Patch 1.0.6 demain aux States

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Edit: lien vers la news JoL:

https://war.jeuxonline.info/actualites/21139.html

Merci à Darwyn pour sa réactivité, et à Elpi pour la news!

Je me permet de créer un nouveau topic tout neuf, étant donné que l'autre était le 1.0.5.

Mark annonce qu'il débarque demain aux states, avec toutes les modifs de carrière qu'il devait y avoir initialement dans le 1.0.5, ainsi que les deux nouvelles classes, pour ceux qui ont complétés l'event heavy metal !

Citation :
With 1.0.6 ready to go tomorrow, here are the highlights of the patch. The full patch notes will be on the Herald shortly after I post this message. FYI, the patch notes are 23 pages of patchy goodness.

1) New Careers Released! With this version we are happy to announce the release of the Empire’s Knight of the Blazing Sun, and the Dark Elf’s Blackguard! These new careers are available early for players who have successfully completed the Heavy Metal Event!

2) Mastery Refunds – Due to a number of significant changes to many of our careers, provided a full mastery refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery: Black Orc, Bright Wizard, Chosen, Engineer, Ironbreaker, Magus, Shadow Warrior, Sorcerer, Squig Herder, Swordmaster

3) Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.

4) Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5s immunity to being rooted again after the current root effect breaks.

5) Improvements have been made to autoattack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee autoattacks, and vice versa.

6) The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.

7) Fixes have been made to issues which were causing guild promotion and demotion not to work properly.

8) Numerous fixes to the UI
Aussi, le fix qui doit améliorer les perfs' en RvR et les crashs server.

Citation :
The fix I talked about last week that will improve overall client performance in RvR, especially in high traffic situations, *may* go LIVE tomorrow. It involved a major change to the client and we need to be 100% sure that that we don't make some things better but at the same time, make some things worse with this change.
Le patch note de la mort

Part 1
Part 2

Citation :
The update you've all been waiting for, 1.0.6, is almost here! We wanted to thank everyone who tested and provided feedback on this update's content.

On Tuesday, 12/2/08 all servers will be brought offline to begin the update. North American servers will be brought down at 6:30AM EST with Oceanic servers to follow at 9:00AM EST.

This is our biggest update yet! It's chock-full of exciting career changes and heralds the debut of the highly anticipated Black Guard and Knight of the Blazing Sun careers. If you've finished the Heavy Metal event and have opened your Heavy Metal Chest, then you will be able to play a Black Guard and Knight of the Blazing Sun when this patch goes live (before anyone else!). For those of you who did not complete the Heavy Metal event, don't fret! You, too, will be able to play these two new careers starting next week.

This update is so massive that we needed to split the notes into two sections. So, without further ado, on with the notes! WAAAGH!!!

Highlights

* New Careers Released! - With this version we are happy to announce the release of the Empire’s Knight of the Blazing Sun, and the Dark Elf’s Black Guard! These new careers are available early for players who have successfully completed the Heavy Metal Event!

* Mastery Point Refunds – Due to a number of significant changes to many of our careers, we are providing a full Mastery Point refund to certain careers. Players who belong to one of the careers below will need to speak with a Trainer to retrain their Career Mastery:
o Bright Wizard
o Chosen
o Engineer
o Ironbreaker
o Magus
o Shadow Warrior
o Sorcerer
o Squig Herder
o Swordmaster

* Morale Responsiveness - Morale abilities will now be much more responsive. These abilities will now fire immediately when activated by the player on the first attempt, and will display their cooldowns correctly at all times.

* Root Responsiveness - We have made a number of adjustments to root spells to ensure that they break properly and feel more responsive to players. Changes include a chance to break on ANY damage including DoT damage, as well as a 5 second immunity to being rooted again after the current root effect breaks.

* Auto-Attack Animations - Improvements have been made to auto-attack animations. Players will now see smoother, more consistent weapon swaps when players change from ranged to melee auto-attacks, and vice versa.

* Ability Activation Responsiveness - The responsiveness of ability activations has been improved. Players will now see less of a delay between the activation of an ability and the corresponding animation.

* Guild Promotion/Demotion - Fixes have been made to issues which were causing guild promotion and demotion to not work properly.


Combat and Careers

General

* We've fixed an issue that was causing the buff icon on various marketing rewards to display incorrectly.

* We fixed an issue that was causing weapons and armor to not display their proc effects in the item display.

* Opponents may no longer right-click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.

* Tactics gained from Tome Unlocks have been renamed.

* Damage over Time abilities: The amount that stats contribute to the damage of these abilities has been made consistent across the board. This generally resulted in an increase in damage, but some abilities have also been brought down. Individual abilities are noted in the specific careers’ sections below.

* All Unstoppable tooltips will now mention Knockdown.

* Root effects, with the exception of Morale Roots, will now grant a 5 second Freedom effect to the victim when they break, and will no longer stack with other roots.

* Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.

* Fixed assorted issues where certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases where snared players would find themselves essentially rooted when in lava.

* All Tactics now give their bonus when the character that has them slotted is stealthed, mounted, or has a Standard out.

Racial Tactics

* Centuries of Training (Elves): The tooltip for this Tactic has been changed to be more clear.

* Sigmar’s Favor (Empire): This Tactic will now be triggered only by direct heals.

* Stoutness of Stone (Dwarfs): This Tactic will once again reduce the effectiveness of Stuns and Knockdowns.

* Tzeentch’s Warding (Chaos): This Tactic will now get the bonus when the character is mounted.


Archetype Abilities

* Alter Fate: This ability’s tooltip now displays the correct values.

* Champion's Challenge: Neither the player nor the player’s enemy may be knocked back while this Morale is in effect.

* Divine Protection: This ability now lists the amount of damage absorbed in the tooltip.

* Force of Will: This ability will now display a visual effect when used.

* Frenzied Slaughter: This ability will now display a visual effect when used.

* Juggernaut: This ability will only fire when the player is rooted, snared, silenced, or disarmed.

* Misdirection: This ability will now display an effect on the caster while the ability is active, and place a brief effect on anyone damaged by the effect.

* Point Blank: This ability will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.

* Rampaging Siphon: This Morale ability will no longer be affected by points spent in Career Mastery. Additionally, this ability now heals the group for each target hit, instead of only once.

* Raze: This channeled ability will no longer be interrupted while on the move.

* Relentless Assault: This ability will now display n visual effect when used. Additionally, the ability will no longer remove snares and roots.

* Restorative Burst: This tactic’s tooltip now correctly states the number of Action Points gained from triggering it.




* Balance Essence: The damage for this ability has been increased.

* Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic. Additionally, this ability will now correctly provide a bonus to heals on other players, and a penalty to heals on the caster.

* Boon of Hysh: This ability has had its cast time reduced to 2.5 seconds, and the setback amount reduced to half a second.

* Dissipating Energies: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.

* Drain Magic: This ability will now increase in potency with High Magic. In addition, damage will now correctly increase based on Career Mastery Points spent in the Path of Asuryan instead of the Path of Vaul.

* Funnel Essence: This ability will now correctly behave like a channeled ability, will channel correctly, and will correctly heal the target.

* Healing Energy: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.

* Hurried Restore: This tactic will now stun the player when the resurrect is cast, instead of when it is accepted.

* Increased Conductivity: This Tactic will now increase the damage for all abilities listed in the tooltip.

* Law of Conductivity: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Mistress of the Marsh: This ability has had its cast time reduced.

* Prismatic Shield: This ability will no longer fail if the caster’s defensive target is not a group member.

* Radiant Gaze: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now correctly reduce the target’s chance to critical hit and damage by the correct amount.

* Radiant Lance: This ability will now reliably consume High Magic.

* Rain Lord: The tooltip for this effect now lists all stats affected.

* Scatter the Winds: The amount that stats contribute to the damage of this ability has been increased slightly to make it consistent with other Damage over Time abilities.

* Storm of Cronos: This ability will now correctly reduce Spirit resistance for the correct amount.

* Transfer Force: This ability’s damage has increased. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Wild Healing: This tactic will now correctly provide a 50% reduction to AP costs on direct healing abilities when triggered.




* All Black Orcs have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All War Bellows will now persist through the Black Orc's death. This means that the player will not have to recast a War Bellow after respawning or being resurrected.

* Da Big Un: The damage has increased, and the Radius has been reduced.

* Follow me Lead: The Toughness buff provided to the defensive target by this ability now works correctly.

* Guard: This ability will no longer attempt to work on players outside of the Black Orc’s group.

* Juggernaut: This ability is now available at Rank 12.

* Right in da Jibblies: The reuse for this ability has been lowered.

* Rock 'Ard: This ability now starts a Plan chain.

* Save da Runts: The hotbar icon for this ability will now light up properly.

* Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.

* Trip 'Em Up: The damage for this ability is now reduced, but no longer occurs over time. The Action Point cost has increased, the reuse removed, and the Snare from this ability will no longer stack with other Snares.




* All Bright Wizards have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* Boiling Blood: The damage of this ability will now be dealt over 10 seconds. The total amount of damage dealt remains unchanged.

* Choking Smoke: This ability now has no build time.

* Combustion Mechanic: The Combustion Mechanic has had its critical chance bonuses reduced. Additionally, the chance to trigger an Explosion has been reduced. Combustion will no longer start to fade away if the caster continues casting spells after hitting 100.

* Crown of Fire: This ability will no longer grant immunity from Stun effects.

* Explosive Force: The damage done to the targets around the caster is now defendable.

* Fiery Blast: The tooltip for this ability now displays the correct damage and radius, and the ability now builds the correct amount of Combustion.

* Fire Cage: The cost for this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.

* Fireball: The amount that stats contribute the effectiveness of this ability has been increased.

* Flame Breath: Targets affected by this ability will now receive a debuff icon.

* Meltdown: This ability can no longer be blocked.

* Playing with Fire: The damage from this ability now only fires on direct heals and cannot do critical damage.

* Pyroclastic Surge: This ability can now be trained at rank 10.

* Scorched Earth: This ability now builds 10 Combustion. Additionally, this ability now has the correct cooldown.




* All Chosen have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All Chaotic Auras: The AP cost of these abilities has been reduced. Additionally, all beneficial effects from auras will now work on allies up to 150 feet away.

* Bane Shield: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack. Additionally, the damage is now considered Spiritual Damage.

* Blast Wave: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.

* Corrupting Wrath: This ability’s effectiveness has been increased.

* Discordant Instability: This ability’s effectiveness has been increased.

* Dreadful Agony: If multiple Chosen are using this ability in the same area, enemies will only be affected by the most powerful one in use.

* Dreadful Fear: This ability’s effectiveness has been increased.

* Guard: This ability will no longer attempt to work on players outside of the Chosen’s group. Additionally, the hotbar icon for this ability now lights up properly.

* Juggernaut: This ability is now available at rank 12.

* Mixed Defenses: The tooltip for this ability now displays proper values.

* Quake: This ability will now behave like a melee attack. Damage will be increased by Strength, and defended against like a melee attack.

* Seeping Wound: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, this ability will no longer apply the effect from the Tactic Tainted Wounds, without the tactic being slotted.

* Suppression: The parry buff from Suppression will no longer stack with itself.




* All Covenants will now persist through the Disciple's death. This means that the Disciple will not have to recast a Covenant after respawning or being resurrected.

* All offhand Disciple chalice items have been improved! See Items notes for more detailed information.

* Bloodthirst: The Snare component has been removed, and the damage has been increased.

* Consume Essence: The damage for this ability has increased.

* Consume Strength: The strength debuff portion of this ability will now be triggered only if the attack is successful.

* Covenant of Celerity: This ability will no longer stack with other Snares. The effect can now be removed with Snare-cleansing abilities.

* Covenant of Tenacity: Fixed an issue that made the radius of this ability much too small.

* Covenant of Vitality: Fixed an issue that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procc'ed the damage. Additionally, the damage for this ability has increased.

* Curse of Khaine: The effect of this Tactic has been reduced to 50%.

* Devour Essence: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.

* Essence Lash: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.

* Fell Sacrifice: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Fist of Khaine: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.

* Flay: This ability is now considered a Snare and can be removed by Snare-cleansing abilities.

* Khaine's Imbuement: Resolved an issue that allowed this tactic to proc on every swing.

* Lacerate: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Rend Soul: This ability now heals for 350% of the damage done, and the setback amount has been reduced to half a second.

* Restore Essence: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.

* Transfer Essence: The damage for this ability has increased.

* Wracking Agony: This ability will now correctly deal damage based on your opponent’s health percent.




* All Engineers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* Acid Bomb: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Barbed Wire: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12. Additionally, this ability now correctly roots all players.

* Blunderbuss Blast: This ability now has the correct cooldown.

* Bombardment Turret: The cost of this ability is now greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer’s level.

* Electromagnet: This ability now gives Knockback immunity.

* Field Repair: This ability’s cost, range, and cooldown have increased. Additionally, this ability now instantly restores health instead of being a channeled ability.

* Firebomb: The damage of this ability has increased.

* Flak Jacket: Magic Damage will no longer reduce Armor counters.

* Flame Turret: The cost has been greatly reduced, the auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Engineer’s level.

* Focus Fire: The damage of this ability has increased.

* Fragmentation Grenade: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now does the correct amount of damage.

* Friction Burn: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. Additionally, this ability now works correctly when there are no targets in the area.

* Gun Blast: The damage for this ability has increased.

* Gun Turret: The cost of this ability has been greatly reduced, its auto attack damage has been greatly increased, and it is now a core ability so it will always summon based on the Engineer’s level.

* Hip Shot: This ability can now be trained at rank 10.

* Incendiary Rounds: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Lightning Rod: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Napalm Grenade: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Pet Ability - Flamethrower: This is now considered a Path of the Tinkerer ability.

* Pet Ability - High-Explosive Grenade: The damage and build time have increased, the reuse time reduced, and it is now considered a Path of the Grenadier ability.

* Pet Ability - Machine Gun: This ability is now considered a Path of the Rifleman ability.

* Pet Ability - Penetrating Round: The damage has increased, and it is now considered a Path of the Rifleman ability.

* Pet Ability - Shock Grenade: The damage and reuse time have increased, the build time reduced, and it is now considered a Path of the Grenadier ability.

* Pet Ability - Steam Vent: This is now considered a Path of the Tinkerer ability. Additionally, newly created Engineers will no longer show this ability as being trainable at both level 15 and level 21.

* Phosphorous Shells: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Self-Destruct: The cost of this ability has been removed, its reuse time greatly increased, and it now deals damage in addition to knocking down all enemies within 30 feet for 5 seconds. Additionally, this ability now correctly knocks down all targets, and kills the Engineer’s turret.

* Signal Flare: The damage and cost of this ability have increased, and its reuse time reduced. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Sticky Bomb: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Strafing Run: This ability now has less of a delay before damaging and knocking back the target.

* Tangling Wire: This ability now correctly fires with Barbed Wire.




* All Ironbreakers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* Ironbreakers can now wield hammers and great hammers in addition to axes and great axes!

* Avenging the Debt: The Damage of this ability has increased. Additionally, the heal value of this ability has increased.

* Away With Ye: The Grudge cost of this ability has been reduced to 25, and the cooldown has been decreased to 10 seconds.

* Axe Slam: This Morale ability will now correctly gain benefit from Mastery into the Path of Stone.

* Binding Grudge: The amount that stats contribute to the damage of this ability has been increased to make consistent with other Damage over Time abilities.

* Grudge Mechanic: The rate in which Grudge is lost has been changed. Grudge will begin to decay at a rate of 5 Grudge per second if no Grudge is generated for 15 seconds.

* Grumble An’ Mutter: The heal value of this ability has increased. Additionally, this ability’s Grudge cost has been reduced.

* Guard: This ability will no longer attempt to work on players outside of the Ironbreaker’s group. Additionally, the hotbar icon for this ability will now light up properly.

* Guarded Attack: The buff to an Oath Friend’s Armor will no longer stack with other, more powerful Armor buffs.

* Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from multiple Ironbreakers. Players will only receive the most powerful bonus available.

* Juggernaut: This ability is now available at rank 12.

* Oath Friend: The rate at which Grudge is generated from your Oath Friend has been adjusted. Between 0 – 30 Grudge, you will gain 10 Grudge every time your Oath Friend is attacked. Between 30 – 60 Grudge, you will gain 5 Grudge every time your Oath Friend is attacked. Between 60 – 100 Grudge, you will gain 3 Grudge every time your Oath Friend is attacked. Additionally, the cooldown for the ability has been changed to 1.5 seconds.

* Oathbound: The Grudge cost of this ability has been reduced to 15.

* Oathstone: This ability’s cooldown has been greatly reduced.

* Punishing Knock: Targets will now actually fall down after being hit.

* Shield of Reprisal: This ability will no longer knock down Unstoppable targets.

* Shield Sweep: The Grudge cost of this ability has been reduced to 25.

* Stone Breaker: This ability will no longer be considered a Blessing.

* Strength In Numbers: This Morale ability will now correctly gain benefit from Mastery into the Path of Vengeance.

* Watch An’ Learn: The Grudge cost of this ability has been reduced to 15, the damage has been increased, and the cooldown has been increased to 10 seconds.




* All Magus have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* Agonizing Torrent: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Baleful Transmogrification: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Chaotic Rift: This ability will now give Knockback immunity.

* Daemonic Armor: Magic Damage will no longer reduce Armor counters.

* Daemonic Lash: This ability will hit targets in front of the caster more reliably than before. In addition, the tooltip will no longer displays an incorrect cooldown time.

* Dissolving Mist: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability now uses the correct icon.

* Flamer of Tzeentch: The cost of this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus’ level.

* Glean Magic: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Infernal Blast: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Instability: The cost of this ability has been removed, its reuse greatly increased, and it now knocks down instead of draining AP.

* Mutating Blue Fire: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Pandemonium: The damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Pet Ability - Coruscating Energy: The damage for this ability has been reduced, and it is now considered a Path of Daemonology ability.

* Pet Ability - Daemonic Consumption: The build time for this ability is increased, and it is now considered a Path of Havoc ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Pet Ability - Daemonic Fire: The build time and damage for this ability have been increased, and it is now considered a Path of Havoc ability.

* Pet Ability - Flame of Tzeentch: The reuse time and channel duration for this ability have been reduced, its damage increased, and it is now considered a Path of Changing ability.

* Pet Ability - Flames of Change: The reuse time for this ability has been reduced, and it is now considered a Path of Changing ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Pet Ability - Warping Energy: This is now considered a Path of Daemonology ability.

* Rend Winds: The damage and cost of this ability have increased.

* Seed of Chaos: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities. Additionally, the AoE damage will once again fire at the end of the Damage over Time effect.

* Strengthen Thrall: The cost, range, and cooldown of this ability have increased, and the ability now instantly restores health instead of being a channeled ability.

* Summon Blue Horror: Opponents must now be close to a Blue Horror in order to melee it. Additionally, the cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so it will always summon based on the Magus’ level.

* Summon Pink Horror: The cost for this ability has been greatly reduced, its auto attack damage greatly increased, and it is now a core ability so will always summon based on the Magus’ level.

* Surging Violet Fire: This ability can now be trained at rank 10.

* Tzeentch’s Firestorm: This ability now correctly deals Elemental damage.

* Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.

* Warpfire: This ability is working properly again.

* Warping Blast: This ability now uses the correct icon.

* Withered Soul: This ability’s tooltip has been corrected and no longer gives the false impression that debuff percentage scales. Additionally, The the damage and cost of this ability have increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.





* Deadly Clutch: The Value of this debuff has been reduced to 50%. In addition, 25% of the value the target is healed for (after debuff) also hits the Marauder.

* Mouth of Tzeentch: This ability will now behave like a melee attack. Its damage will be increased by Strength, and it can be defended against like a melee attack. In addition it can no longer cause a disoriented effect without equipping the Insane Whispers Tactic.

* Rend: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.

* Wave of Mutilation: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.




* Blessing of Valaya: This ability will no longer fail to cast if the Rune Priest doesn’t have line of sight to their defensive target.

* Master Runes: Fixed an issue where all Master Runes had an adverse effect on frame rate.

* Oath Rune of Power: This ability now also increases the target’s Ballistic Skill.

* Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura.

* Rune of Battle: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Rune of Cleaving: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Rune of Fate: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Rune of Fortune: The damage of this ability has increased.

* Rune of Immolation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Rune of Iron: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Rune of Mending: The stat contribution for this ability has been fixed. This ability was previously receiving more stat benefits than intended.

* Rune of Nullification: The effect of this ability has been reduced to 50%.

* Rune of Restoration: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.

* Rune of Warding: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Spellbinding Rune: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.




* All Shadow Warriors have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All stance abilities will now persist through death.

* Acid Arrow: The damage of this ability has increased. In addition, the buff icon for this ability will now display actual armor debuffed, instead of percent.

* Assault Stance: While in Assault Stance, all +Ballistic Skill on items is considered to be Strength as well. Additionally, the Assault Stance tooltip also now states that the stance grants Strength equal to your Ballistic Skill from items.

* Broadhead Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Draw Blood: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Eye Shot: The damage of this ability has increased.

* Fell the Weak: The damage of this ability has increased.

* Festering Arrow: The damage of this ability has increased. In addition, the hotkey for this ability will no longer light up when in Assault Stance.

* Flame Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Flanking Shot: The damage of this ability has increased.

* Glass Arrow: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Hunter’s Fervor: The radius for this ability has been increased to match similar group-based effects.

* Rapid Fire: The damage of this ability has increased.

* Shadow Sting: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged auto-attack to fire while moving.

* Spiral-Fletched Arrow: The damage of this ability has increased.

* Takedown: The damage of this ability has increased.

* Throat Shot: The damage of this ability has increased.

* Vengeance of the Nagarythe: The cooldown for this ability has been reduced to 2 minutes. This ability can now be trained at rank 10.

* Whirling Pin: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.




* Bleed Fer' Me: The damage of this ability has increased. Also, we have fixed an issue which caused this ability to heal for incorrect amounts when used with Waaagh!

* Brain Bursta: This ability will now reliably consume Waaagh!

* Dat Makes Me Dizzy: This Tactic will now stun the Shaman when the resurrect is cast, instead of when it is accepted. Additionally, when this Tactic is equipped, Shrug it Off will now work properly.

* 'Ere We Go!: The tooltip for this ability now lists the duration of the effect.

* 'Ere We Goes Again: The duration of the 'Ere We Go ability will no longer be reduced with this Tactic equipped.

* Gork’ll Fix It: The buff icon for this ability now states that the ability is healing you, instead of damaging you. In addition, the ability will correctly stack with other casters on the same target. The stat contribution for this ability has also been fixed. This was previously receiving more stat benefits than intended.

* Greener ‘n Cleaner: This ability will now properly remove effects from allies.

* Life Leaka: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Nuthin' But Da WAAAGH!: This ability now works correctly on players other than the caster.

* Sticky Feetz: This ability has had its cast time reduced to one second.





* All Sorcerers have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* Arctic Blast: This ability can now be trained at rank 10.

* Chilling Gusts: This Tactic will now apply to the Ice Spikes ability.

* Dark Magic Mechanic: The Dark Magic Mechanic’s critical chance bonuses have been reduced. Additionally, the chance to trigger a Backlash has been reduced.

* Dhar Wind: This ability can no longer be blocked.

* Disastrous Cascade: This ability’s tooltip now shows the correct damage.

* Doombolt: The amount that stats contribute the effectiveness of this ability has been increased.

* Grip of Fear: The cost of this ability has been decreased, the cooldown has been increased, and the ability can now be trained at rank 12.

* Piercing Shadows: The damage done to the targets around the caster is now defendable.

* Pit of Shades: The tooltip text for this ability is now correct.

* Shadow Knives: The tooltip text for this ability is now correct.

* Stricken Voices: This ability now has no build time.

* Surging Pain: This ability now builds 10 Dark Magic.

* Tapping the Dark: The tooltip for this ability now points correctly to the name of the ability that it affects.

* Triumphant Blasting: Players knocked back by Triumphant Blasting will now correctly be given Knockback immunity. Additionally, the tooltip for this ability now correctly states that the ability will knock down mobs.

* Umbral Fury: This ability has been renamed to Frozen Fury. The tooltip now points correctly to the name of the ability that it affects.

* Word of Pain: This ability will reduce the target’s Willpower for 10 seconds, and deal damage at the end. The effect will no longer stack with each application. In addition, this ability now correctly has a 10 second reuse timer.




* All Squig Herders have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All pets will now summon at the Squig Herder’s level.

* Ard Noggin: This ability will now display as a Path of Stabbin' ability and the cooldown has been removed. Additionally, the damage of this ability has increased.

* Behind Ya!: The damage of this ability has increased.

* Big Claw: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Additionally, this ability will now display as a Path of Stabbin’ ability.

* Bounce: This ability will now display as a Path of Stabbin’ ability.

* Choking Arrer: The damage of this ability has increased.

* Cut Ya!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Da Smell Don’t Bother Me: While in Squig Armor, this Tactic will heal the Squig Herder for a small amount every 5 seconds.

* Death from Above: This ability’s knockdown animation will now display correctly.

* Don’t Eat Me: This ability can now be used while in Squig Armor.

* Explodin’ Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Farty Squig: This ability can now be used while in Squig Armor.

* Finish ‘Em Off: The damage of this ability has increased.

* Git Em!: This ability will now upgrade properly. Additionally, the tooltip text for this ability is now correct.

* Gore: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* KABOOM!: This ability will now display as a Path of Stabbin’ ability.

* Lots o’ Arrers: The damage of this ability has increased.

* Not So Fast!: The damage of this ability has increased.

* Pet Ability - Goop Shootin’: The damage of this ability has increased.

* Pet Ability - Poisoned Spine: This ability now fires properly and its damage has been increased. Also, the amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities. In addition, the tooltip will now show the correct debuff value.

* Plink: The Action Point cost and damage for this ability has increased.

* Rotten Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Run ‘n Shoot: The Action Point cost for this ability has been reduced. Additionally, the damage of this ability has increased.

* Sharp Toofs: The Tactic will now reduce the Git Em! pet ability's cost. The tooltip has been corrected.

* Shrapnel Arrer: The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Sneaky Stabbin: The tooltip for this ability is now correct.

* Spiked Squig: The buff granted to the Squig Herder when a Spiked Squig is summoned will now allow ranged auto-attack to fire while moving.

* Splinterin’ Arrers: This ability’s tooltip will now show the correct range.

* Squig Armor: While in Squig Armor, the Squig Herder’s Ballistic Skill from items is converted into Strength.

* Squig Frenzy: This ability can now be used while in Squig Armor. Additionally, this ability can now be trained at rank 10.

* Squig Squeal: The Damage over Time will now fire on the target correctly.

* Stabbity: The Action Point cost and damage for this ability has increased

* Sticky Squigz: The cost of this ability has decreased, the cooldown has increased, and the ability can now be trained at rank 12.

* Stop Runnin!: The damage of this ability has increased.

* Tastes Like Chicken: This ability can now be used while in Squig Armor.

* What Blocka?: This ability now reduces the target’s Armor and block chance. The ability is now defendable.

* Yer Bleedin': The damage of this ability has increased. The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.




* All Swordmasters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All Blade Enchants will now persist through the Swordmaster's death. This means that the Swordmaster will not have to recast a Blade Enchant after respawning or being resurrected.

* Blurring Shock: This ability now applies an effect on the target. For the next 10 seconds, whenever they are critically hit they take additional damage.

* Crashing Wave: This ability will now knock targets down every time.

* Crushing Advance: This ability now properly grants a 5% increase to Block chance for 20 seconds. Additionally, the damage of this ability has increased, and its reuse time has been increased to 10 seconds.

* Graceful Strike: Fixed an issue in which this ability was receiving double the stat contribution on the direct damage portion of the ability. Additionally, the amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Guard will no longer attempt to work on players outside of your group, and the hotbar icon for this ability will now light up properly.

* Gusting Wind: The cost of this ability has been decreased, it has been changed to a Perfect Balance attack, and it now deals Spirit Damage. In addition, the tooltip now displays the abilities knockback effect.

* Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.

* Juggernaut: This ability is now available at rank 12.

* Nature's Blade: The proc from this ability now has new art for its area effect.

* Perfect Defenses: Players will now properly receive the bonuses to defense while in Improved and Perfect Balance.

* Phantom’s Blade: Fixed a typo in this ability’s tooltip.

* Phoenix Wing: This ability no longer adds additional Hate, and its damage and radius have increased.

* Potent Enchantments: This Tactic now deals damage as soon as it procs. In addition, this Tactic no longer increases Blade Enchant damage.

* Protection of Hoeth: This ability has changed to an Open Balance attack, and its reuse time and absorb effect have been decreased.

* Quick Incision: The cost of this ability has been increased, its cooldown timer has been removed, and the damage has been changed to apply instantly instead of over time.

* Sapping Strike: The Action Point drain on this ability will now work correctly.

* Shadow Blades: The damage dealt with this ability can no longer be defended against.

* Wrath of Hoeth: The cost of this ability has been increased, it has been changed to an Improved Balance attack, and its radius has been decreased to 20 feet.
Citation :
* All Auras will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast an Aura after respawning or being resurrected.

* All offhand Warrior Priest book items have been improved! See Items notes for more detailed information.

* Castigation: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Divine Aid: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended.

* Divine Assault: This ability now heals 350% of the damage done, and the setback amount is now reduced to half a second.

* Divine Light: The buff window icon for this ability will now display a tooltip.

* Divine Shock: This ability will now fire when there are no targets in the area.

* Divine Strike: The damage of this ability has increased.

* Greave of Sigmar: The duration of the Toughness buff from this Tactic will now match the duration of Sigmar's Fist.

* Judgment: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack.

* Martyr’s Blessing: This ability will no longer display a buff icon on those being healed.

* Prayer of Absolution: Fixed an issue that made the actual range of this ability much shorter than the range listed in the tooltip.

* Prayer of Devotion: The health gained from triggering this ability has been increased.

* Prayer of Righteousness: The buff window tooltip for this ability will now display correctly.

* Sigmar’s Radiance: The damage of this ability has increased.

* Sigmar’s Shield: The buff window icon for this ability will now display a tooltip.

* Smite: This ability will now properly generate Righteous Fury based on the number of targets hit and will no longer be able to be set back.

* Soulfire: This ability will now behave like a Melee ability. It will gain bonus damage from Strength, and be defended like a Melee attack. In addition the tooltip will now state that the effect is a Curse rather than a Cripple.




* All Training buffs now persist through the White Lion's death. This means that the player will not have to recast a Training after respawning or being resurrected.

* The White Lion pet’s auto attack damage has been given a substantial increase.

* Blindside: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability.

* Blindside: The amount that stats contribute to the damage of this ability has been slightly decreased to make it consistent with other Damage over Time abilities.

* Cleave Limb: This ability now snares the target for 10 seconds, and no longer reduces auto attack speed.

* Cull the Weak: This ability will now have the correct range.

* Echoing Roar: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Pack Assault: Fixed an issue that prevented the initial damage of this ability from showing to the user. Additionally, this ability will now correctly grant all group members the extra damage.

* Pet Ability - Bite: The damage of this ability has increased.

* Pet Ability - Claw Sweep: The damage of this ability has increased.

* Pet Ability - Fang and Claw: The damage of this ability has decreased.

* Pet Ability - Gut Ripper: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Additionally, the reuse timer for this ability is now 20 seconds. The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Pet Ability - Leg Tear: The duration has decreased on the Damage over Time aspect of this ability. Additionally, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Pet Ability - Maul: The damage of this ability has decreased and its reuse timer has been lowered to 5 seconds.

* Pet Ability - Shred: The damage of this ability has increased.

* Pounce: This ability now requires an enemy target. Additionally, this ability has been adjusted so that it no longer targets objects. This includes quest and public quest object targets, and keep doors.

* Shattering Blow: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Thin the Heard: This ability will now have the correct range.




* Agile Escape: Knockback Immunity will no longer prevent the Witch Elf from jumping away from her target.

* All Kisses now persist through the Witch Elf's death. This means that the Witch Elf will not have to recast a Kiss after respawning or being resurrected.

* Elixir of Insane Power: The Witch Elf’s attacks will now ignore 50% of her target’s Armor.

* Envenomed Blade: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Healer's Bane: This ability’s effect has been reduced to 50%.

* Swift Pursuit: This tactic will now properly increase movement speed when using Fleet-Footed.

* Wracking Pains: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.




* All Witch Hunters have undergone significant changes and will need to reallocate their Career Mastery Points as a result. Be sure to speak to your trainer right away to regain your abilities!

* All Bullets now persist through the Witch Hunter's death. This means that the Witch Hunter will not have to recast a Bullet after respawning or being resurrected.

* Blessed Bullets of Cleansing: The damage of this ability has been increased, the amount of Action Points stolen has been increased, and this ability is now available at rank 35.

* Blessed Bullets of Confession: This ability’s damage has been increased, and it is now available at rank 9.

* Blessed Bullets of Purity: This ability’s damage has been increased, and it is now available at rank 4.

* Burn Away Lies: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities. Also, this ability will now trigger Blessed Bullets.

* Burn, Heretic!: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Declare Anathema: Knockback Immunity will no longer prevent the Witch Hunter from jumping away from their target.

* Emperor's Commendation: This ability will now trigger off from stealth openers.

* Fervor: Fixed an issue in which this ability was receiving double stat contribution on the direct damage portion of the ability. Also, the amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Repel Blasphemy: This self-buff is now right-click removable.

* Sanctified Bullets: Blessed Bullets of Purity will now heal for 50% of the damage they cause.

* Seal of Destruction: The Witch Hunter’s attacks will now ignore 50% of their target’s armor.

* Seeker’s Blade: This ability now checks for an Ailment.

* Sweeping Strikes: This Tactic will now correctly affect two other targets.

* Trial By Pain: This ability can now be used while on the move and will no longer fire twice.




* Boon of Tzeentch: The damage of this ability has increased. Additionally, the tooltip for this ability now displays the correct range.

* Chaotic Agitation: The tooltip will now display the correct frequency for damage pulses.

* Dark Medicine: The stat contribution for this ability has been fixed. It was previously receiving more stat benefits than intended. In addition it will now stack with other casters on the same target.

* Demon Spittle: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other Damage over Time abilities.

* Elixir of Dark Blessing: This ability has had its cast time reduced to 2.5 seconds, and its setback amount reduced to half a second.

* Endless Gifts: This ability will no longer affect Winds of Insanity. In addition group members with previous marks will also receive the benefits when the tactic is equipped.

* Leaping Alteration: This ability’s heal value is now correctly tied to the Path of Dark Rites, and will continue to leap to additional targets when cast upon the Zealot. In addition multiple Zealots may now cast this ability on the same target.

* Manipulation: This ability will no longer trigger if the target of the heal is already at full health.

* Mark of Daemonic Fury: This ability now also increases the target’s Ballistic Skill.

* Mark of Remaking: This ability will now be affected by the anti-resurrection aura.

* Spell Destroyer: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Storm of Ravens: The tooltip for this ability now displays the correct range.

* Sweeping Disgorgement: This Tactic’s tooltip now displays the correct level, based on your Career Mastery specialization.

* Tzeentch's Lash: The amount that stats contribute to the damage of this ability has been slightly increased to make it consistent with other Damage over Time abilities.

* Vortex: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Warp Reality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.

* Wind of Insanity: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other Damage over Time abilities.



* Fixed an issue that caused summoning a mount to impact client performance.



* Warrior Priest Books have been updated to make them significantly more attractive to players. All offhand books will now add passive Righteous Fury regeneration. The amount regenerated per second varies based on the rarity of the item.

* Disciple Chalices have been updated to make them significantly more attractive to players. All offhand chalices will now add passive Soul Essence regeneration. The amount regenerated per second varies based on the rarity of the item.

* An issue has been fixed that was causing the buff icon on various marketing rewards not to display correctly.

* Book of Boom: You can no longer be knocked back while under the effects of the Book of Boom.

* Numerous issues have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.

* Opponents may no longer right click item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.

* Fixed an issue that was causing Weapons and Armor to not properly display their proc effects in the item display.

* Numerous issues have been corrected relating to Weapon and Armor effect procs. These will now display correctly and fire more reliably.

* Opponents can no longer right-click unfriendly item effects to remove them from themselves, and the Boost, Blades, Barrier, and Barricade effects will now proc far more reliably.

* Image-Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage.

* All Dwarf spanner items in the game are now set to be useable by Engineers only.

* All Dwarf great hammer items in the game are now set to be useable by Ironbreakers only.

* All Empire rapier items in the game are now set to be useable by Witch Hunters only.

* Tooltips on armor set pieces will now display information relevant to that set's bonuses.

* Standards: All references to banners should now be removed. All text now refers to Standards.



* Fixed an issue which was causing the Martyr's Square battlefield objective to not issue Renown properly.

* Fixed an issue with the postern door of the Ghrond's Sacristy keep which was preventing players from entering the keep through the door.

* A time delay has been added to the preliminary spawns of flags and murderballs in several scenarios. This change was made in order to ensure that both sides have a chance to run to the spawn location of the flag or murderball at the start of the match, and battle for control of the area even before the object has spawned. The affected scenarios include the following:
o Mourkain Temple
o Stone Troll Crossing
o Tor Anroc
o Howling Gorge
o Talabec Dam
o Serpent's Passage

* The interact timers for planting the bomb in the Howling Gorge and Talabec Dam scenarios have been lowered to 2 seconds.

* Various improvements have been made to reduce the frequency in which the Realm War maps will incorrectly report contested zones in Tier 4. This means that zones displayed as locked when they actually aren’t should occur far less frequently, if at all.

* Tier 3 Battering Ram: This siege weapon has had its health increased.

* Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.



* The "Ability Not Ready" message will no longer display when the remaining cooldown on an ability is less than or equal to the full global cooldown.

* Corrected an issue with the cooldown timers on the action bar buttons that was causing them to count down improperly. The timers will now count down in half-second increments beginning at 3 seconds remaining.

* Characters will no longer have all of their currently-active cooldown timers reset when they are granted new abilities.

* Morale abilities will now display their cooldowns correctly at all times.

* Fixed the tooltip display for the first custom guild rank slot.

* Kicking a player from a guild now properly deactivates the guild and alliance tabs for that player.

* Guild members may now be promoted to the first customized guild rank slot.

* Fixed an issue in which guild and alliance roster sub-tabs appeared on the screen if the player joined a new guild after having left a guild with the Guild Roster tab as the last Guild Window viewed.

* Guild titles will now sort by rank rather than alphabetically.

* Players who have not been given permission to kick members from their guild will no longer be presented with the option to do so.

* Fixed an issue in which the guild roster was not updating properly when 'Hide Offline' was checked.

* Guild Leaders, Officers, and anyone else with appropriate permissions can once again use the guild window context menus to promote and demote members.

* Locking the chat window will now persist upon logging out.

* Fixed an issue with the targeting system that could be used by players to gain an unfair advantage. Targeting of friendly players will now work in the same way as using abilities. Players must either use a keyboard key or click with the mouse to acquire a friendly target. To target a monster or NPC, players must click on the target in the world or /assist a friendly player. Players using our default user interface should see no change as a result of this fix.
Bon ben

http://www.yentang.com/blog/uploaded_images/simpsons_nelson_haha2-761053.jpg

Perso ce que je retiens le plus de ce patch:
Citation :
Numerous issues have been corrected relating to Weapon and Armor effect procs. These should now display correctly and fire more reliably.
Citation :
Fixed an issue that was causing Weapons and Armor to not properly display their proc effects in the item display.
Citation :
Boiling Oil: This siege weapon has had its health increased to better withstand enemy assaults in all tiers.
Citation :
# Root effects, with the exception of Morale Roots, will now grant a 5 second Freedom effect to the victim when they break, and will no longer stack with other roots.

# Root effects will now properly have a chance to break on ANY damage event. This includes individual tics of Damage over Time spells.
Citation :
Publié par -[ IV ]-
nerf brisefer , nerf PG spé heal ... mouai...
Pour le brisefer je dirais vaut mieux tard que jamais et puis ils en ont assez profité de leur rancunes infini.

Maintenant ils vont être obligés de jouer plus subtilement et moins "mode bourrin on"
Citation :
Publié par Enetsylax
Je vois plus de up que de nerf sur le brise-boule moi perso
Idem enfin surtout des up pour ceux qui aiment jouer en spe bouclier Et la spe 2h ça changera pas grand chose non plus
Je retiens bien le fait que les roots seront cassables avec les dots.

En fait gros nerf des dps distance.

Vu que toutes les classes (ou presque) mettent des dots, les roots vont me sembler bien useless.

Mage Inc => AoE dot
=> Mono dot
=> pbaoe (qui a 25% de chance dot)
=> dot en cone
=> Tanks/dps cac free
=> mage qui rip

J'ai dit mage car c'est eux qui ont le plus grand nombre de dot, mais faut aussi compter les dots des alliés dps cac, tanks, healeurs...

Et si le tank/dps cac n'a pas 5-6 dot sur lui (de la science fiction).... osef, il a une voir plusieurs purge.

Alors que dans la "théorie" de War c'était plutôt:

Mage > tank
Tank > dps cac
Dps cac > Mage

Avec le patch les dps cac nous pourtreront encore plus, et maintenant, les tanks aussi! Oui car avec leur 1000+ en résist et 10K pdv , c'est pas super facile de les burst.

En gros l'escarmouche sera fait pour les tanks/dps cac, et les structures pour les mages. C'était déjà le cas? Oui, mais un mage pouvait quand même sortir sans être trop désavantagé.

Là je revis un petit peu le même délire que daoc, les mez et les aoedots. Au final => que des mages mono DD. C'est dommage (j'ai joué un thauma feu pendant 5 ans).

Mon analyse est semi apocalyptique.

Hed.
wé enfin bon si tu trouvais ca amusant d'ouvrir un mec root voila quoi , c'est un peux comme attacher quelqu'un a une chaise et lui mettre un tat de giffles !
sinon, si j'ai bien suivis, le patch mercredi donc?
Citation :
https://jolstatic.fr/upload/war/Site/Romeo/MythicEntertainment.jpg

Sur les forums IGN Vault, Mark Jacobs a annoncé la mise en place dès le 2 décembre (aux Etats-Unis) de la version 1.06, très dense, qui verra l'arrivée du Garde noir et du Chevalier du Soleil flamboyant pour ceux qui ont débloqué ces deux classes.
(vous n'y trouverez pas le patchnote traduit en français, on va attendre la traduction de GOA, demain sans doute ).
Citation :
Publié par Enetsylax
Je vois plus de up que de nerf sur le brise-boule moi perso
j sais pas vu que notre dps depend surtout de nos DOT , qui sont fortement influencé par notre grudge , ce nerf de la grudge vas faire qu on vas a mon avis trop souvent stagner autour de 50 / 80 pour peus qu on aide avec nos CC , et finelement on vas y perdre pas mal ...
d autant plus que ca rend désormais obligatoir la tactique qui genere de la grudge en tapant.. donc perso j y perd ma tactique +10% dps , perte grudge perte 10 % dps ... j vois pas ce qui vas rattraper ca... ah si les masses /lol
Coucou,

Citation :
Publié par Godart32/Dominik
C'est bien beau mais il est où notre dossier sur les Furies et les Cowboy ? §

Moi je l'ai déjà lu
Citation :
Publié par Shawz
wé enfin bon si tu trouvais ca amusant d'ouvrir un mec root voila quoi moi perso je trouve ça cool
Le root dure 10 sec. (quand il n'est pas purgé: 75% des cas)

Que fait le mage quand il a root, ben en général il recule.

Et en général il est quoi le mage? Snare.

Donc, il prend soit:

5 sec pour fuir et lance un voir deux sorts sur sa cible. Mais il sera resnare et au cac car il aura pas fuit très loin.

10 sec pour fuir. Sa cible sera deroot a la fin. Et si il commence a incanter.... une bolt a 3 sec.... il fera rien a un tank qui le retrouvera au cac! C'est pas vraiment ce que j'appelle "ouvrir" un tank.

Le root permettait de fuir, c'est tout.

Ca c'était le gros inc surprise du tank qu'on ne voit pas arriver. Si si, vous savez, les orques noirs... sont vraiment tous petits.

Dans l'hypothèse où tu vois un tank arriver tu le casts. Si t'es pas spé mono DD, tu mets des dot (et encore en mono DD y'a un dot qui debuff). Et tu sais au fond de toi que tu vas pas le mettre a 50% avant qu'il soit sur toi. Donc... que tu vas devoir le root.

Et bien là, tu vas éviter les dots et faire des dommages de baseline, qui feront rire ton agresseur ou tu iras te respec.

Hed.
En tout cas, pour tous ceux qui pensaient (ou pensent encore) que Mythic ne prend en compte que les retours US, j'ai trouvé ce post dans le thread pour la 1.06 sur les VNB :

Citation :
Publié par battlefield1228
Citation :
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"For anyone who wasn't able to test and read the test forums I just want to let you know that they pretty much just ignored all the feedback."
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/agree

here, I was a PTS shadow warrior tester, and they left a lot of stuff the same way..BROKEN...seriously I don't even know why they invite you to test out a patch, then the majority agree on feedback, and then it doesnt even get looked at, really waste of time, so disappointed.

SW Good luck with your stance issues, probably one of our biggest gripes.
Maybe they will look into it on the next expansion sometimes in 2009 that's if EA hasn't turned out the lights by then...
Oh joie, ils sont pas plus écoutés que nous apparemment
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