Patch Notes du PTS 1.3

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Alors attention je rappelle quelques détails :


  • Il ne s'agit pas d'un patch note complet, juste de quelques extrait du patch note fournis par les développeurs sur le forum officiel en ce qui concerne les classes.
  • Que c'est des informations du serveurs de test et que ça peut être voué à tout changement en fonction des retours (sur le serveur de test et sur le forum le concernant).
  • Qu'il faut bien suivre les règles du forum et de la section car je sens déjà venir un débat houleux.

Merci kormax, mais je le colle directement ici pour les flemmards ^^
COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.
PVP/WARFRONTS
* Channeled abilities used in PvP against player targets will now break if the target moves out of the channeling caster’s range, or line-of-sight.
* Valor updates!
* All level 30+ PvP rewards now have Valor.
* Base Valor amounts have been adjusted to account for a significantly larger amount of damage reduction.
- Level 1-40 characters have 10% reduction.
- Level 40-50 characters scale through 11-20% damage reduction.
* Valor now reduces the critical hit damage bonus received from player hits, capping at 50%.
- Reduction scales based on character level.
- Level 50 characters with no additional Valor receive a 33.7% reduction in critical hit bonus damage.
- A full set of rank 2-3 PvP gear (356 Valor) provides a 50% critical hit bonus damage reduction.
* With the increase to base Valor, the amount provided by ranked PvP gear has been adjusted.
- Rank 1/2 sets provide 323 total Valor, for 26.9% damage reduction and 45.4% critical bonus damage reduction.
- Rank 3/4 sets provide 394 total Valor, for 32.8% damage reduction and 50% critical bonus damage reduction.
- Rank 5/6 sets provide 480 total Valor, for 40% damage reduction and 50% critical bonus damage reduction.
* Runes that grant Valor bonuses have their Valor stat values adjusted but still provide the same percentage of damage reduction.
Warrior 1.3 Discussion
COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.
WARRIOR
BEASTMASTER
* New ability – Companion’s Call: Makes the next pet summon ability instant-cast.
* Greater Primal Companion: Claw Swipe: Fixed a bug causing this to occasionally only hit one target.
* Fixed some bugs with the icon display for Summon Greater Primal Companion.
CHAMPION
* Deadly Strikes: Now increases the damage of attack point builders by an additional amount for each point spent in Champion over 30.
* Bash: To better match up with other interrupts, the cooldown has been increased to 8 seconds and Power cost reduced to 10.
PALADIN
* Warden’s Protection: Will no longer be removed when the affected player changes zones.
* Face Slam: To better match up with other interrupts, the cooldown has been increased to 8 seconds, damage reduced slightly, and Power cost reduced to 10 Power.
* Improved Paladin’s Devotion: Fixed a tooltip bug that reported the wrong amount of cooldown reduction on Paladin’s Devotion. Tooltip now properly shows a cooldown reduction of 10-20 seconds. This is a cosmetic fix only.
PARAGON
* Strike Like Iron: Moved to a 38 point root ability.
* New root ability – Reaping Harvest: Available with 2 points spent in Paragon. Attack point consuming ability that requires dual wielding.
* Path of the Wind: Now requires the Paragon to be dual wielding.
* Way of the Wind: Now triggers a second weapon attack after using any attack ability that requires dual wielding.
* Paired Strike: Now causes the next follow-up strike to critically hit.
* Flinching Strike: To better match with other interrupts, the damage is no longer based on weapon damage, cooldown reduced to 8 seconds, and Power cost has been reduced to 10 Power.
* Bend Like the Reed: In addition to enhancing Parry, now also increases the damage done by attacks that require dual wielding. To support this change and put this in line with similar finishers, the cooldown has been increased to 1 minute.
RIFTBLADE
* Rift Storm: Fixed a bug causing different icons to appear in game compared to the Soul Tree version.
* Fiery Burst: Should now reliably trigger Enhanced Burst.
* Riftwalk: Fixed a bug causing this ability to not break stuns. Now deals damage to the enemy. Due to this there are now multiple ranks of Riftwalk which can be trained at your nearest Warrior trainer!
* Improved Riftwalk: Now enhances the damage dealt by Riftwalk in addition to reducing the cooldown.
* Rift Storm: Reduced cooldown to 2 minutes from 3.
* Avatar of the Rift: Increased the amount of Attack Power contribution.
* Surging Energy: Fixed a case where this could sometimes not trigger.
WARLORD
* Intimidating: The debuff tooltip should now actually work.
* Fixed a typo in the Warlord Soul tooltip.
VINDICATOR [PvP]
* Advantage: Tooltip changed to more accurately describe what the ability does; increases the chance to get a critical hit by 1-5%.
VOID KNIGHT
* Furious Rage: To better match up with other interrupts, the cooldown has been increased to 8 seconds, and the ability damage is no longer based on weapon damage.
Rogue 1.3 Discussion
BARD
* Motif of Regeneration: Now considered a spell, and can be Silenced.
BLADEDANCER
* Contra Tempo: Fixed the effect tooltip to indicate that it increases the damage of the next three Combo Point generating abilities.
* Deadly Dance: Fixed a bug where applying Saboteur Charges to the target did not consume the Deadly Dance effect.
INFILTRATOR [PvP]
* Cloudy Poison: Reduced casting speed debuff to 20%.
* Camouflage: Fixed characters being knocked out of stealth when re-entering a Marksman’s Pedestal.
* Step Into the Shadows: Fixed the cooldown being activated when using any stealth ability.
RANGER
* Killer Focus: Damage bonus should be correctly applied to ranged weapons.
* Prey on the Weak: Fixed the buff triggered by this ability not being removed when the character dies.
RIFTSTALKER
* Shadow Stalk: Fixed a bug where this would sometimes be available while under control effects it cannot break.
* Shadow Assault, Shadow Blitz: Now properly affected by damage modifications from buffs and debuffs.
SABOTEUR
* Remote Clipping: Fixed a bug where the range of Detonate was being increased by 1 meter instead of 2 meters.
Mage 1.3 Discussion
COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.
MAGE
ARCHON
* Lingering Dust: Now reduces melee and casting speed of the target by 20% for 20 seconds. The buff portion is unchanged.
* Casting speed debuffs will no longer cause Archon auras to gain a casting time if points have been spent to make them instant-cast.
* Burning Purpose: Damage procs are now affected by the Rising Vengeance ability. Reduced base damage dealt by Burning Purpose procs.
CHLOROMANCER
* Due to the below changes, characters with soul points spent in Chloromancer will receive a free soul point respec.
* Casting speed debuffs will no longer cause Bloom and Flourish to have a casting time if you have two points in Healing Slipstream.
* Call of Spring: Updated description to better indicate which abilities it affects.
* New Ability: Lifebound Veil – Causes Life damage dealt by the Mage to heal up to 5 allies within 20 meters for 15% of the damage done for 1 hour. All other spell damage dealt by the Mage heals allies for 5% of the damage done. Spells that damage more than one target have healing generated by Lifebound Veil reduced by 80%. Life based damage over time effects heal allies for 25% of the damage done by the first damaging tick of the effect. The Mage cannot receive healing from other Lifebound Veil or Lifegiving Veil effects while affected by this buff. Does not trigger a global cooldown. Cannot be purged.This is obtained after spending 11 points in the Chloromancer soul.
*Synthesis: Now increases healing received from Lifebound Veil by 100%. Reduced cooldown to 10 seconds. This cooldown is shared with Lifegiving Veil and Lifebound Veil. Now applies or refreshes Lifebound Veil when cast. Will no longer be removed when the affected player changes zones.
* Lifegiving Veil: Increased the base single-target Life damage to Healing conversion to 80%. This now shares a 10 second cooldown with Synthesis and Lifebound Veil. This can no longer be purged.
* Natural Fusion: Now increases the Synthesis bonus to heals from Lifebound Veil by 20-60%.
* Essence Surge: Debuff portion of this ability has been removed.
* Destructive Growth: Removed branch ability; the effects are now part of the base Wild Growth ability.
* Wild Growth: Reduced cooldown to 1 minute, increased radius to 25 meters.
* New branch ability – Nature’s Swiftness: Reduces the casting time of Nature’s Fury by 0.5-1 second, and reduces the cooldown of Natural Conversion by 30-60 seconds. Tier 6 branch ability.
* Entropic Veil: Removed cooldown.
* Empowered Veil: Now increases the damage bonus from your Entropic Veil by 13-19%, increases the healing generated by Lifegiving Veil from Life damage to 90-110%, increases healing generated from your Lifebound Veil by Life damage to 20-30% and increases the radius of Lifegiving and Lifebound Veil by 5-15 meters.
* Flourish: Reduced healing done.
* Bloom: Increased healing done.
* New root ability – Natural Healing: Single target heal with a 2.5 second casting time and no additional cooldown. Obtained with 51 points in Chloromancer.
* Circle of Life: Now affects Natural healing.
* Empathic Bond: Increased the mana return to 20% of the damage received by the Synthesis target.
* Nature’s Touch: Reduced base damage of this spell. This spell now triggers an additional heal from Lifebound Veil, instead of Lifegiving Veil.
* New ability – Living Infusion: A passive ability that increases the percentage of Life damage converted to healing by Lifegiving Veil by an additional 0.5%, and Lifebound Veil by an additional 1.5%, for each point spent in Chloromancer above 31. Obtained at 32 points in Chloromancer.
DOMINATOR
* Due to the below changes, characters with soul points spent in Dominator will receive a free soul point respec.
* Fixed an issue where enemies would sometimes be able to continue casting or using abilities when affected by Mass Exhaustion, Disorient, or Overpowering Will.
* Mass Exhaustion: Fixed a bug in certain builds where Mass Exhaustion would end on all enemies if broken on one affected target.
* Thunder Blast: Will now deal damage and interrupt casting even if the target is immune to the knockback portion of this ability.
* Charged Shield, Mass Charged Shield: Will no longer land on an ally who already has a mage armor buff other than Charged Shield.
* Transference: Now blocks energy and mana regeneration on the target for 7 seconds, up from 5. Damage is now a flat value influenced by Spell Power and is no longer based on the amount of Energy, Power, or Mana drained.
* Microburst: NO longer reduces the damage of Storm Shackle.
* Deny: Reduced cooldown to 10 seconds,
* Mental Shock: Reduced cooldown to 20 seconds.
* Empowered Presence: Now increases the radius of your Arresting and Reflective Presence by 2-6 meters. Increases the chance for your Reflective Presence to reflect spells by 5-15%. Gives Arresting Presence a 33-100% chance to proc an interrupt on up to 10 targets within range, each second.
* Priest’s Lament: Will now interrupt the target when it attempts to silence them. The interrupt will occur even if the target is immune to silence.
* Disorient: Now blasts the enemy with a burst of negative energy, dealing Death damage and leaving them stunned for 3 seconds and confusing them afterwards for up to 30 seconds. Damage done will break the confuse effect. 30 second cooldown.
* Memory Wipe: Now causes a group or raid member to appear less threatening, reducing their threat by 20% with all enemies within a 25 meter radius.
* Overpowering Will, Iron Will: Removed.
* New root ability – Incompetence: Reduces the target’s effectiveness in battle for 15 seconds, increasing the cost of healing abilities by 20% and causing damage done by the target’s abilities to heal up to 5 of the Dominator’s group or raid members within 15 meters. 15 second cooldown. Obtained at 20 points.
* New branch ability – Ineptitude: Increases the healing ability cost debuff of Incompetence by 1-5% and increases the healing done by target’s damaging abilities by 4-20%. Available after spending 20 points in Dominator.
* Chastise: Removed.
* New root ability – Traitorous Influence: Causes the enemy, and up to 5 additional enemies within 15 meters, to suffer Death damage and lose 30 Power or Energy, or Mana equal to 5% of the Dominator’s maximum mana, every time the target uses an ability. This can occur up to 5 times over 15 seconds. Available after spending 30 points in Dominator.
* Draining Presence: Removed.
* New root ability – Mass Betrayal: Generates chaos within the enemy’s ranks, cursing up to 10 enemies within the targeted area. Abilities used by affected enemies cause the target and up to 5 additional targets within 15 meters to suffer Death damage; they also lose 30 Power, Energy, or Mana equal to 5% of the Dominator’s maximum mana each time they use an ability. This can occur up to 5 times over 15 seconds. Available at 51 points in Dominator.
* Fixed a bug where pets spawned by Split Personality were not gaining benefit from the caster’s Spell Power or Spell Critical Hit.
* Split Personality: The pets spawned now take 95% less damage from area effect abilities.
ELEMENTALIST
* Planar Expansion: Corrected the description on the final rank of this spell.
STORMCALLER
* Lightning Field and Charged Field now only check for stacks of Electrified applied by the caster.
* Lightning Field: Reduced base damage of this spell.
* Forked Lightning: Reduced base damage of this spell.
* Static Discharge: Can no longer affect a target more than once per minute.
* The class mechanic UI for Electrify will now update properly if Lightning Field removes a stack of Electrified from an enemy.
WARLOCK
* Sacrifice Life: Damage: Can no longer be cast if Empowered Darkness is active.
PYROMANCER
* We’re still in the process of making Pyromancer changes specific to PVP regarding burst damage. These changes will have little to no impact on PVE.
Cleric 1.3 Discussion
COMBAT
* Stealth: Fixed a bug with toggling melee auto-attack would cause stealth to break.
* Fixed a bug causing the Class Mechanic UI to display effects from other players instead of just your own (ex: Stormcaller, Necromancer).
* Fixed some effects on pets to be lost when teleporting.
* Fixed an issue causing abilities to fail to work properly against players that had just been stunned while jumping.
* Mana: Changed the way mana-regeneration is calculated to now include diminishing returns. This should have little impact on leveling characters and is only noticeable once higher levels of gear are attained.
CLERIC
INQUISITOR
* Armor of Treachery: Corrected the out-of-date tooltip to match the spell’s current functionality.
* Armor of Awakening: The Critical Hit chance increase now displays properly in the Character stat window.
* Divine Pardon: Now reduces threat by the proper amount.
* Lethargy: No longer applies to Harsh Discipline and Aggressive Renewal if you haven’t spent points in it.
JUSTICAR
* Due to the below changes, characters with Soul Points spent in Justicar will receive a free soul respec.
* Devout Deflection: Now increases Parry by 30-90% of your Spell Power, and Dodge by 20-60% of your Spell Power.
* Doctrine of Valiance: Removed.
* Humility: Now available as a tier 4 branch ability.
* Interdict: Now available as a tier 5 branch ability.
* Resplendent Embrace: Now available as a 32 point root ability.
* Rebuke: Now available as a 44 point root ability. Causes up to 5 enemies within 7 meters of the targeted enemy to run to and attack the Justicar for 3 seconds. Does not affect players or player pets.
* Forced to Kneel: Removed.
* Commitment: Now available as a tier 6 branch ability.
* Thorvin’s Law: New tier 6 branch ability. Causes Precept of Refuge to reduce all magic damage taken by 5-10%. Requires Precept of Refuge and Safe Haven.
* Righteous Mandate: Will no longer be removed when the affected player changes zones.
PURIFIER
* Surging Flames: Will no longer be removed when the affected player changes zones.
* Disciple of Flame: Now adds a Spell Power bonus to your Caregiver’s Blessing of 5%, plus an additional 3% per point spent in Purifier above 36. Also adds a Spell Power bonus to all other Purifier absorption shields of 10% plus an additional 7.5% per point spent in Purifier above 36.
SENTINEL
* Marked by the Light: Will no longer be removed when the affected player changes zones.
WARDEN
* Tidal Surge: No longer wasted if cast just after Healing Current.
* Healing Current: Corrected mana costs across all ranks.
Comme tu dis... Je dirais pour les CAC ça va être chouette. C'est bien le burst se fait sur les chances de crit, enfin bon un necro n a pas besoin de crit pour me tuer, ni un clerc CAC dps, moi si pour les tuer.

World Of Caster.
Citation :
Publié par Lilly / Wym
Comme tu dis... Je dirais pour les CAC ça va être chouette. C'est bien le burst se fait sur les chances de crit, enfin bon un necro n a pas besoin de crit pour me tuer, ni un clerc CAC dps, moi si pour les tuer.

World Of Caster.
pour le nécro, il y a quand même purge d'âme qui va se casser lorsqu'on est hors los ou range (comme tous les autres sorts à cana, mais celui du nécro est était assez choupinet pour achever un fuyard) m'enfin c'est vrai de toute façon.

A voir pour le chloro ce que ça donne ,soit c'est World of Clerics, soit World of Healers
Pour les casters dps, je sais pas, ils seront aussi handicapés par les réduc crits, non ?
ok les interupt du war qui ne sont plus basé sur les degats d'armes et qui passent toutes a 8sec et 10puissance , un nerf de la plupart et un up de la plus merdique donc :<

quand au passage de la spe parangon en full spe ambidextrie bah déjà à plus la spe champ/para et autre, en fait juste gros nerf de toutes les spe efficaces war dps super :<
Ok donc résumons dans les grandes lignes...

Pour le Mage :

Le Chloromancien va devenir inutile, incapable de tenir un groupe en main/solo heal et troquant son superbe instant heal 51 contre un heal spammable 2.5sec/0CD... ah ok on va devoir jouer comme les clercs donc en balancant des heals direct, génial, comment tuer le gameplay du chloro (qui doit de taper pour soigner) en 1 seul patch !!!

Le SC/El ne sera tout simplement plus viable, actuellement le seul et unique rôles DPS viable en raid du mage (avec le chloro en heal), on sera remplacé par des voleurs qui DPS déjà largement plus que nous en monocible voir AoE...

Pour le guerrier :

Eh bien on continue le massacre voyons, comme si la 1.2 n'avait pas suffit, on se retrouve cette fois encore avec des nerfs à la hache rendant encore un peu plus inutile les guerrier et les CaC en général !

D'ailleurs on ne comprend pas trop ou Trion veut en venir avec le système des âmes, tout d'abord ils nous ont vanté (et vendu) la mixité des âmes, ce qui rendait le jeu très agréable et maintenant que font-il ? Ils privilégient de plus en plus les âmes à 51 points...

GG Trion, vous êtes en train de tuer votre propre jeu à force de vous contredire !!!

Après la 1.2, les serveurs se sont vidés à toute vitesse mais comme les comptes essai sont arrivés eux aussi, les serveurs se sont régénérés un peu mais cette fois la sanction risque d'être plus lourde car en plus de la lassitude des joueurs, les grandes vacances arrivent à grands pas et Rift risque de ne pas supporter un coup de soleil !

A bon entendeur !
J'adore les gens qui hurlent au moindre changement... Un mmo qui n'évolue pas, c'est un mmo mort, et dans toute évolution de mmo certains patchs sont moins joyeux que d'autres pour certaines classes, mais ça rend pas le jeu mauvais (ou bon) pour autant.
Le nerf des mages ae est justifié, c'est du grand n'importe quoi actuellement
Par contre la bravoure réduit de 50% des dmg critiques... ça servira plus à rien le critique en pvp ou quoi ? J'ai du mal à voir l'intérêt de certains changements, et surtout l'absence de nerf sur les clercs (qui comme les autres classes en ont pourtant bien besoin...)
Citation :
Publié par Link2097
Ok donc résumons dans les grandes lignes...

Pour le Mage :

Le Chloromancien va devenir inutile, incapable de tenir un groupe en main/solo heal et troquant son superbe instant heal 51 contre un heal spammable !
hum je me permet de te reprendre car tu à fait une chti boullette
donc a perdue le canalisé ou l'instant ?? car 51 c'est le canalisé ^^faut choisir
Citation :
Publié par l.n.a.h.o.g.o.t.le.o
hum je me permet de te reprendre car tu à fait une chti boullette
donc a perdue le canalisé ou l'instant ?? car 51 c'est le canalisé ^^faut choisir
vi, l'instant soignant l'équivalent de la vie du mage, c'est le skill haut d'arbre 31
C'est le 51 canalisé qui change pour un truc à 2.5 sec cast (berk)

Citation :
Publié par Yuyu
Le nerf des mages ae est justifié, c'est du grand n'importe quoi actuellement
Par contre la bravoure réduit de 50% des dmg critiques... ça servira plus à rien le critique en pvp ou quoi ? J'ai du mal à voir l'intérêt de certains changements, et surtout l'absence de nerf sur les clercs (qui comme les autres classes en ont pourtant bien besoin...)
On a carrément un up géant du clerc "/mode imbutable" même, puisque moins de dégats reçus et les compets de heal ne changent pas.
Je joue clerc depuis le début du jeu.

Au départ nous étions frustrés de voir les bardes pêter les scores en BG, puis les chloro se sont mis à heal plus facilement et même mieux que nous.

Mais aujourd'hui force est de constater que le clerc devient trop puissant. Le chaman/druide est carrément bourrin, l'inqui caba est l'une des meilleures classes AE, le clerc tank est l'un des plus facile à tenir en vie sauf contre dégâts magiques.

le clerc peut tout faire, parfois mieux que les autres, ne lui manque qu'un fufu pour delete toutes les autres classes.

C'est vraiment exagéré, même pour un joueur de clerc.

J'espère que Trion reviendra à des fondamentaux d'utilité pour chaque classe
Ceux qui se plaignent des réductions de dégâts à venir en pvp oublient qu'il y a peu ils se plaignaient d'imploser en pvp, comme quoi, jamais contents.
De plus Trion a parlé de séparer prochainement la partie pvp / pve pour les sorts, il n'est pas impossible qu'ils réduisent l'efficacité des soins en pvp uniquement, s'ils voient que que la balance est mauvaise.
Bref comme à chaque nouveaux patchs, du mécontentement, pour changer.
Citation :
Publié par Link2097
Ok donc résumons dans les grandes lignes...

Pour le Mage :

Le Chloromancien va devenir inutile, incapable de tenir un groupe en main/solo heal
Perso, que le Chloro (et j'en ai un) ne serve que de heal d'appoint, je trouve cela normal. Pour le main heal/heal solo, il y a les clercs.
Citation :
Publié par mathieu71210
En même temps a chaque patch il y a une classe cheat, le clerc connaitra sont heur de gloire
Ca fait longtemps que le clerc est au dessus du lot, c'est clairement l'âme avec le plus de rôles puissants. Et c'est normal vu qu'il y a quasi aucun nerf des clercs depuis la bêta contrairement aux autres classes qui subissent de nombreux réajustements sans cesse.

Après est ce le clerc qui a des rôles trop bien foutu qui rivalisent avec les équivalents sur les autres classes ? ou les autres classes qui a force de up/nerf sont au final rangées dans une fonction prédéfinie ? dur à dire.
Citation :
Publié par Yuyu
Et c'est normal vu qu'il y a quasi aucun nerf des clercs depuis la bêta contrairement aux autres classes qui subissent de nombreux réajustements sans cesse.
/lol

Ptit indice, regarde par exemple, l'arbre templier du clerc actuel et celui de la 1.1, et ils y sont pas allés avec le dos de la cuillère. Demandes aux Clercs si ils l'ont pas sentit.
Perso, je vois surtout le mega nerf du guerrier champion / parangon, avec Strike Like Iron à 38 en parangon, ce qui signifie presque l'obligation pour un guerrier qui veut deal pour de vrai d'oublier son Titan Strike.
Moi ce qui me fait marrer, c'est le nombre de joueurs qui vont rerol et/ou changer d'âmes pour atteindre celle qui roxe le plus (surtout en pvp). Avant on avait une prédominance dans les BG de : mago= pyro et tempest, voleur= tireur d'élite, clerc= dps

... ça va être quoi cette fois ci les kiki du moment ?

Non franchement, nerf ou pas nerf, je continuerais à jouer mon full anathéma et/ou nécro anathéma en pvp ... en revanche j'aimerais un nerf des instants pyro comme l'explosion de cendre ... Oula j'en vois qui sortent leur briquet pour me mettre le feu aux fesses ... <court>
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