus damage from Strength and increased base damage on the damage-over-time portion of this ability.

* Wracking Agony: Reduced bonus damage from Strength when used normally. Increased base damage and increased bonus damage from Strength when the target is below 50% health.

* Warding Strike: Increased the cost, increased base damage, and increased bonus damage from Strength.

* Pillage Essence: Increased bonus damage from Strength, and increased cost.

* The following area-of-effect abilities have had their radii reduced: Chant of Pain, Consume Essence, Covenant of Celerity, Covenant of Tenacity, Covenant of Vitality, Devour Essence, Fell Sacrifice, Khaine's Embrace, Khaine's Refreshment, Khaine's Vigor, Khaine's Withdraw, Life's End, Soul Shielding, Thousand and One Dark Blessings, Transfer Essence, Universal Confusion

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* The following area-of-effect abilities have had their radii reduced: Acid Bomb, Addling Shot, Armored Plating, Artillery Barrage, Barbed Wire, Blunderbuss Blast, Bugman's Best, Burn Salve, Electromagnet, Extra Powder, Flamethrower, Flashbang Grenade, Fling Explosives, Fragmentation Grenade, Friction Burn, High Explosive Grenade, Land Mine, Lightning Rod, Napalm Grenade, Phosphorous Shells, Proximity Alarm, Runes of Warding, Scattershot, Self Destruct, Static Discharge, Steam Vent, Sticky Bomb, Strafing Run, Tracer Rounds

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* The following area-of-effect abilities have had their radii reduced: Axe Slam, Challenge, Earthen Renewal, Earthshatter, Grip of Stone, Gromril Plating, Hold the Line, Oath of Vengeance, Rune-Etched Axe, Shield Sweep, Strength in Numbers

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* The following area-of-effect abilities have had their radii reduced: All Out Assault!, Arcing Swing, Challenge, Flawless Defense, Gather Your Resolve!, Heaven's Fury, Hold the Line, No Escape, Nova Strike, Now's Our Chance, On Your Guard!, Press the Attack!, Shackle, Slice Through, Solar Flare, Staggering Impact, Stand Strong!, Stay Focused!, To Glory!, To Victory!

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* The following area-of-effect abilities have had their radii reduced: Agonizing Torrent, Breath of Change, Chaotic Rift, Coruscating Energy, Daemonic Infestation, Daemonic Lash, Daemonic Scream, Demonic Resistance, Dissolving Mist, Fiery Winds, Flames of Change, Glean Magic, Horrifying Visions, Infernal Blast, Instability, Pandemonium, Rolling Winds, Seed of Chaos, Surge of Insanity, Tzeentch's Firestorm, Tzeentch's Grasp, Warped Claw, Warping Energy

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* Concussive Jolt: Increased the AP cost, and reduced the bonus damage from Strength.

* Convulsive Slashing: Increased the bonus damage from Strength.

* Corruption: Decreased the bonus damage from Strength.

* Crushing Blows: Changed the effect of this tactic. It will now cause attacks while under the Mutation of Monstrosity to have a chance to reduce the target's damage.

* Cutting Claw: Increased the bonus damage from Strength, and increased the base damage.

* Debilitate: Increased the bonus damage from Strength.

* Demolition: Increased the AP cost, and increased the arc of effect.

* Draining Swipe: Increased the base damage, and increased the bonus damage from Strength.

* Flail: Increased the bonus damage from Strength.

* Gift of Brutality: This Mutation will now also grant you a chance to deal additional damage when attacking an enemy from the rear.

* Gift of Monstrosity: This Mutation will now also reduce the effectiveness of armor penetration against you by 100%.

* Gift of Savagery: This Mutation will now also make all of your attacks 10% harder to defend against.

* Guillotine: Increased the base damage, increased the bonus damage from Strength, and lowered the AP cost.

* Gut Ripper: Increased the base damage, and increased the bonus damage from Strength.

* Impale: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength.

* Mouth of Tzeentch: Increased the AP cost, lowered the bonus damage from Strength, and decreased the arc of effect.

* Mutated Energy: Increased the bonus damage from Strength.

* Mutating Release: This ability will no longer prevent Charge and Flee from working correctly.

* Pulverize: Increased the bonus damage from Strength.

* Rend Asunder: Changed the effect of this tactic. Rend Asunder will now cause Rend to be stacked at 3 applications immediately.

* Rend: Increased the bonus damage from Strength on the initial hit, and decreased the bonus damage from Strength on the damage-over-time component.

* Tainted Claw: Increased the base damage, and increased the bonus damage from Strength.

* Thunderous Blow: Increased the AP cost, and increased the bonus damage from Strength.

* Touch of Instability: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength.

* Touch of Rot: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength.

* Unending Horror: This tactic has been renamed to Unending Waves, and its effect has been changed. It will now cause Wave of Horror, Wave of Mutilation, and Wave of Terror have a chance to reapply themselves when they end.

* Wave of Mutilation: Decreased the bonus damage from Strength, decreased the base damage, and increased the AP cost.

* Wave of Terror: Increased the AP cost, reduced the base damage, and increased the bonus damage from Strength.

* Wrecking Ball: Increased the bonus damage from strength, and increased the AP cost.

* The following area-of-effect abilities have had their radii reduced: Energy Ripple, Lashing Power, Wave of Horror, Widespread Demolition

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* Blessing of Valaya: Reduced the base healing value, and increased the bonus healing from Willpower.

* Grungni's Gift: Increased the base healing value, and increased the bonus healing from Willpower.

* Master Rune of Adamant: Increased the bonus healing from Willpower.

* Rune of Battle: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Binding: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Burning: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Cleaving: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Fate: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Fire: Increased the base damage, and increased the bonus damage from Intelligence.

* Rune of Fortune: Increased the bonus damage from Intelligence.

* Rune of Immolation: Increased the base damage, and decreased the bonus damage from Intelligence.

* Rune of Mending: Reduced the base healing value, and increased the bonus healing from Willpower.

* Rune of Might: Increased the base damage, removed the build time, and increased the cooldown time.

* Rune of Regeneration: Reduced the base healing value, and increased the bonus healing from Willpower.

* Rune of Restoration: Reduced the base healing value, and increased the bonus healing from Willpower.

* Rune of Serenity: Increased the base healing value, and removed the build time.

* All Oath Runes: Multiple Runepriests can now each cast an Oath Rune on a single target, as long as the Oath Runes are different ones. Bonuses from Oath Runes will now stack with other bonuses of the same types.

* Spellbinding Rune: Increased the base damage, and increased the bonus damage from Intelligence.

* The following area-of-effect abilities have had their radii reduced: Blessing of Valaya, Extended Battle, Master Rune of Adamant, Master Rune of Fury, Master Rune of Speed, Mountain Spirit, Rune of Cleaving, Rune of Ending, Rune of Might, Rune of Serenity, Rune of Skewering, Rune of Sundering, Rune of Warding, Valaya's Shield

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* Skirmish Stance: The Critical Hit bonus from this stance will now show on the character info window.

* The following area-of-effect abilities have had their radii reduced: Barrage, Distracting Rebounds, Flame Arrow, Glass Arrow, Hunter's Fervor, Instill Fear, Lileath's Arrow, Outrider Patrol, Penetrating Arrow, Rain of Steel, Signal Our Snipers, Split Arrows, Sweeping Slash, Whirling Pin, Whirling Rage

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* All Shaman characters have had their Mastery Points refunded. Please speak with a trainer to retrain your skills.

* Big Waaagh!: Increased the bonus damage from Intelligence, and slightly increased the cost. The ability is now available at rank 35.

* Bigger, Better, An' Greener: Decreased the base heal value, and increased the bonus healing from Willpower.

* Bleed Fer' Me: Increased the base damage, and increased the bonus damage from Intelligence. This ability is now available at rank 9, and is now in the Path of Da Green.

* Brain Bursta: Increased the bonus damage from Intelligence.

* Bunch o' Waaagh: Increased the bonus damage from Intelligence.

* Da Waaagh! Is Coming: Increased the base damage, increased the cost, reduced the build time, and added a cooldown time. This Mastery ability is now purchasable at 13 points into the Path of Gork.

* Do Sumfin Useful: Increased the base healing value, increased the Toughness buff value, increased the bonus healing from Willpower, and increased the cost. This Mastery ability is now purchasable at 13 points into the Path of Mork.

* Don' Feel Nuthin: This ability is now available at rank 5, and is now in the Path of Da Green.

* Eeeek!: This ability will now knockback and snare enemies around the Shaman, and will no longer knock the Shaman themselves away.

* 'Ere We Go!: This ability is now available at rank 12, and is now in the Path of Gork.

* 'Ey, Quit Bleedin': Decreased the base heal value, and increased the bonus healing from Willpower.

* Fury of Da Green: This new Mastery ability is now purchasable at 13 points into the Path of Da Green. It will deal damage around an enemy target, and heal your defensive target for the damage done.

* Gather Round: Decreased the base damage, and increased the bonus damage from Willpower.

* Geddoff!: Increased the cost, increased the bonus damage from Intelligence, and standardized the knockback's distance. This Mastery ability is now purchasable at 5 points into the Path of Gork.

* Get'n Smarter: This ability has been removed from the game.

* Gork'll Fix It: Reduced the base healing value, and increased the bonus healing value from Willpower.

* Gork's Barbs': Increased the base damage, and increased the bonus damage from Intelligence. This Mastery ability is now purchasable at 9 points into the Path of Gork.

* Greener 'n Cleaner: Increased the AP cost. This ability is now available at rank 16, and is now in the Path of Mork. If an effect is successfully removed from the target, they will now gain an effect which will absorb damage.

* I'll Take That!: Increased the cost. This ability is now available at rank 4, and is now in the Path of Da Green.

* Life Leaka: Increased the bonus damage from Intelligence.

* Mork's Buffer: This ability is now available at rank 7, and is now in the Path of Mork.

* Scuse Me!: Increased the base damage, increased the bonus damage from Intelligence, increased the cooldown time, and removed the build time. This Mastery ability is now purchasable at 5 points into the Path of Da Green.

* Shrug It Off: Increased the base healing value, and increased the bonus healing from Willpower and improved the responsiveness of the triggering of this ability. This Mastery ability is now purchasable at 9 points into the Path of Mork.

* Sticky Feetz: Decreased the cooldown, and removed the build time. This Mastery ability is now purchasable at 5 points into the Path of Mork.

* Stop Hittin' Me!: This ability is now available at rank 14, and is no longer within a Mastery path.

* Yer A Weaklin': The effect of this ability has changed. It no longer deals damage, and now reduces the Intelligence, Strength, and Ballistic Skill of your target and all other enemies around them. This ability is now available at rank 30, and is now in the Path of Mork.

* Yer Not So Bad: Increased the cost.

* You Got Nuthin!: Increased the base damage, and increased the bonus damage from Intelligence.

* You'z Squishy: This ability is now available at rank 40.

* The following area-of-affect abilities have had their radii reduced: Breath of Mork, Feelz No Pain, Fists of Gork, Gather Round, Mork's Buffer, Steal Yer Thunder, Sticky Feetz, Stop Hittin' Me!, Waaagh! Frenzy, You Weren't Using Dat

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* Cleft in Twain: Increased the bonus damage from Strength.

* Deathblow: Increased the base damage, and increased the bonus damage from Strength.

* Deep Wound: Decreased the bonus damage from Strength.

* Devastate: Increased the base damage, and increased the bonus damage from Strength.

* Enervating Blow: Decreased the bonus damage from Strength.

* Flurry: Decreased AP cost, reduced base damage, and reduced bonus damage from Strength.

* Incapacitate: Decreased the bonus damage from Strength.

* Inevitable Doom: Increased the AP cost, and increased bonus damage from Strength.

* Onslaught: Increased the bonus damage from Strength.

* Precarious Assault: Increased the bonus damage from Strength.

* Pulverizing Strike: Increased the bonus damage from Strength.

* Relentless Strike: Increased the bonus damage from Strength. Fixed a bug that allowed the damage-over-time portion of this ability to stack several times at an extended length.

* Retribution: Increased the bonus damage from Strength.

* Rune of Absorption: Increased the bonus damage from Strength.

* Shatter Limbs: Increased the AP cost, and lowered the bonus damage from Strength.

* Slow Down: Decreased the bonus damage from Strength.

* Spellbreaker: Increased the bonus damage from Strength.

* Spine Crusher: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength.

* Throw Axe: Reduced the bonus damage from Strength.

* Wild Swing: Increased AP cost, and decreased the base damage.

* The following area-of-effect abilities have had their radius significantly reduced: Accuracy, Distracting Roar, Doom Seeker, Even the Odds, Fierceness, Flurry, Gudrun's Warcry, Looks Like a Challenge, No Escape, Unleashed Power, Wild Swing

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* Daemonic Chill: This ability will now properly show as "Daemonic Chill' in the user interface.

* Pit of Shades: This ability's damage will now display correctly on the tooltip.

* The following abilities have had their radii reduced: Black Horror, Crippling Terror, Daemonic Chill, Disastrous Cascade, Frozen Touch, Gloom of Night, Grip of Fear, Ice Spikes, Infernal Wave, Paralyzing Nightmares, Piercing Shadows, Pit of Shades, Shadow Knives, Shattered Shadows, Soul Stealer, Stricken Voices, Surging Pain, Wind-Woven Shell

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* The following abilities have had their radii reduced: Arrer O' Mork, Bad Gas!, Big Bouncin!, Explodin' Arrer, Farty Squig, Goop Shootin', Indigestion, KABOOM!, Lots Of Shootin', Run Away!, Shoot Thru Ya, Shrapnel Arrer, Soothin' Shroom Wrap, Splinterin' Arrers, Spore Cloud, Squig Goo, Sticky Squigz, Wind Up Da Waaagh

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* Blade Shield: Fixed an issue that was preventing this ability from dealing damage back to the attacker.

* The following abilities have had their radii reduced: Aethyric Grasp, Bolstering Enchantments, Challenge, Guard of Steel, Gusting Wind, Hold the Line, Nature's Blade, Phoenix's Wing, Shadow Blades, Shield of Valor, Whirling Geyser, Wings of Heaven, Wrath of Hoeth

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* Divine Aid: Lowered the base healing value, and increased the bonus healing value from Willpower.

* Divine Light: Reduced the effect radius.

* Healing Hand: Reduced the base healing value, and increased the bonus healing from Willpower.

* Intimidating Repent: Fixed a bug which caused this to stack with Guard to reduce incoming damage down to 1.

* Martyr's Blessing: Increased the cost, and increased the bonus healing from Willpower.

* Offhand Items: Reduced the Righteous Fury regeneration on Books.

* Pious Restoration: Increased the base value, and increased the bonus healing from Willpower.

* Touch of the Divine: Decreased the base healing value, increased the bonus healing from Willpower, removed the cooldown time, and increased the build time.

* Sigmar's Fist: Reduced bonus damage from Strength.

* Castigation: Reduced bonus damage from Strength.

* Divine Strike: Increased cost.

* Weight of Guilt: Increased bonus damage from Strength.

* Smite: Reduced base damage, reduced damage from Strength, reduced the amount of Righteous Fury gained per hit, and removed the build time.

* Purge: Reduced bonus damage from Strength.

* Sigmar's Radiance: Increased bonus damage from Strength.

* Divine Shock: Reduced the arc of effect.

* Sigmar's Vision: Increased cost, and increased bonus damage from Strength.

* Sigmar's Shield: Increased bonus damage from Strength.

* Soulfire: Increased cost, reduced base damage, and reduced bonus damage from Strength.

* Soul Fire: Increased AP cost, increased bonus damage from Strength, and decreased base damage.

* Absence of Faith: This ability will now also deal damage to the target as well.

* Hammer of Sigmar: Reduced bonus damage from Strength when used normally. Increased base damage and increased bonus damage from Strength when target is below 50% health.

* The following area-of-effect abilities have had their radii reduced: Avatar of Sigmar, Divine Amazement, Divine Replenishment, Endless Guilt, Gift of Life, Intimidating Repent

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* Baiting Strike: Lowered the bonus damage from Strength, and increased the AP cost. This ability now also grants the White Lion a bonus to their chance to parry.

* Blindside: Increased the AP cost, and increased the bonus damage from Strength.

* Brutal Pounce: Increased the base damage.

* Calming Presence: This tactic now heals your pet for the full amount that you were healed for.

* Cleave Limb: Reduced the AP cost, and reduced the contribution from Strength.

* Coordinated Strike: Lowered the bonus damage from Strength. Your pet will now always use his portion of Coordinated Strike much more reliably.

* Cull the Weak: Increased the base damage, and increased the bonus damage from Strength.

* Echoing Roar: Lowered the bonus damage from Strength.

* Fang and Claw (War Lion Attack): This is no longer a channeled ability. Your War Lion will now perform two normal attacks.

* Feline Grace: This ability will now also remove snares and roots from your War Lion, and also grants snare and root immunity to the War Lion as well.
* Fey Illusion: Increased the bonus damage from Strength.

* Furious Mending - Increased heal value. This tactic will now function as increased Hit Point regain instead of a reoccurring heal for the White Lion. The War Lion's portion of this ability will still show its healing in the combat log.

* Hack: Lowered the bonus damage from Strength.

* Lion's Fury: Increased the base damage, and increased damage contribution from Strength.

* Nature's Bond: Increased the base heal value, and increased the bonus healing from Willpower.

* Shattering Blow: Increased the base damage, increased the bonus damage from Strength, and increased the AP cost.

* Slashing Blade: Decreased the damage, increased the AP cost, and increased the arc of effect.

* Stalker: This ability has been removed and replaced with Unity of Protection.

* Submission: This ability is no longer defendable.

* Sundering Chop: Increased the AP cost, lowered the bonus damage from Strength, and increased armor penetration when the White Lion attacks from behind his target.

* Thin the Herd: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength. Removed the positional restriction from this ability.

* Threatening Distraction: Changed the effect of this tactic. It will now make both the White Lion and their War Lion immune to Taunts and Detaunts.

* Throat Bite: Lowered the bonus damage from Strength.

* Unity of Protection: This new tactic replaces Submission in the Path of the Guardian. While close to their War Lion pet, both the White Lion and their War Lion take less damage.

* Whirling Axe: Increased the AP cost, and increased the bonus damage from Strength.

* The following abilities have had their radii reduced: Blade and Claw, Calming Presence, Claw Sweep, Joy of the Hunt, Slashing Blade, Submission, Terrifying Roar, Whirling Axe
Post
La suite

Citation :
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* Agonizing Wound: Increased the base damage, increased the bonus damage from Strength, and increased the AP cost.

* Black Lotus Blade: Increased the bonus damage from Strength, and increased base damage.

* Enfeebling Strike: This ability once again receives bonus damage from Strength.

* Envenomed Blade: Increased the bonus damage from Strength on the initial attack, and decreased the bonus damage from Strength on the damage-over-time component.

* Heart Render Toxin: Decreased the bonus damage from Strength, and increased the base damage.

* Heart Seeker: Increased the base damage, and Increased the bonus damage from Strength.

* On Your Knees!: Reduced the base damage, and reduced the bonus damage from Strength.

* Pierce Armor: Increased the bonus damage from Strength, and increased the amount of Weapon Skill that the ability grants.

* Puncture: Decreased the bonus damage from Strength.

* Ruthless Assault: Increased the base damage, and increased the bonus damage from Strength.

* Sacrificial Stab: Increased the base damage, and increased the bonus damage from Strength.

* Sever Blessing: Increased the AP cost, and decreased bonus damage from Strength.

* Sever Limb: Increased the bonus damage from Strength, and increased the base damage.

* Slice: Increased the bonus damage from Strength.

* Throat Slitter: Increased the base damage, increased the bonus damage from Strength, and increased the AP cost.

* Throwing Dagger: Decreased the bonus damage from Ballistic Skill.

* Treacherous Assault: Increased the base damage. This ability once again receives bonus damage from Strength.

* Vehement Blades: This ability once again receives bonus damage from Strength.

* Wracking Pains: Increased the base damage and increased the bonus damage from Strength.

* The following abilities have had their radii reduced: Blade Spin, Broad Severing, Death Reaper, Enchanting Beauty, Fling Poison, On Your Knees!, Overwhelming Dread, Web of Shadows

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* Absolution: Increased the bonus damage from Strength.

* Burn Armor: This ability now receives bonus damage from Strength.

* Burn Away Lies: Increased the bonus damage from Strength.

* Burn, Heretic!: Increased the bonus damage from Strength.

* Confess!: Increased the base damage, and increased the bonus damage from Strength.

* Dragon Gun: Lowered the base damage, and increased the bonus damage from Strength.

* Exit Wound: Increased the base damage, and increased the bonus damage from Strength.

* Fanatical Zeal: Increased the base damage, and increased the bonus damage from Strength.

* Fervor: Increased the bonus damage from Strength on initial hit, and reduced the bonus damage from Strength on the damage-over-time component.

* Pistol Whip: Increased the base damage, and increased the bonus damage from Strength.

* Punish the False: Increased the base damage, and increased the bonus damage from Strength.

* Razor Strike: Increased the bonus damage from Strength.

* Repel Blasphemy: Lowered the base damage, and increased the bonus damage from Strength.

* Seeker's Blade: Increased the bonus damage from Strength.

* Sever Blessing: Increased the AP cost, and reduced the bonus damage from Strength.

* Silence the Heretic: Increased the AP cost, increased the base damage, and increased the bonus damage from Strength.

* Snap Shot: Reduced the bonus damage from Ballistic Skill.

* Sudden Accusation: This ability now receives bonus damage from Strength.

* Torment: Increased the AP Cost, and increased the bonus damage from Strength. When attacking from the rear, increased the base damage and further increased bonus damage from Strength

* Trial By Pain: Increased the bonus damage from Strength.

* The following abilities have had their radius significantly reduced: Blood, Faith, and Fire, Divine Blast, Excommunicate, Expurgation, Get Thee Behind Me, Reversal of Fortune, Sweeping Razor, Witchfinder's Protection

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* Aethyric Shock: Increased the bonus damage from Intelligence.

* Boon of Tzeentch: Increased the bonus damage from Intelligence.

* Chaotic Agitation: Increased the base damage of the ability, and increased the bonus damage from Intelligence.

* Dark Medicine: Reduced the base healing value, and increased the bonus healing from Willpower.

* Demon Spittle: Increased the base damage, and increased the bonus damage from Intelligence.

* Dust of Pandemonium: Reduced the base healing value, and increased the bonus healing from Willpower.

* Elixir of Dark Blessings: Reduced the base healing value, and increased the bonus healing from Willpower.

* Flash of Chaos: Increased the base healing value, and increased the bonus healing from Willpower.

* Leaping Alteration: Increased the base healing value, and removed the build time.

* All Marks of Chaos: Multiple Zealots can now each cast a Mark on a single target, as long as the Marks are different ones. Bonuses from Marks will now stack with other bonuses of the same types.

* Mirror of Madness: Increased the base damage, and increased the bonus damage from Intelligence.

* Rite of Agony: Increased the base damage, removed the build time, and increased the cooldown time.

* Ritual of Lunacy: Increased the bonus healing from Willpower.

* Storm of Ravens: Increased the base damage, and increased the bonus damage from Intelligence.

* Tzeentch's Cordial: Reduced the base healing value, and increased the bonus healing from Willpower.

* Tzeentch's Cry: Increased the base damage, and increased the bonus damage from Intelligence.

* Tzeentch's Lash: Increased the base damage, and increased the bonus damage from Intelligence.

* Warp of Reality: Increased the base damage, and decreased the bonus damage from Intelligence.

* Winds of Insanity: Increased the base damage, and increased the bonus damage from Intelligence.

* The following abilities have had their radii reduced: Breath of Tzeentch, Demon Spittle, Dust of Pandemonium, Eye of Sheerian, Lashing Waves, Leaping Alteration, Rite of Agony, Ritual of Innervation, Ritual of Lunacy, Ritual of Superiority, Suppressing the Fragile Unbelievers, Swirling Vortex, Tzeentch's Scream, Tzeentch's Shielding, Vortex, Waves of Chaos, Windblock, Winds of Insanity

Content

Tier 3 Outreach Quest

Upon achieving Rank 19, players will now receive a special mail message containing an item that directs them to a special quest line. This quest line has been created specifically for the beginning of Tier 3, and will help expedite players in their journey toward the Tier 4 campaign.

Gunbad Dungeon Enhancements

As part of our ongoing efforts to improve content throughout the game world, we have made several improvements to the Gunbad dungeon. Following is a detailed list of these changes.

General Dungeon Changes:

* The overall difficulty of Gunbad has been drastically modified in order to provide a better entry-level dungeon crawling experience.

* Respawn checkpoints have been added throughout Gunbad. In most cases, this means that when a character dies, he or she will respawn closer to the location of death instead of at the dungeon entrance.rather These checkpoints also include a Healer.

* Dynamic instances within Gunbad no longer allow party members to zone into them in the event that the boss encounter is active.

* Dynamic instances within Gunbad no longer require certain levels of dungeon Influence in order to zone into them.

* Players are now able to teleport to the entrance of the Gunbad Tunnels after defeating an instanced boss encounter.

* Badlands terrain has been adjusted to provide Order players a much more accessible method of entering Gunbad.

Gunbad Dungeon Bug Fixes:

* Redeye Mushroomists and Redeye Alchemists will now properly attempt to heal their wounded allies.

* Redeye Reapas will now properly select a target and become locked onto them.

* Pestilent Tendrils will no longer attempt to engage in ranged attacks.

* Projectile attacks are now visible on all ranged monsters.

* All monsters that are part of an encounter will now properly assist one another.

* Redeye Plinka and Deathshadow Dreadeyes have been temporarily disabled.

* Squiglings that engage in combat against Oozespawn Nurglings have had their levels reduced.

Gunbad Public Quest Adjustments:

* Mangle the Wrangla : Stage 2: Masta Wrangla Glix is now immune to all stuns, silences, and movement impairing effects.

* Kizzig's Gobbo Place : Stage 2: Elder Kizzig da Waaagha is now immune to all stuns, silences, and movement impairing effects. Additionally, Elder Kizzig da Waaagha's enrage effect now properly lasts its intended duration.

* Mad Mixas : Stage 1: The conditions required to step the PQ have been reduced.

* Mad Mixas : Stage 2: Reduced the number of Mad Mixas that can spawn at any given time.

* Mad Mixas : Stage 3: All Deathshadow Undead that are not currently engaged in combat are despawned at the stage start. Additionally, Herald of Solithex is now immune to all stuns, silences, and movement impairing effects, has had its hit points reduced, and its Mourkain Rift ability has had its radius reduced.

* Squig Crazy! : Stage 2: Griblik da Stinka is now immune to all stuns, silences, and movement impairing effects.

* A Taint From Below : Stage 2: Garrolath the Poxbearer is now immune to all stuns, silences, and movement impairing effects.

* The Squig Nursery : Stage 1 & Stage 2: The conditions required to step the PQ have been reduced.

* The Squig Nursery : Stage 3: Foul Mouf da 'ungry is now immune to all stuns, silences, and movement impairing effects.

* The Squig Nursery : Stage 4: Foul Mouf da 'ungry has had its hit points reduced.

Gunbad Boss Encounter Adjustments:

* Krunk da Big 'Un has left Masta Mixa's alchemy lab within the Gunbad Tunnels and ventured off to greener pastures.

* Masta Mixa is now immune to all stuns, silences, and movement impairing effects. Additionally, Masta Mixa has had his hit points increased, and his Kablooey ability now properly fires.

* Gitzappa da Stick's Siphon o' da Mixa ability will now properly fire. Additionally, Gitzappa da Stick is now able to be click-targeted as well as tab-targeted.

* Glomp da Squig Masta now properly teleports up to the cave ledges throughout the encounter. Additionally, Glomp the Squig Masta has had changes made to the following abilities: - The Squig Commanda ability now properly fires.

- The Arrer Shot ability has had its graphic changed.
- The Da Big Arrer ability will now properly behave as a conical attack.
- The Fling Spines ability has been replaced by the Goo Ball ability.
- The Warchargin' Squig has been removed from the encounter.

* Wight Lord Solithex has had changes made to the following abilities:

- The Vampiric Shadows ability now properly drain health from damaged opponents.
- The Consume Soul ability has had its damage increased and will now notify the party of the afflicted player.
- The Mourkain Rift ability has had its radius reduced.
- The Guise of Deception ability now notifies the party of the afflicted player.

* Solithex's Slumber Chamber has had its hit points increased. - 'Ard ta Feed is now immune to all stuns, silences, and movement impairing effects. Additionally, 'Ard ta Feed has had changes made to the following abilities: The Corrosive Vomit ability has been changed to reduce healing received upon the target.

- The Mourkain Withdrawal ability has had its damage output modifier significantly increased.
- 'Ard ta Feed now properly gains different abilities pending its distance from the Mourkain Henge.

General

* When in combat, monsters will be better about moving close enough to their targets to attack them even if they can't reach the target. This will reduce the occurrences of monsters not being able to reach their targets and returning home as a result.

* The instanced boss lockout timer system has been reworked to be more flexible. Players with no boss lockouts can now be invited into groups with existing boss lockouts. Below are a few examples of how this will work. - A group kills three bosses and one member needs to log out. The group can invite a new player and continue on to kill additional bosses.

- A group kills three bosses, and one player in the group leaves and is replaced. The group continues on and kills a fourth boss. The player who left returns and is swapped back into the group: the group can continue on with the original member and kill additional bosses.

- A group kills three bosses. Everyone leaves the group and one of the original group members invites all new players, and the new group proceeds to clear the rest of the instance, which includes additional bosses. When the original players return and attempt to enter the instance before the boss lockouts expire, they will find the instance empty because the second group containing the original group member cleared the instance. The original players will need to wait for the lockout timers to expire before being able to kill bosses in the instance again.

- Players joining a group which already has boss lockouts in an instance will not be added to the existing lock out list until the next time a boss lockout is issued in the instance.

* Chaos Chapter 1: The Restless Dead are now flagged correctly as Undead for the purposes of harvesting.

* Chaos Chapter 4: Tomas Schurmann will now respawn correctly.

* Dark Elf Chapter 4: Lionmarch Hunters will no longer spawn on top of each other.

* Dark Elf Chapter 15: Drakeblade Attackers have had their difficulty adjusted to match their level.

* Dark Elf Chapter 16: The Fortress of Caledor: Prince Imrik will no longer spawn in the ground and fight partially submerged.

* Dark Elf Chapter 18: The dead Ellyrian Steeds will no longer react and auto-face players.

* Dwarf Chapter 3: Crossroad Thumpas will no longer spawn on top of each other.

* Dwarf Chapter 20: Venom Slimehounds have had their difficulty adjusted to match their level.

* Hares will no longer instantly respawn in Chrace.

Quests

* Ancient Horror: An additional condition has been added to this quest for players to acquire the Grimoire.

* Bait an' Bash: This quest will now correctly give players all of the necessary items needed in order to complete it.

* Blight on the Forest: Arthon the Herald will no longer be killed by the Gors in the area, allowing players to kill him and complete the quest.

* Cleaning Up Saphery: Text has been added to the condition of this quest to make it more clear.

* Crushing New Emskrank: The rewards for this quest have been adjusted.

* Death & Remembrance Quest: The other quest chains for this quest can now be completed if players complete the "Death Poem of Yviras" quest chain first.

* Eye for Trouble: Arkaneth Fugitives will now deal correct damage for their level.

* Realm of Murder: The waypoint for this quest has been adjusted to be more accurate.

* Scouting the Field: The conditions will now step correctly based on which area the players scout.

* Secrets of Battle: This quest will now name the correct NPC in its condition.

* Stoneclan's Demise: The Rapidfire Turrets will now take normal amounts of damage from enemy players.

* Stunty Manes: Credit will now be given to the entire group upon killing the Dwarfs.

* The Lost Forge: Burgrond Farabinsson will now appear friendly to Order characters.

* The Orb and the Tome: The monetary reward for this quest has been adjusted.

* The Pride of Caledor: Uthorin Stormblades will now count toward the condition of this quest.

* Warding the Past: Players will now be given their reward, rather than having to choose it.

* Will of the Warboss: The condition to convince Grulk will now always increment.

* Tome of Dark Rituals: The rewards for this quest have been adjusted.

Additionally, this quest now only rewards player with one Tome of Dark Rituals item, instead of two.

Public Quests

* Bar Dawazbak: Ironrock Grenadiers in Stage 2 are now properly set as Champion-con NPCs.

* Daemons of the Night: This Public Quest will now award the correct crafting materials.

* Ebon Keep: The four NPCs in Stage 1 of this Public Quest will now respawn if killed by Destruction players.

* Faewulf's Rest: Empire Chapter 3 : The Faewulf's Rest Public Quest will now display the correct rewards.

* Keeps Vigil: Stage 1 will no longer automatically complete itself over time.

* Korgoth's Raiders: Korgoth Shamans are no longer aggressive during Stages 1 and 2, and do not become attackable until Stage 3.

* Marghaz Bloodtoof Ritual: Waves of ambushers will now continue to spawn after the first wave.

* Thanon Hall: This Public Quest will no longer auto-step its counter during Stage 1.

* White Tower of Hoeth: Fixed an issue that could cause players to become erroneously flagged for RvR while participating in this Public Quest.

Crafting

Crafting Inventory Improvements

Crafters will now be able to aquire additional backpacks for their inventory by increasing their skill in a tradeskill. These additional backpacks will only allow crafting ingredients to be placed in them, and when the crafting bag is full, any new crafting items obtained will automatically be placed in the player's normal inventory. Players will receive new backpacks upon completion of the following achievements:

* First backpack earned by training a tradeskill or gathering skill

* Bonus backpacks are unlocked by achieving 100 and 200 skill in a gathering skill

* Bonus backpacks are unlocked by achieving 100 and 200 skill in a tradeskill
General

* The client now handles right-clicking to auto-slot crafting ingredients much better.

* Corrected an issue where Cultivation Skill 200 additives were missing from the merchant stores.

Apothecary

* Hybrid Plants now have a higher instability.
Butchering

* Main Ingredients from butchering will now convert to two main ingredients of the next lower skill tier.

* Ember Drakes will now yield the correct loot when butchered.

* The following creatures can now be butchered: - Burning Queens

- Burntrock Spinners
- Burntrock Weavers
- Razormaw Mangler
- Reikland Blackpaws
- Sharpmaw Mauler

Cultivation

* Savage Marshroot can once again be used as a stimulant.
Salvaging

* All +1 Potency tier or Crit fragments have been made obsolete and will convert into two normal Potency fragments.

* A critical salvage will now result in two fragments rather than a +1 Potency fragment.

* Eight new fragment types have been introduced. Players can now salvage +crit% and +damage fragments from higher level equipment.

* Salvaging Boxes are now Salvaging Figurines to reduce confusion with Broken Items.

* Figurines with eight new types have been introduced. To clear up any confusion, some figurines have been renamed: - There are three "Broken" figurines that yield no fragments: Shattered, Ruined, and Sundered

- There are five "Stone" figurines that yield normal stats: Clay, Soapstone, Alabaster, Marble, and Primal

- There are five "Wood" figurines that yield auxiliary stats: Balsam, Ashwood, and Oaken

* Corrected a tooltip typo for Chattering Essence.

* Salvaging skill level requirements have been removed from figurines.

* The following items can now be salvaged: - Crystallized War Shroud

- Devastator Helms

Scavenging

* Loot Tables for scavenging have been given a significant clean up. Players will now receive a concentrated loot table. Armor, Strength, Intelligence, Willpower, and Ballistic Skill fragments of all rarities will drop in addition to Curios and Gold Dust.

* Talisman Boxes have been removed from scavenging loot tables.

* The following humanoids can now be scavenged: - Ashreaver Sword Gnoblar

- Dawnbreak Caster

Talisman Making


* Items can now have more than one talisman slot.

* Multiple-slot items will only allow one talisman from a given family to be slotted.

* The Potency data tables have been reallocated to heavily favor the fragment.

* We've compressed the number of ingredient Potency levels to 9 from 10. Curios have been compressed to a single rarity. Existing items of higher than common rarity will be grandfathered in.

* Fragments can now be broken down into two fragments of the next lower skill level tier.

* An "awesome" result attained while fusing a very rare talisman will no longer consume the fragment.

* There have been significant tooltip updates that will better convey vital information.

* Due to balancing issues, some talismans will be restricted to designated equipment slots. This change will not affect existing talismans.

* Character level requirements have been added to talismans to provide accurate power estimates for varying player levels. This change will not affect existing talismans.

* Normal stat talismans now extend to +24 stats at the upper bound to compensate for the timer removal.

* Normal talismans will no longer utilize timers.

* Talisman boxes can now be purchased from the talisman vendor.
La fin :
Citation :
Items
Items

Armor Dye Improvements
With the help of the player community, we have identified many armor pieces that were not accepting dye colors correctly. With the release of this patch, we are beginning the process of correcting these items. Bright Wizard gear, for example, received quite a lot of attention in this patch.
From here on out, players will find that problematic armor pieces will be updated to be more accepting of all available dye colors. This is part of an ongoing task, so stay tuned for more improvements in the future.
Item Stat Changes
* Corrected the Block rating on the Witch Burner's Aspis item.
* The following items have had their stats adjusted: - Aggressive Eight Peaks Pistol
- Baston of the Silver Wheel
- Handwraps of da Gorkboyz
- Inimicus Ad Inimicam
- Loyalist Black Guard Jacket
- Matchlock of the Decayed
- Matchlock of the Disciplined
- Mugash's Knife
- Onslaught Blood Drinker
- Onslaught Matchloc
- Pistol of the Vale
- Sentinel Bandolier
- Special of Gravity

* The following items have had their equip levels adjusted: - Sholdateef of Hatred
- Stonetroll Leathers

Generic Item Changes
* Talismans can now be slotted into the following items: - Bloodfist Choppa
- Qhaysh Spanner

* The Geadish Deathgirdle item has had its career requirement corrected to be useable by Chosen.
* The Karaz Bladebelt item can now be dyed.
* The following items have had their slots adjusted: - Charred Shoota
- Heavy Charred Shoota

* The following items are now bind-on-pickup: - Klad of the Bloodcry
- Leathers of the Bloodcry
- Vestments of the Bloodcry

* The Smashed Tuff Chest item can now be sold to merchants.
* The Outcast Ring item has had its tooltip corrected.
* The Ironrock Painmantle item has had its name changed to "Sturdy Stone Painmantle."
* The Tuff Chest of Mayhem item has had its name changed to "Tuff Chest o' Da Reckless."
* The merchants "Scout Quartermaster Pillager Mondy" and "Hoard Master Frerger" now sell the correct items.
* The Magus Bracers of Vengeance item have been added to the Renown merchant.
* The Bitskeepa of Vengeance item has been added to the Renown merchant.
* Fixed several issues with the Bastion Stair's "Beastman Nemesis" series of Elite-level Influence Rewards. Some items had the wrong name for their slots, and in other cases, duplicate items were offered as rewards. These issues have now been corrected.
* The following items have had their tooltips adjusted to correct some text errors: - Ancient Pistol
- Longcoat of Redeath

Consumable Item Changes
* Willpower potions will now persist though death.
* Savage Vigor: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Inevitable Tempest: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Inspirational Winds: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Unfettered Zeal: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Tolling Bell: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* Eternal Hunt: Effect duration has been reduced, and critical hit bonus should now increase correctly.
* War: Demise: Effect duration has been reduced.
* War: Blood: Effect duration has been reduced.
* War: Genius: Effect duration has been reduced.
* War: Fervor: Effect duration has been reduced.
* War: Mercy: Effect duration has been reduced.
* War: Hunger: Effect duration has been reduced.
Realm vs. Realm
Realm vs. Realm

New Keep Upgrade: Deadbolt
Guilds can now purchase the Deadbolt upgrade for their Keeps. This upgrade locks the inner door of a claimed Keep, making it so enemies cannot use Pick Lock or Bypass Defenses to gain entry into the inner Keep. When the Deadbolt upgrade has been purchased, the postern door will be named "Dead-locked Postern Door."
Additional Ordnance Weapons
Additional siege weapons have been added to the Ordnance merchants.
Three new area-of-effect siege weapons have been added that provide either increased knockdown, snare, or knockback effects. These weapons will do the same damage as standard area-of-effect siege weapons:
* "Concussion" area-of-effect siege weapons will knock down enemy players more frequently than standard area-of-effect siege weapons in the radius of the blast.
* "Explosive" area-of-effect siege weapons will knock back enemy players in the radius of the blast.
* "Sticky" area-of-effect siege weapons will apply a snare to enemy players in the radius of the blast.
Two additional types of direct-damage siege weapons have been added:
* "Flaming" direct-damage siege weapons will make a targeted siege weapon unable to be repaired for short period of time. This weapon does less damage than standard direct-damage siege weapons.
* "Entrapping" direct-damage siege weapons will apply a trap on the targeted siege weapon that damages the affected siege weapon, as well as the players who operate that siege weapon, similar to the ability "Booby Trap."
Two additional types of rams have been added:
* "Bulky" rams have 50% more hit points, but do 25% less damage.
* "Exceptional" rams have a five-second reload time but degrade faster.
Scenario Changes
* Flag/bomb carriers and escorts in the immediate area (300-unit radius) will now receive 50 RP for capturing flags and setting bombs.
Talabec Dam:
* Added a carry timer bonus of one point every three seconds for a max of 30 points per carry (because the bomb explodes after 90 seconds).
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the bomb carrier and all players in the carrier's immediate area on a successful bomb placement.
Grovod Caverns:
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
Serpent's Passage:
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* Added area-of-effect siege weapons to the bow of each ship to discourage spawn camping.
Howling Gorge:
* Added a carry timer bonus of one point every three seconds for a max of 30 points per carry (because the bomb explodes after 90 seconds).
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the bomb carrier and all players in the carrier's immediate area on a successful bomb placement.
Phoenix Gate:
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* If both flags are held for over a minute, players can drop the flag off at the central bridge for 25 points, resetting both flags with no Renown rewarded.
Stonetroll Crossing:
* Added a carry timer bonus of one point every three seconds.
* Increased the value of player kills to five points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag placement.
Black Fire Basin:
* Increased the value of player kills to five points.
* Each flag capture is now worth 75 points.
* Added a 50-point Renown bonus for the flag carrier and all players in the carrier's immediate area on a successful flag capture.
* This Scenario now functions as a shared capture-the-flag Scenario. A single flag will spawn in the middle of the Ice Lake, and this flag must be brought back to a capture location to earn Scenario points. There is one such capture point for each realm, located next to the realm's spawn point. Captured flags will decorate the wall at the spawn area. When a flag is held, the capture locations will be highlighted by a glowing effect. The Order capture location has been replaced with a large Dwarf anvil. The guards have been rearranged to prevent the opposing realm from griefing the spawn locations.
* The Cetus Bane has been removed
Reikland Hills/Black Cairn:
* In order to enhance gameplay, the Reikland Hills and Blood of the Black Cairn Scenarios have been converted from "click-to-capture" to proximity-based Public Quest-style location captures, similar to the design of the Nordenwatch Scenario.
Bug Fixes and Other Changes
* Adjusted the siege pad nodes to sit more naturally on non-flat terrain.
* Wood repair merchants have been added to the warcamps.
* Officer Quartermasters have been added to Keeps in Tiers 2 through 4 and to the warcamps in Tier 1. These Quartermasters will trade gear for medallions.
* Token rewards have been added to Keep and Battlefield Objective defend quests.
* Seizing an upgraded Keep will now yield additional gold bags, depending on the Keep's level.
* Battlefield Objective icons now display whether or not an Objective is in the "Contested" state. This state is shown by a burning flag, rather than a standard flag.
* Zone Domination timers for Battlefield Objectives will now begin after the initial lockdown timer runs out.
* Guilds that have keeps claimed in a pairing will now receive a gold bag for locking the pairing.
* Medallions will now be available to players in Scenarios, should the corresponding zone be captured by their realm while they are inside.
* Large-scale Keep fights will now have the possibility of awarding additional gold bags for attackers or medallions for defenders.
* A group member who is kicked out of a group while in a group-owned instance will now be removed from the instance.
* Clicking on a zone in the campaign tracker now opens up the map to that zone.
* You can now queue as a party for a Scenario that you are already queued for solo.
* Only party leaders can queue the party for Scenarios.
* The Scenario Queue Button will now be grayed out and the tooltip will display, "Your scenarios are currently unavailable at this time " if there are no available scenario to join.
User Interface
User Interface

Public Quest Loot Roll Opt-Out
Players now have the option to opt-out of the loot roll at any Public Quest. Opting-out will not affect your contribution, but will bypass your character when rolling for loot, allowing others to get a chance at the loot. The following rules apply:
* Opting-out at a Keep Public Quest will not impact the distribution of RVR tokens, so players who opt-out and contribute will still receive an RVR token.
* Players must opt-out before the Public Quest is over in order to be properly excluded from the loot roll. A player can choose to opt-out or opt back in at any time during a Public Quest, as long as they have done so before the Public Quest has concluded.
* The default option for any Public Quest is to be opted-in for the loot roll.
* Please note that your current opt-out setting will persist if you participate in the Public Quest multiple times and have not left the area.
Action Bar Improvements
Action Bars: The action bar system has been overhauled to allow greater flexibility and customization! These changes include the following:
* Characters will now be able to have up to five action bars on the screen.
* The orientation of each of the action bars can now be set individually to vertical or horizontal.
* The amount of buttons can be set individually for each action bar.
* Each action bar can be adjusted to allow the buttons to span a user-set amount of rows.
* The way the action bar and buttons display can now be modified in the following ways: the bar background or frame can be hidden, empty buttons can be hidden, or both can be hidden.
Auto Roll Tab
There is now an Auto Roll tab on the Open Parties and Warbands window that will allow players to set their preferences on loot. The system will automatically roll for items based on your settings and items done in that fashion will not even appear in the loot roll window, making loot rolling much easier. Settings can be copied easily across the rarity levels as needed to save time when setting preferences; right clicking on a preference will give you the option to 'copy left' and/or 'copy right' as applicable. The following rules apply:
* There are options for the following item categories: Usable Equipment, Unusable Equipment, Crafting Items, Currency, Potions, and Talismans.
* In each category, players can set 'Ask me' (default), Need, Greed, or Pass for each rarity of item.
* Characters can even copy their settings across the rarity levels as needed to save time when setting preferences.
* There is even an option for grey items (also known as 'trash' loot.) Note: Armor-set pieces will never be auto-rolled on.
Name Colorization Changes
A number of issues with the recolorization of overhead names have been fixed. The following changes have been made to the priority of colorization with regard to overhead names:
* Players in your party will show as green, and players in your warband will show as a light olive.
* RVR-flagged players in both groups will show as more saturated versions of those colors.
* Yellow names will be used only for RVR-flagged players who are neither in your party nor your warband.
* Guild and alliance colors will be a blue and a green-blue, respectively, and only show in the guild and title section of the overhead name.
Other UI Improvements and Bug Fixes
* The ability to track waypoints on the main map has been expanded to allow markers for up to forty quests simultaneously, as applicable. This brings the ability to display markers in-line with the increased quest capability added recently.
* When players get a respawn window, the timer will now be presented in minutes and seconds rather than just seconds.
* Added a new overhead name font "Simple" that is less stylized and easier to read than the default font. This new option is off by default, but accessible through the User Settings menu under the Targeting tab.
* Players who have won loot from a Public Quest, but were unable to claim it for one reason or another, will now have that loot mailed to them 24 hours later. The unclaimed loot will appear in the player's mailbox after the 24 hour period with the Public Quest listed as the sender for easy identification.
* Players will now be able to see Public Quest Trackers while in firing mode for Siege Weapons.
* Key bindings will now be saved in the Profile system, allowing each character to have their own personalized key bindings based on their profile.
* Repeatable quests are now identified by a unique icon over both the NPC's head and on the mini-map. This will allow players to distinguish repeatable quest NPCs from regular quest NPCs at a glance.
* Added a "Static Tooltips" option to the User Settings. This will set all on-screen tooltips at the "Mouse-Over Target Frame" location that is customizable in the layout editor. One exception is item tooltips, which will always appear next to the item and ability tooltips that have their own static option in User Settings.
* Monsters in the world that have specific Sigils will display this on their target window when targeted. Clicking on the Sigil displayed will take the player to the appropriate page describing the Sigil and what the player can do to obtain their own Sigil.
* A new section has been added to the Tome of Knowledge to display the new Sigil system that provides player's with Wards. Please see the Sigil section of these patch notes for further information on how Sigils work.
* Players who have previously completed a task for a Sigil fragment will receive the unlock for the fragment when they first log in their character after this patch. Please see the Sigil section of these patch notes for further information on how Sigils work.
* The Librarians used to obtain or purchase rewards from the Tome of Knowledge have been revamped. Their titles have been rewritten to assist players in telling them apart from other Library NPCs more easily, and their merchant interfaces have been streamlined to make them easier to navigate and understand.
* Tactics available from the Tome Tactic Librarian will no longer show as available if the unlock has not been accomplished. This fixes an issue where the item would show as trainable, but fail if the unlock was not actually completed.
* Players logging out in most instances will be able to log back into the instance at the spot they left if they return within five minutes. This includes Scenarios and dungeons.
* Resolved an issue where changes made to the layout of the action bar cluster, including the Morale and Tactics editor, were resetting to default after zoning and/or logging out.
* Resolved a problem with Buff icons where the icons on a player, but not the buffs themselves, would transfer to another party member when that player left the party.
* Resizing the casting bar will no longer cause the name of the last ability cast to appear on the screen until another ability is cast.
* Changing resolutions after casting an ability with a cast time will no longer result in the casting bar becoming stuck as visible on the UI.
* Fixed an issue where changing resolutions would move the chat cursor out of the text entry box and up into the chat window.
* Changes made to the Chat filters will now persist after logging out.
* Item deletion confirmation windows will no longer stick on the UI if the player right clicks on the screen while the dialog window is up.
* It is now no longer possible to bring up multiple item-deletion dialog windows.
* Fixed an issue where the Collector's Edition Head would be stuck in the Dye Window interface permanently if the player closed the dye window with the Collector's Edition Head displayed and did not hit accept or remove it.
* The guild reward for Rank 29 now correctly refers to the proper merchant as the Guild Merchant. This fixes an issue in which the reward description would refer to the Flight Master rather than the Quartermaster.
* The context menu for assigning a guild recruiter will now appear disabled if the maximum number of recruiters has been assigned.
* Players will now once again be able to have a tithe rate without also setting a tax rate. This fixes an issue where tithes were not being collected if the guild tax rate was set to zero.
* Fixed a number of typos in the Key Binding window.
* Resolved an issue where the bindable mouse keys were appearing off by one number.
* If a player's last name is cleared, this option will save across logins.
* Fixed an issue where text was cutoff in the Name Registrar's dialog window. All references to this merchant have been changed to Name Registrar for consistency.
* The Name Registrar will now appear properly in the mini-map with the correct icon.
* Resolved an issue where the loot window would pop up again for some members of the group after all players had passed.
* Long macros will no longer be truncated after relogging.
* Available coin text will no longer overlap the amount of coin that the player has.
* Fixed an issue where changing resolutions would occasionally cause the open party alert message to stick on the UI.
* A monster's size will no longer affect its overhead name.
* Guild titles will appear on Keep Guards properly, even when they're not targeted.
* The player's overhead text will appear immediately after respawning.
* The right-click context menu option to make someone else a group leader will now work properly in all cases.
* The Interface tab will no longer incorrectly be shown as available when accessing the settings from the character select/creation screen.
* Fixed an issue where the Public Quest Tracker would sometimes persist when zoning into a Scenario.
* The quest tracker on the main map now shows the icon type of the quest instead of the generic quest status icon.
* Pending quests will now always be displayed with the gray status icon instead of a yellow icon. This will make them easier to differentiate from the orange quest complete icon.
* The quest tracker for the contested city Public Quests will now update the counters properly when a player is within a sub-boss Public Quest. This fixes an issue where the counters for the sub-boss Public Quest and the main city Public Quest were occasionally being confused in the contested city Public Quest tracker.
* Fixed an issue where the completion information did not persist when moving between zones in a Public Quest that spanned multiple zones. This fixes a bug where the loot roll and standings information would clear when zoning while in a Public Quest area of this type.
* Fixed a bug where a player's career wasn't showing on the friends and ignore lists in the Social window.
* The Tactic slots will no longer reset to default if they are resized and a player zones.
* A number of rewards that were not previously available at the merchants have been fixed so they can now be obtained if a player has the appropriate unlock. This includes Pocket items for the career-specific tasks in the bestiary for the most recent career additions: Black Guard, Choppa, Knight of the Blazing Sun, and Slayer.
* We have made a number of fixes to Titles to ensure that players that have completed the proper unlock will now have the appropriate Title. This includes a few involved with the new career bestiary tasks and a number of other miscellaneous Titles. These changes also include adding additional Titles to existing achievements for crafting that previously would be reported as "???" in the ToK's Rewards section. Check out your Titles section to see any new additions and display your accomplishments proudly!
* A number of minor spelling and grammatical bugs have been fixed in the following sections: Bestiary, History and Lore, Noteworthy Persons, and War Journal.
* Fixed a number of entries in the Dark Elf and High Elf ToK sections to ensure that the proper Noteworthy Persons unlocks were displaying.
* Additional Old World Armory entries have been added for items there were introduced in a previous patch. These items include the Devastator's Helm, Keeper's Gloves, and the Redeye Helm. Players who have these items currently will receive the unlock for these items when they first login their character for the first time after this patch.
* You can now use "/who [location]" to find players in a particular zone. For example: "/who Bloodhorn" will display players who are in Mount Bloodhorn.
Le lion blanc va devenir une bête, merci d'avoir nerf les AoE et enfin up le monocible, il était temps . Je constate que sur le pdr aussi il y a eu que des up sauf la guérison de groupe et c'est tant mieux .
Citation :
Publié par Chti' Yonki
Nan mais sérieux, regardez un peu comment les MDPS monocible on été uppé

Je suis impatient de pouvoir jouer mon lion blanc en v1.3
Twa tu file un mauvais coton, çasuffit de nous faire de la pub, on va winne sur nous après !
Houla le DoK, Dark Rite et Sacrifice prennent cher.

Reste à voir dans quelle proportion la volonté va compenser la baisse de la valeur de base des soins.

Et nerf du regen des calices... euh, c'était loin d'être abusé
Mythic un jour Mythic toujours, un patch il te colle THE classe, le patch suivant tu peux reroll, ils n'arriveront jamais à un semblant d'équilibre par des nerfs/ups successifs.
C'est mort peut etre pour les PG/DOK qui n'ont vu leur perso que comme healbot mono touche les fesses plantées loin a l'arrière, perso ça change rien pour moi.

J'avais très mal vu l'arrivée des tomes/calices qui favorisent le mode de jeu healbot, donc un nerf je vais pas en pleurer, mon healer c'est mon pdr, les pg/dk je les préfèrent en assist prés de moi avec mon briseboules.
Moi ca commence a me soulé cette politique de nerf / up à la hache...

Je veut bien qu'on équilibre avec des touches... Mais nerf à ce point le dok heal...

Pas de up du heal mono, mais nerf du regen calice... d'abord c'était loin d'être abusé, pour un dok healer il pouvait pas enchainer les heals comme un cultiste ou shaman, il fallait quand meme regen assez régulièrement...
Mais nerf du heal de groupe, le seul truc qui nous servait réellement....

Après la fin des sorcière, puisque pas d'aoe... La on nerf un peu plus, sans up des dégats moncible moisi !!! on es pas MF qui a une branche dot bien sympa...
Vous allez pouvoir binder plusieurs touches sur votre clavier et découvrir les joies du manque de PA en heal. Bref vous allez redevenir des healers normaux ça fait si mal que ça ??
Citation :
Publié par squall147
Vous allez pouvoir binder plusieurs touches sur votre clavier et découvrir les joies du manque de PA en heal. Bref vous allez redevenir des healers normaux ça fait si mal que ça ??
On manquait de ressource aussi... Tu connais soul sacrifice?

Meme avec un calice épique, tu peut pas enchainer sans arret, au bout de 15sec une regen s'impose si tu forcais trop.
tiens je suis bien content, mon magus changement qui déjà faisait pas grand mal vois la zone d'impact de ses dots réduite...
Déjà que l'efficacité de cette spé devenait un poil légère, ça risque de finir au placard tout ça.

Un peu dommage tout de même, c'était quand même pas notre pauvre mist devant une porte de fort qui changeait la donne...

bon, reste le pve remarque...
Citation :
Publié par Vieux
J'avais très mal vu l'arrivée des tomes/calices qui favorisent le mode de jeu healbot, donc un nerf je vais pas en pleurer, mon healer c'est mon pdr, les pg/dk je les préfèrent en assist prés de moi avec mon briseboules.
La spé healbot est nerf, c'est pas forcément choquant, mais la spé heal cac aussi, ce que je trouve beaucoup plus génant. Juste la spé dps qui voit un léger up à vu de nez.
Citation :
Publié par gloriade
ce patch signe donc un coup d' arrêt aux petits comités ?
Bah petit comité contre petit comité, non. Petit comité contre plus nombreux, la difficulté va clairement augmenter vu que les AE seront moins efficaces.
tu peux faire du petit comité à 1 avec un lion blanc . S'il ne change rien on pète n'importe quoi avec une tactique qui ignore les taunts/detaunts un coup qui ignore 100% de l'armure de dos et toutes aptitudes de dégâts augmentés, le seul problème devient la PA vu que certains couts sont légèrement augmentés mais bon à mon avis vu le temps qu'il faudra pour tomber un mec on aura pas le temps de vider la barre .

1 stun, 1 sundering chop, 1 cull the weak, mort... Au suivant.
bah en gros sa va nous faire : rush---> vidage de barre avec mort de cible à la clé (si pas cc (j'espere que les CD internes seront debug enfin) ) ---> back

faudra choisir les cibles avec plus d'attention.
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