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Tytaline
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Quelqu un peut faire un copier coller des infos ... car le filtre Http m empeche d aller les voir ...
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Systral
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ce que tu ne semble pas saisir c'est que exemple :

a 50 en impositions des mains tu heal envirrons 1500 pv toute les 3 minutes
a 50 en soins envirrons 600-700 pv toute les 10 secondes...

euh je ne sait pas si tu voit le tableau.. mais la le défenseur va etre relégué au rang de healer d'un groupe alors que c'est un tank....
le soins normal c'est 2 ou 3 secondes la reinitialisation.
mais bon là on part dans un débat sans fin car moi etre soigneur ne me derange pas (je demande meme bien souvent a l'être)

un soigneur c'est pratique et c'est groupé sans arret, puis quand il s'agit de frapper je suis parfois meilleur que certaines classes de tanks non soigneur.

donc tu veux pas etre soigneur, je comprend que tu rales (j'ai compris depuis le debut pkoi tu rales).

ceci dit rendre 600 ou 700 pv ttes les 3 secondes c'est bien souvent suffisant si tu arrives a jongler avec inspiration sur toi meme: soin, soin, inspi, soin, soin , inspi, etc ....

donc arretons directement ce debat qui ne menera a rien
tu veux etre un guerrier avec des soins, moi je veux etre un guerrier/soigneur
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Maugz
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Ils vont s' interesser quand aux choses vraiment buggée/déficiantes vous pensez ?
Car la je vois rien pour l arbre melee humaine de base par exemple, qui est le plus pourrit du jeu.
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rthemis
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Quelqu un peut faire un copier coller des infos ... car le filtre Http m empeche d aller les voir ...
March Episode - "Revelations"
For the March Episode, we will be publishing information about the update in stages. Today, we're talking about Skill changes in March. We will publish a few more articles in the week detailing the other feature/system additions and tweaks and content changes. Please note that we generally avoid discussing new content in these letters, so as to leave its discovery to players in the game.

Skills

We've spent the last few months collating player feedback and performing our own detailed analysis of the skills present in the 9 main and 18 specialty trees. For our March Episode, "Revelations," we are tweaking a variety of skills.

Our focus in this first comprehensive pass is on non-functional skills and/or true bugs. In some cases, we've made design changes to balance out certain skills or specialties. This list is not our attempt to make all classes equal; distinctly superior and inferior specialties still remain. We will share our initial plans to address these inequalities sometime next month.

Because of the sheer number of changes made to skills in March, we've decided to offer players a one-time opportunity to remake their skill choices. When you login after our March episode has gone live, you will have one-time access to a "/skills reset" command. Typing this command will untrain all of a character's skills and return the skill credits and experience spent on those skills. You can then choose to spend those credits and experience again on a new skill set. This command will only be available during the March episode, so if you want to make use of it, you must do so during this episode. We want to stress that while we may offer this command again when we make sweeping changes to the game's skill set, it may not be available again for a few months or it may be limited to specific character classes.

Important notes about the "/skills reset" command:

You will only be able to use this command once per character.
You will only be able to use this command during the March Episode. Once the April Episode goes live, you will not be able to use this command.
Only characters created before the March Episode will be able to use the command.
We suggest that you spend your skill credits first. Only once you are happy with your skill credit allocation, then spend your XP.
Make sure you train all the skills you want to train. Sometimes it can be easy to forget a Paragon or Adept skill because they are not visible in all skill trees.
Be careful of inadvertently spending too much XP too quickly. Skills can cost a lot of XP at the higher levels. Make sure you have enough XP for all of your important skills.
We will not be offering this command again anytime soon, so please be careful if you decide to reallocate your skill credits and experience. Game Admins will not be able to help you in this matter.
What follows is a list of the skill changes. Please keep in mind that we are publishing these changes early with the goal of getting your feedback. Threads will be started on the official AC2 message board to collate the feedback.

Human Melee
Begrudge Aura of Defense no longer needs to be enabled to use this skill. To compensate, the Vigor cost of the skill has been increased from 80 to 130.
Twin Blades Aura of Defense no longer needs to be in effect to use this skill.
The damage potential of this skill has been reduced from 7 (L1) - 200 (L50) to 3 (L1) - 75 (L50).

Insult The taunt effect that this skill applies is now working.

Human Defender
Lay Hands The reset timer has been reduced from 15 minutes to 3 minutes.
This skill can only be used on others; it cannot be self-cast.

Righteous Fury This triple-strike attack, when used with a sword, did not perform a triple-strike animation. This has been fixed.

Human Bounty Hunter
Lucky Charm One effect of this skill is now more magically delicious, while another effect is less magically delicious. (While we try to be clear in all cases, we respect the power of mystery in isolated instances-such as this one!)

Hunter's Ruse The Vigor cost for this skill has been reduced from 460 points to 260 points.

Hunter's Betrayal This skill now has a 20% chance of a critical hit.
The Vigor cost has been increased from 260 to 300.

Feign Death This skill now works on all monsters, regardless of type, within a few meters of the Bounty Hunter.
The reset timer has been reduced from 10 minutes to 5 minutes.

Fate's Forgiveness This skill now provides the effect detailed in the skill description; however, we may still tweak it as we re-evaluate its usefulness.

Human Missile
Critical Shot This skill now has a 15% chance of a critical hit (previously, it had no chance of a critical hit).
Its damage has been reduced from 12 (L1) - 260 (L50) to 7 (L1) - 200 (L50).

Impending Doom We have corrected the weighting of the Grandmaster skill, which was being given the same weight as Mastery. Now each Grandmaster skill point is worth 2 Mastery points, which is the normal weight for this skill. This will result in an increased to-hit for this skill, which will become more noticeable as the skill level increases.

Human Ranger
Forage The food created by this skill is now permanent.
The food can now heal 30 (L1) - 300 (L50) points of Health, an increase from the previous 25 (L1) - 250 (L50).

Divining The water created by this skill is now permanent.
The amount of Vigor restored by the water has not been increased, and remains 40 (L1) - 400 (L50) Vigor.

Human Magic
Slithering Flames The damage range for this skill's second attack has been increased from 3 (L1) - 63 (L50) to 3 (L1) - 75 (L50).

Human Enchanter
Blade of Frost The reset timer on this skill has been reduced from 5 minutes to 1 minute.

Blade of Fire The reset timer on this skill has been reduced from 5 minutes to 1 minute.

Lugian Melee
Double Strike Previously, this skill's second attack was incorrectly set to reach its maximum damage at a skill level of 10. This has been corrected, and the second attack will reach its maximum damage at a skill level of 50.

Lugian Juggernaut
Maim This skill now lowers all of the target's attack skills. Previously, this skill only reduced the target's melee attack skill.

Cataclysm We've corrected a bug that was causing this skill to reach its maximum damage at a skill level of 10, rather than a skill level of 50 like other skills. Moreover, we've increased the damage potential from 7 (L1) - 200 (L50) to 10 (L1) - 260 (L50).

Lugian Missile
Rout The knock-back effect from this skill can no longer be used to move your Turret around.

Lugian Tactician
Grapeshot The skill description now better explains the effects of the skill (specifically, that the skill causes the Turret to rapidly fire weak area of effect shots).

Lugian Mage
Pain Touch The reset timer has been reduced from 5 seconds to 1 second.

Internalize Suffering This skill redirects incoming damage from Health to Vigor. The skill was originally designed so that if a single attack did more points of damage than the Mage had remaining in Health, the Mage would die regardless of how much Vigor he had. Unfortunately, this did not work as planned-even if a Mage was hit by an attack that should have killed him, he'd survive if he had enough Vigor to absorb the damage. We've corrected this bug. Now the skill is working as originally intended.

Lugian Elementalist
Sand Fiend The reset timer on creating a Sand Fiend has been increased from 30 seconds to 90 seconds.

Sand Minion The reset timer on creating a Sand Fiend has been increased from 30 seconds to 90 seconds.

Guardian Spirit This pet no longer considers its spells harmful to its master, so it will use them in all landblocks, not just Free-For-All landblocks.
The power of its heal spell has been increased by 150%.
The effect of the combat speed buff has been reduced to be equivalent to the Human Sorcerer's Alacrity spell.

Volcanic Rift This creature never actually had an attack animation, which caused it to fire several attacks a second. The creature now has an attack animation and should fire roughly once per second.

Tumerok Melee
Hunger The reset timer has been increased from 1 second to 4 seconds.

Tumerok Feral Intendant
Iron Pincers This skill may now only be used by itself. It cannot be used in conjunction with the Lumbering Might or Leader of the Pack skills.

Summon Beetle We've updated this pet to bring it in balance with other pets, and to bring it in line with the role it was designed to serve as the Intendant's high damage pet.
The damage potential has been reduced from 6 points per skill level to 4 points per skill level.
The hit points have been reduced from 20 points per skill level to 10 points per skill level.
The natural armor has remained unchanged and is 2 points per skill level.

Lumbering Might This skill may now only be used by itself. It cannot be used in conjunction with the Iron Pincers or Leader of the Pack skills.

Summon Shreth We've also balanced this pet against other pets and brought it in line with its purpose of absorbing damage for its master.
The damage potential has been reduced from 4 points per skill level to 3 points per skill level.
Its hit points remain untouched, and are 30 points per skill level.
The natural armor has been reduced from 4 points per level to 2 points per level.

Tenderize When this skill increased the damage of the Shreth, it only provided a 7-point damage increase, no matter the level of skill. It will now double the damage the Shreth deals out for as long as the effect lasts on the target.

Leader of the Pack This skill may now only be used by itself. It cannot be used in conjunction with the Lumbering Might or Iron Pincers skills.

Summon Reedshark This pet was intended to serve as a multipurpose pet, an even mixture of damage absorption and attack. We've made changes to this pet to make it fit that role, along with balancing it against other pets.
Its damage potential has been reduced from 4 points per skill level to 3 points per skill level.
Its natural armor remains untouched.
Sanguine Orders This skill suffered from the same problem as the Tenderize skill. It was only providing a 7-point damage increase for the Reedshark. It will now double the damage your Reedshark does to a target, for as long as the effect lasts on the target.

Tumerok Zealot
Onslaught The second attack for this skill was reaching its maximum damage at a skill level of 10. In addition to correcting this, the damage potential for both attacks has been increased from 3 (L1) - 75 (L50) to 5 (L1) - 100 (L50).

Soft Flesh If the target has the Shred Hope effect on it, Soft Flesh will now do an additional 80 (L1) - 300 (L50) points of damage, increased from the previous 20 (L1) - 75 (L50) points.

Skull Cracker The skill credit cost of this skill has been reduced from 3 credits to 2 credits. You will need to completely untrain this skill and then retrain it to receive the skill credit back.

Bone Crusher The skill credit cost of this skill has been reduced from 3 credits to 2 credits. You will need to completely untrain this skill and then retrain it to receive the skill credit back.

Spine Ripper The skill credit cost of this skill has been reduced from 3 credits to 2 credits. You will need to completely untrain this skill and then retrain it to receive the skill credit back.

Back Breaker The skill credit cost of this skill has been reduced from 3 credits to 2 credits. You will need to completely untrain this skill and then retrain it to receive the skill credit back.

Tumerok Claw Bearer
Expose This skill now reduces all of the defensive skills of the target. (Previously, this only reduced the target's melee defense skills.)

Twin Shot The damage potential of this skill's two attacks has been increased from 3 (L1) - 75 (L50) to 5 (L1) - 120 (L50).

Tumerok Hivekeeper
All Attack Skills Prior to this episode, the Hivekeeper's attack skills were only using 5% of the value of the Hivekeeper Adept skill when calculating attack and defense modifiers. This has been corrected and each point of Hivekeeper Adept is equivalent to one point of Mastery.

Wax Statue The reset timer on this skill has been reduced from 5 minutes to 2 minutes.

Tumerok Magic
Eye of the Storm When examined, this skill now displays its Vigor-reducing effect information.

Tumerok Invoker
Ghost of the Past The description on this skill has been corrected to indicate that the skill has an increased range, not an increased chance of hitting the target.

Invoke the Grandfather The reset timer on this skill has been reduced to 5 minutes. The duration of the skill remains unchanged at 5 minutes.
Redeemer This pet suffered from the same problems as the Lugian Elementalist's Guardian Spirit. It will now use its attack speed buff spell on its master no matter what type of landblock the master is in. The power of this buff has been reduced to be roughly equivalent to the Human Sorcerer's Alacrity spell.

Astral Hunters The damage of this skill's two attacks has been increased from 3 (L1) - 75 (L50) to 5 (L1) - 120 (L50).

Invoke the Grandmother The reset timer on this skill has been reduced to 5 minutes. The duration of the skill remains unchanged at 5 minutes.

Summon Brat The reset timer on this skill has been reduced from 5 minutes to 1 minute.

Summon Minor The reset timer on this skill has been reduced from 5 minutes to 1 minute.

Summon Master The reset timer on this skill has been reduced from 5 minutes to 1 minute.
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Maugz
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Rthémis c' est pas possible, tu es un bot de forum en fait lol
Tu réponds à tout quasi immédiatement !
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Lorim
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Non systral tu n'as pas compris ce que je voulait dire :

j'ai peur que le Defenseur ne soit pris désormais que comme un healer..

ce qu'il n'est pas
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rthemis
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Rthémis c' est pas possible, tu es un bot de forum en fait lol
Tu réponds à tout quasi immédiatement !
bip bip
Erreur systeme...manque de fromage...Reinitiallisation de l'univers...

Citation:
Ps Rthémis: Tu n' as pas répondu a mon MP
Ha oui c est vrai, je vais voir ca.
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Maugz
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Sinon c' est encore un vieux nerf du Défenseur, c' est pu self cast, le truc qui sauvait bien en solo, a pu ...
Ps Rthémis: Tu n' as pas répondu a mon MP
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Bertime
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bah on en revient a ce qui est dit a chaque nouveau patch...
turbine/Ms recherche qu une seule chose nous empecher de soloter... je vois pas pourquoi vous etes autant etonné...

Le Def en perdant le selfcast ne peux plus se soigner et risque plus ?!? par contre il gagne un super soin pour les autres joueurs plus souvent .... avantage a tirer en groupe
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Systral
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Non systral tu n'as pas compris ce que je voulait dire :

j'ai peur que le Defenseur ne soit pris désormais que comme un healer..

ce qu'il n'est pas
sisi j'insiste, j'ai compris
sauf que moi ca me derange pas, car je connais mes capacités martiales et je peux soloter si besoin est, et en groupe je passe soigneur si on me le demande, l'important c'est de s'amuser
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Systral
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bah on en revient a ce qui est dit a chaque nouveau patch...
turbine/Ms recherche qu une seule chose nous empecher de soloter... je vois pas pourquoi vous etes autant etonné...

Le healer en perdant le selfcast nepeux plus se soigner et risque plus ?!? par contre il gagne un super soin pour les autres joueurs plus souvent .... avantage a tirer en groupe
ca change rien, car l'imposition des mains ne sert pas vraiment avant linvak, et de tte facon sur linvak on est quasi obliger de grouper. moi j'ai jamais eu de probleme de soins avant linvak. mais evidement en pvp et rvr la ca change tt et ce nerf sera embetant.

faut se balader par binome de defenseur
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Lorim
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Vi bah healer c'est pas amusant c'est stréssant je trouve.... surtout depuis le patch les soins ratent souvent et tu en prend plein la tete

@Bertime/Mara Jade
le defenseur n'est pas un Healer
Mon fléau et mon bouclier le confirme
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Maugz
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Le défenseur est le plus gros damager humain.
Alors pour moi, c' est un soigneur pour soi même, quand il tank, rien de plus.
Je parle a 35-40+.
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Maohi
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le defenseur n'est pas un Healer
Si tu voulais un pur tank, fallait prendre autre chose

Le defenseur est connu depuis le début pour etre une espece de Paladin.

Que tu n'approuves pas le fait que le defenseur va devenir ce qu'il devait etre depuis le debut, c'est une chose.
Mais dire que le defenseur N'est pas un healeur... hmm... j'ai vu pire healeur que cette spé...
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Bertime
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Voila corrigé
Mais le probleme reste entier, reduire le temps si on peut plus l utiliser sur soit meme ca m interesse moyen .... j ai un archer def et sans Bouc au cac je morfle mechant et de temps il m'aurait bien aidé bah vi Mon archer n est que 21
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