MMO Warhammer Online - Alterações no combate e todas as classes com a patch 1.0.5

Airsolo

Membro
Combat and Careers

General

  • 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 under each career’s section.
  • Unstoppable: Knockdowns will now be listed on all tooltips for this ability when applicable.
  • Point Blank will now correctly ignore Knockback and Knockdown immunity, as well as not trigger it.
  • Fixed assorted issues in which certain movement reductions/increases would stack, slowing or speeding targets more than intended. This also addresses cases in which snared players would find themselves essentially rooted when in lava.
  • Image Changing Rewards: A player’s illusion will now break upon using an ability in addition to breaking on damage.
  • Alter Fate: Tooltip should now display the correct values.
  • Misdirection: This ability should now play an effect on the caster while the ability is active, and play a brief effect on anyone damage by the effect.
  • Rampaging Siphon: Morale should now heal the group for each target hit, instead of only once.
  • Frenzied Slaughter, Force of Will, and Relentless Assault: These abilities will now play an effect when used.
  • Relentless Assault: This ability will no longer remove snares and roots.
  • Divine Protection should now list the amount of damage absorbed in the tooltip.
Renown Rewards
  • Mission Focused: This tactic should now provide the correct bonus while fighting around objectives.
  • Spiritual Refreshment: This ability should now show it’s bonus correctly in the Character Window.
Archmage

  • Prismatic shield: This ability will no longer fail if your defensive target is not a group member.
  • Transfer Force: The damage of this ability has been increased.
  • Hurried Restore: This tactic will now stun the caster when the resurrection spell is cast, instead of when it is accepted.
  • Healing Energy: Contribution from stats has been reduced to bring the ability in line with our design goals.
  • Drain Magic: This ability will now increase in potency with High Magic.
  • Balanced Mending: The HoT portion of Healing Energy will now benefit from this tactic.
  • Radiant Lance: This ability will now reliably consume high magic.
  • 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.
  • 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.
  • Transfer Force: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • 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.
  • 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.
  • Lambent Aura: Duration has been increased to 24 seconds, amount healed over this duration remains the same.
Black Orc

  • 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 you will not have to recast a War Bellow after respawning or being resurrected.
  • Trip Em Up: The snare from this ability will no longer stack with other snares. Also, the damage has been reduced but no longer occurs over time. The AP cost has increased and the reuse timer has been removed.
  • Da Big Un: The damage of this spell has increased, and its radius reduced.
  • Skull Thumper: This ability now adds an effect that deals additional damage to the target whenever they are critically hit.
  • Right in da Jibblies: The reuse timer of this ability has been lowered.
  • Follow me Lead: The Toughness buff given to the defensive target should now work correctly.
  • Juggernaut: This ability is now available at rank 12.
  • Guard: This ability should no longer attempt to work on players outside of your group.
  • Rock 'Ard: This ability now starts a Plan chain.
Bright Wizard

  • 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!
  • Flame Breath: Affected targets will now properly receive a debuff icon.
  • Explosive Force: The damage done to the targets around the caster is now defendable.
  • Fiery Blast: The tooltip now displays the correct damage and radius. In addition, this ability now builds the correct amount of combustion.
  • Scorched Earth: This ability now builds 10 combustion.
  • Playing with Fire: The damage from this ability is only triggered when the affected player casts a direct heal and cannot do critical damage.
  • Detonate: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
  • Combustion will no longer start to fade away if you continue casting spells after hitting 100.
  • Fire Cage: This ability’s cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.
  • Pyroclastic Surge: This ability is now available at rank 10.
  • Scorched Earth: The ability should now have the correct cooldown.
  • Ignite: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Boiling Blood: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Detonate: 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.
  • Flame Breath: 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.
  • Spreading Flames: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Backdraft: 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.
Chosen

  • 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!
  • Suppression: The parry buff from this ability should no longer stack with itself.
  • Mixed Defenses: The tooltip for this ability should now display proper values.
  • Juggernaut: This ability is now available at rank 12.
  • Guard: This ability should no longer attempt to work on players outside of your group.
  • 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.
Disciple
  • All Covenants will now persist through the Disciple's death. This means that you will not have to recast a Covenant after respawning or being resurrected.
  • Covenant of Tenacity: Fixed a bug that made the radius of this ability much too small.
  • Covenant of Vitality: Fixed a bug that caused the healing portion of the lifetap to always heal the Disciple, instead of the player who procced the damage.
  • Covenant of Vitality: The damage of this ability has increased.
  • Consume Essence: The damage of this ability has increased.
  • Transfer Essence: The damage of this ability has increased.
  • Restore Essence: The stat contribution has been fixed. This ability was previously receiving more stat benefits than intended.
  • Bloodthirst: The snare component for this ability has been removed, and damage has been increased.
  • 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.
  • 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.
  • Soul Infusion: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.
Engineer

  • 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!
  • Flak Jacket: Magic Damage will no longer reduce Armor counters.
  • Steam Vent: Newly created Engineers will no longer show this ability as being trainable at Ranks 15 and 21.
  • Gun Blast: The damage of this ability has increased.
  • Field Repair: Cost, range and cooldown increased, now instantly restores health instead of being a channel.
  • Incendiary Rounds: The damage and cost of this ability have increased.
  • Friction Burn: The damage and cost of this ability have increased.
  • Fragmentation Grenade: The damage and cost of this ability have increased.
  • Signal Flare: The damage and cost of this ability has increased, and its reuse reduced.
  • Penetrating Round: The damage of this ability has increased.
  • Focus Fire: The damage of this ability has increased.
  • Firebomb: The damage of this ability has increased.
  • Self Destruct: This ability has had its cost removed, the reuse timer has been increased significantly, and now deals damage in addition to knocking down.
  • All Turrets: Gun, Flame and Bombardment Turrets have had their cost greatly reduced and their auto attack damage greatly increased. In addition they are now core abilities and will match the level of the player’s rank when summoned.
  • Pet Ability - Penetrating Round: Damage Increased, now considered a Path of the Rifleman ability.
  • Pet Ability - Machine Gun: Now considered a Path of the Rifleman ability.
  • Pet Ability - High Explosive Grenade: Damage and build time increased, reuse reduced, now considered a Path of the Grenadier ability.
  • Pet Ability - Shock Grenade: Damage and reuse increased, build time reduced, now considered a Path of the Grenadier ability.
  • Pet Ability - Flamethrower: Now considered a Path of the Tinkerer ability.
  • Pet Ability Steam Vent: Now considered a Path of the Tinkerer ability.
  • Electromagnet: This ability has undergone significant changes. The cost of the ability has been significantly reduce while the cooldown has been increased. In addition the build time has been increased,the ability can no longer be cast on the move, and the maximum number of targets affected by this ability has been decreased and it can now be defended against. Lastly this ability will grant immunity to knockback effects.
  • Barbed Wire: This abilities cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.
  • Hip Shot: This ability is now available at rank 10.
  • Friction Burn: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time 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.
  • Incendiary Rounds: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Fragmentation 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.
  • Signal Flare: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
  • 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.
  • 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.
  • 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.
  • 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.
  • Blunderbuss Blast: This ability now has the correct cooldown.
  • Fragmentation Grenade: This ability now does the correct amount of damage.
Ironbreaker

  • 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!
  • Shield of Reprisal: This ability will no longer knock down Unstoppable targets.
  • Guarded Attack: This ability’s Oathfriend buff will no longer stack with other,
    more powerful Armor buffs.
  • Punishing Knock: Targets will now actually fall down after being hit by this ability.
  • Avenging the Debt: This ability’s damage has been increased.The rate in which Grudge is lost has been changed. Grudge will now start decaying 10 seconds after you stop building Grudge. It will decay at 10 Grudge every second.
  • The rate in which Grudge is lost has been changed. Grudge will now start decaying 10 seconds after you stop building Grudge. It will decay at 10 Grudge every second. This is the same mechanic that is used for the Bright Wizard's "Combustion" mechanic. Grudge will still be gained at 5 Grudge per hit except in the case of more than 3 attackers all hitting the Ironbreaker simultaneously, in which case the Grudge gained will be slightly reduced.The rate in which Grudge is generated has been changed. If the Ironbreaker is at 0-30 Grudge, the Ironbreaker will gain 5 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 31-60 Grudge, the Ironbreaker will gain 3 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 61-100 Grudge, the Ironbreaker will gain 1 Grudge every time the Oath Friend is attacked.
  • Oath Friend: The rate in which Grudge is generated from the Oath Friend ability has been changed. If the Ironbreaker is at 0-30 Grudge, the Ironbreaker will gain 5 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 31-60 Grudge, the Ironbreaker will gain 3 Grudges every time the Oath Friend is attacked. If the Ironbreaker is at 61-100 Grudge, the Ironbreaker will gain 1 Grudge every time the Oath Friend is attacked.
    [*]
    Oath Friend: The cooldown for this ability has been changed to 1.5 seconds.
  • Juggernaut: This ability is now available at Rank 12.
  • Guard: This ability should no longer attempt to work on players outside of your group.
  • 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.
  • Stone Breaker: This ability will no longer be considered a Blessing.
  • Inspiring Attack: The Strength and Willpower bonus from Inspiring Attack will no longer stack with the bonuses from other Ironbreakers. Players will only receive whichever bonus is most powerful.
  • Ironbreakers may now use Hammers.
Magus

  • 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!
  • Daemonic Armor: Magic Damage will no longer reduce Armor counters.
  • Summon Blue Horror: Opponents must now be close to the Blue horror to melee it.
  • Wither Soul: The ability tooltip has been corrected and no longer gives the false impression that % debuff was scaling.
  • Warping Blast, Dissolving Mist: These abilities now display the correct icon.
  • Infernal Blast: The damage and cost of this ability has increased.
  • Baleful Transmogrification: The damage and cost of this ability has increased.
  • Pandemonium: The damage and cost of this ability has increased.
  • Wither Soul: The damage and cost of this ability has increased.
  • Rend Winds: The damage and cost of this ability has increased.
  • Strengthen Thrall: This ability’s cost, range and cooldown timer have been increased. In addition, it now instantly restores health instead of being a channeled ability.
  • Instability: The cost of this ability has been removed, its reuse timer has been increased significantly, and it now knocks down the target instead of draining Action Points.
  • Flamer, Blue Horror, and Pink Horror of Tzeentch: These abilities have had their cost greatly reduced and their auto attack damage greatly increased. In addition, they are now core abilities and the demons will match the level of the player’s rank when summoned.
  • Pet Ability - Flames of Change: Reuse time reduced, now considered a Path of Changing ability.
  • Pet Ability - Flame of Tzeentch: Reuse time and channel duration reduced, damage increased, now considered a Path of Changing ability.
  • Pet Ability - Coruscating Energy: Damage reduced, now considered a Path of Daemonology ability.
  • Pet Ability - Warping Energy: Now considered a Path of Daemonology ability.
  • Pet Ability Daemonic - Consumption: Build time increased, now considered a Path of Havoc ability.
  • Pet Ability - Daemonic Fire: Build time and damage increased, now considered a Path of Havoc ability.
  • Chaotic Rift: This ability has undergone significant changes. The cost of the ability has been significantly reduced and its cooldown has been increased. In addition, the build time has been increased. The ability can no longer be cast on the move, the maximum number of targets affected by this ability has been decreased, and it can now be defended against. Lastly, this ability will also grant immunity to knockback effects.
  • Tzeentch's Grasp: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.
  • Move Surging Violet Fire: This ability is now available at at rank 10.
  • Infernal Blast: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • 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.
  • Baleful Transmogrification: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Pandemonium: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Withered Soul: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • 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.
  • 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.
  • 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.
  • 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.
  • Demonic Consumption: 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.
  • Flames of Change: 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.
Marauder

  • Tainted Claw: This ability will now be increased in duration by Ailments, not Cripples.
  • 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.
  • 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.
  • 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 affects the Marauder.
Rune Priest

  • Blessing of Valaya: This ability will no longer fail to cast if you don’t have line of sight to your defensive target.
  • Rune of Fortune: The damage of this ability has increased.
  • Rune of Fate: The damage of this ability has increased.
  • Rune of Mending: Stat contribution fixed. This ability was previously receiving more stat benefits than intended.
  • Oath Rune of Sanctuary: This ability will now be affected by the anti-resurrection aura.
  • 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 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.
  • 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.
  • Rune of Fate: 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 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 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.
  • 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.
  • Oath Rune of Power: Now also increases the target’s Ballistic Skill.
  • Rune Of Regeneration: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.
Shadow Warrior
  • 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!
  • Festering Arrow: The hotkey for this ability will no longer light up when in Assault Stance.
  • Hunter’s Fervor: The radius has been increased to match similar group based effects.
  • Acid Arrow: Buff Icon will now state the actual number that the armor is debuffed, instead of percent.
  • All stance abilities will now persist through death.
  • Skirmish Stance: The buff granted to the Shadow Warrior when in Skirmish Stance will now allow ranged autoattack to fire while moving.
  • Vengeance of the Nagarythe: The cooldown of this ability has been reduced.
  • Assault Stance: This ability has been given an added benefit. While the Shadow Warrior is in Assault stance, all +Balistic Skill benefits provided by items will be considered +Strength as well.
  • Broadhead Arrow: The damage of this ability has increased.
  • Acid Arrow: The damage of this ability has increased.
  • Takedown: The damage of this ability has increased.
  • Spiral Fletched Arrow: The damage of this ability has increased.
  • Flame Arrow: The damage of this ability has increased.
  • Rapid Fire: The damage of this ability has increased.
  • Eye Shot: The damage of this ability has increased.
  • Throat Shot: The damage of this ability has increased.
  • Glass Arrow: The damage of this ability has increased.
  • Festering Arrow: The damage of this ability has increased.
  • Fell the Weak: The damage of this ability has increased.
  • Shadow Sting: The damage of this ability has increased.
  • Flanking Shot: The damage of this ability has increased.
  • Whirling Pin: The cost of this ability has decreased, the cooldown has increased, and the ability is now available at rank 12.
  • Vengeance of Nagarythe: This ability is now available at rank 10.
  • Broadhead Arrow: 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.
  • Flame Arrow: 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.
  • Glass Arrow: 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.
  • Shadow Sting: 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.
Shaman

  • Gork’ll Fix It: The buff icon for this ability will now state that the ability is healing you, instead of damaging you.
  • Greener ‘n Cleaner: This abilty will now properly remove effects from allies.
  • Ere We Go!: The tooltip for this ability will now list the duration of the effect.
  • Bleed fer Me: : The damage of this ability has increased.
  • Dat Makes Me Dizzy: This tactic will now stun the caster when the resurrect is cast, instead of when it is accepted. In addition, when this tactic is equipped, Shrug it Off will now work properly.
  • Gork’ll Fix It: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
  • 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.
  • Bleed Fer me: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Ere’ We Goes Again: Duration of Ere’ We Go will no longer be reduced with this tactic equipped.
  • Brain Bursta: This ability will now reliably consume Waaagh!
  • Shrug it Off: This ability will no longer work in anti-resurrect areas.
  • 'Ey, Quit Bleedin': The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.
Sorcerer

  • 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!
  • Surging Pain: This ability now builds 10 combustion.
  • Triumphant Blasting: Players knocked back by this ability will now correctly be provided knockback immunity.
  • Grip of Fear: The cost of this abiltiy has decreased, the cooldown has increased, and the ability is now available at rank 12.
  • Arctic Blast: This ability is now available at rank 10.
  • Piercing Shadows: The damage done to targets around the caster is now defendable.
  • Chillwind: 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.
  • Word of Pain: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Ice Spikes: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Gloom of Night: 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.
  • Absorb Vitality: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
Squig Herder

  • 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!
  • Ard Noggin: The cooldown for this ability has been removed.
  • 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 autoattack to fire while moving.
  • What Blocka?: This ability is now defendable, and now reduces the target’s armor and block chance.
  • Plink: The Action Point cost and damage for this ability have been increased.
  • Stabbity: The Action Point cost and damage for this ability have been increased.
  • Run ‘n Shoot: The Action Point cost for this ability has been reduced.
  • Squig Armor: While in Squig Armor, the Squig Herder’s Ballistic Skill from items is now converted into Strength.
  • Ard Noggin: The damage of this ability has increased.
  • All pets will now summon at the same level as the Squig Herder’s rank.
  • Pet Ability “Poisoned Spine:” This ability now fires properly and its damage has been increased.
  • Pet Ability “Goop Shootin:” The damage of this ability has increased.
  • Yer’ Bleedin: The damage of this ability has increased.
  • Stop Runnin!: The damage of this ability has increased.
  • Run ‘n Shoot: The damage of this ability has increased.
  • Explodin’ Arrer: The damage of this ability has increased.
  • Lots o’ Arrers: The damage of this ability has increased.
  • Not So Fast!: The damage of this ability has increased.
  • Choking Arrer: The damage of this ability has increased.
  • Finish Em Off: The damage of this ability has increased.
  • Shrapnel Arrer: The damage of this ability has increased.
  • Rotten Arrer: The damage of this ability has increased.
  • Behind Ya!: The damage of this ability has increased.
  • Sticky Squigz: The cost has been decreased, the cooldown has been increased and the ability is now available at rank 12.
  • Squig Frenzy: This ability is now available at rank 10.
  • Yer Bleedin' : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • 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.
  • Explodin Arrer : 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.
  • 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.
  • Shrapnel Arrer : The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Rotten Arrer : 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.
  • 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.
  • Poisoned Spine : The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
Swordmaster


  • 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 you will not have to recast an Enchant after respawning or being resurrected.
  • Heaven's Blade: This ability now reduces resists by the correct amount and will display as a debuff.
  • Graceful Strike: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
  • Nature's Blade: The proc from this ability now has new art for its area effect.
  • 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.
  • Quick Incision: The cost has of this ability been increased, its cooldown timer has been removed, and its damage has been changed to apply instantly instead of over time.
  • Wrath of Hoeth: The cost of this abilty has been increased, it has been changed to an Improved Balance attack, and its radius has decreased.
  • Blurring Shock: This ability now applies an effect on the target for the next 10s: whenever they are critically hit they take additional damage.
  • Phoenix Wing: This ability no longer adds additional hate. Its damage has been increased, and its radius has been increased.
  • Crushing Advance: The damage of this abilty has increased, its reuse has increased, and this ability now adds 10% to the Swordmaster’s block instead of increasing the current value by 10%.
  • Protection of Hoeth: This abilty has been changed to an Open Balance attack, its reuse has been decreased, and its absorb effect has been decreased.
  • Juggernaut: This ability is now available at rank 12.
  • Guard: This ability should no longer attempt to work on players outside of the Swordmaster’s group.
  • Graceful Strike: 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.
Warrior Priest


  • 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.
  • Prayer of Absolution: Fixed a bug that made the actual range much shorter than the range listed in the tooltip. The range has been increased to match the tooltip value.
  • Soulfire: This ability’s tooltip will now state that the effect is a Curse, instead of a Cripple.
  • Divine Strike: The damage of this ability has increased.
  • Sigmar’s Radiance: The damage of this ability has increased.
  • Prayer of Righteousness: The buff window tooltip for this ability will now display correctly.
  • Divine Aid: The stat contribution for this ability has been fixed. This was previously receiving more stat benefits than intended.
  • Prayer of Devotion: The health gained when this ability triggers has increased.
  • 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.
  • Healing Hand: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.
White Lion

  • All Training buffs now persist through the White Lion's death. This means that the White Lion will not have to recast a Training after respawning or being resurrected.
  • Blindside: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
  • Pet ability Gut Ripper: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
  • Cleave Limb: This ability now snares the target for 10-seconds. The ability no longer reduces auto attack speed.
  • Pet Ability “Bite:” The damage of this ability has increased.
  • Pet Ability “Claw Sweep:” The damage of this ability has increased.
  • Pet Ability “Shred:” The damage of this ability has increased.
  • Pet Ability “Leg Tear:” The duration has decreased on the Damage over Time aspect of this ability.
  • Pet Ability “Fang and Claw:” The damage of this ability has increased.
  • Pet Ability “Maul:” The damage of this ability has decreased and its reuse timer has been decreased.
  • Pet Ability “Gut Ripper:” This ability’s reuse timer is now 20 seconds.
  • The White Lion pet’s auto attack damage has been given a substantial increase.
  • Pack Assault: Fixed a bug that prevented the initial damage of this ability from being displayed to the player.
  • 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.
  • 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.
  • 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.
  • Leg Tear: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • Gut Rip: The amount that stats contribute to the damage of this ability has been decreased to make it consistent with other damage over time abilities.
Witch Elf

  • 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.
  • 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.
  • 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.
  • Elixir of Insane Power: The benefit of this ability has been reduced. The Witch Elf’s attacks will now ignore 50% of her target’s armor.
Witch Hunter

  • 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!
  • Repel Blasphemy: This self-buff is now right click removable.
  • Blessed Bullets of Cleansings: The damage of this ability has increased and the amount of Action Points stolen has been increased. This ability is now available at rank 35.
  • Blessed Bullets of Confession: The damage of this ability has increased, and this ability is now available at rank 9.
  • Blessed Bullets of Purity: The damage of this ability has increased, and this ability is now available at rank 4.
  • 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.
  • Sanctified Bullets: This tactic has been adjusted so that Blessed Bullets of Purity will now heal for 50% of the damage they cause.
  • Fervor: Fixed a bug in which this ability was receiving double stat contribution on the direct damage portion of the ability.
  • Sweeping Strikes: This tactic will now correctly affect two other targets.
  • Emperor’s Commendation: This ability now triggers off of from-stealth openers.
  • Fervor: The amount that stats contribute to the damage of this ability has been increased to make it consistent with other damage over time abilities.
  • 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.
  • 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.
  • Seal of Destruction: The Witch Hunter’s attacks will now ignore 50% of his or her target’s armor.
Zealot


  • Endless Gifts: This ability will no longer affect Winds of Insanity.
  • Boon of Tzeentch: The damage of this ability has increased.
  • Dark Medicine: The stat contribution for this ability has been fixed; it was previously receiving more stat benefits than intended.
  • Manipulation: This ability will no longer trigger if the target of the heal is already at full health.
  • Mark of Remaking: This ability will now be affected by the anti-resurrection aura.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • 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.
  • Mark of Daemonic Fury: This ability now also increases the target’s Ballistic Skill.
  • Tzeentch's Cordial: The duration of this ability has been increased to 24 seconds, and the overall amount healed over this duration remains the same.
 
Isso já não está actualizado. Algumas classes já sofreram outras mudanças depois dessas notas serem postadas.

Os bright wizard/Sorceress vão ter menos crit chance da combustion/dark magic.

Os iron breakers sofreram alterações ao nivel do grudge.

Os healer ficaram com os casts de 3 segundos em 2,5 segundos (não sei detalhes ao certo).

Houve alterações no Black Orc também.
 
O patch 1.0.4b que vai ser applicado esta semana:
http://decadence.maisforum.com/warhammer-news-f25/patch-104b-arrives-11-11-2008-t318.htm#1100

Também trás algo de muito positivo, nomeadamente:


  • To promote population balance among the various scenarios, we have added a feature that reduces the number of times a specific scenario can launch in a short period of time. This will give scenarios which are launched less frequently an opportunity to catch up in the queue population and launch more often.

Ou seja parece que finalmente vamos desenjoar de jogar sempre o mesmo cenário.
 
Esqueci-me de dizer que no que toca ao balance das classes este patch está a ser muito mal recebido nos servers americanos.

Não sei se sabem mas os americanos agora têm um PTS (public test server) onde podem experimentar os patchs ainda antes de eles serem lançados. Nós na europa não temos, ainda não sei bem porquê mas acho que é porque o nosso dinheiro vale menos ou somos considerados cidadãos de 2ª, mas ainda vou confirmar isso.

Ou seja estamos (jogadores europeus) com as nossas chars nas mãos dos americanos. Porque o que eles acharem do patch vai decidir como ele é lançado no jogo.

Tem havido muitas queixas sobre várias classes:
Pelo que tenho lido os bright wizards e sorcerers fazem agora muito menos dano e morrem em 3, 4 segundos mesmo com um healer a curar (resultado de terem nerfado os Hots - heal over time).
Todos os healers sem excepção se estão a queixar.
Os Engineers e Magus parece que agora estão no topo da cadeia alimentar porque são os que fazem mais dano em todos os scenarios.
O Black Orc está quase obsoleto porque morre rapidissimo e lhe falta outras caracteristicas importantes a um tank que os outros têm.
Os squig herders apesar do boost de damage que receberam estão na mesma. Não fazem nem mais nem menos damage e continuam com broken abilities.
Entre outras queixas de outras classes.

A palavra que se tem espalhado é que este patch que vinha balancear as classes fez pior do que melhor. Ainda não foi lançado e pode sofrer alterações mas o futuro de muitas classes avizinha-se negro.

Eu ainda não experimentei o patch à semelhança de muitos jogadores europeus e vou esperar para experimentar. Mas se as coisas forem como se diz vou pensar seriamente em abandonar o jogo.

Adoro o Warhammer, divirto-me imenso a jogar e escolhi a classe que escolhi devido à sua mecânica e porque gosto de ser um puro dps (escolhi ainda antes de se falar sequer em OP. Jogo desde a beta). Ora uma classe que é suposto ser um glass cannon, que vê o seu dps reduzido, tem poucas ferramentas de sobrevivência e acima de tudo consegue matar-se a ela própria é completamente inutil em relação a outras classes e é só uma questão de tempo até os healers perceberem que não vale apena curarem-nos.

Como não estou com vontade de evoluir uma nova personagem e investir o tempo que já investi nesta vou considerar a opção de abandonar o jogo e esperar por dias melhores (se o patch vier como está).

Não queria ( e sei que os amantes do wow vão-se rejubilar a ouvir isto), mas a velha frase do "cancelei e vou voltar para o wow" pode ser uma realidade para mim nos próximos tempos...infelizmente.
 
O patch 1.0.4b que vai ser applicado esta semana:
http://decadence.maisforum.com/warhammer-news-f25/patch-104b-arrives-11-11-2008-t318.htm#1100

Também trás algo de muito positivo, nomeadamente:


  • To promote population balance among the various scenarios, we have added a feature that reduces the number of times a specific scenario can launch in a short period of time. This will give scenarios which are launched less frequently an opportunity to catch up in the queue population and launch more often.
Ou seja parece que finalmente vamos desenjoar de jogar sempre o mesmo cenário.

Parece que não. Porque toda a gente diz que isso não está a funcionar e continuam a aparecer os mesmos scenarios over and over.
 
Estas foram as notas k sairam ate dia 6 de novembro estão em test server...
Certamente estam constamtemente a sofrer alterações, espero k vão surtir algum resultado...
Tava era a espera de mais endgame com a patch 1.0.5 :confused:
 
Estas foram as notas k sairam ate dia 6 de novembro estão em test server...
Certamente estam constamtemente a sofrer alterações, espero k vão surtir algum resultado...
Tava era a espera de mais endgame com a patch 1.0.5 :confused:

Não trouxe mais end-game e acima de tudo está bugado. Os controlos das zonas estão cheios de bugs e estão a provocar CTD assim do nada.

A Mythic está a cair num enorme erro. Está a prestar demasiada atenção aos whiners e não se está a focar no que devia.

Balançar as classes era fácil. Baixavam o dps geral dum bright wizard e sorcereress e já estava. Simples. Ficava tudo satisfeito. Corrigiam os bugs de animações, as skills que não funcionam, etc e pronto. Está feito o patch de careers.

Ao invés eles preferem ouvir whines de toda a gente. Fazem alterações substânciais em TODAS as classes e depois resulta numa falta de balanço ainda maior que é o que está a acontecer no PTS. Estão a tentar balancear as classes como no wow (1vs1) quando neste jogo pelas suas caracteristicas não é suposto isso acontecer.

Sendo assim não estão a dar atenção a outras coisas bem mais importantes como o open rvr quase morto em T4 devido aos scenarios e os outros bugs todos inerentes ao open rvr.

E depois com isto tudo ainda vemos o Mark Jacobs a dizer que o patch 1.3 (sim, 2 patches depois do 1.1) vai ser espectacular e que nos vai surpreender (parece que ele já viu uma preview). O patch 1.1 ainda nem saiu e já está a falar do patch 1.3 quando tem uma catrefada de tralha pra resolver no jogo.

Não estou a gostar mesmo nada da direcção que isto está a levar. Comprei o cartão de subscrição outro dia mas ainda nem o usei. Estou a ver se é dada a palavra final em relação a este novo patch para ver se o activo ou não.
 
Beta server, é mesmo para descobrir os bugs.
deixa ver como sai no final. Eles redesenharam vários aspectos e mecânicas de jogo é natural que tenhamos bugs.
O importante é sair tudo direitinho quando vier para os public servers.

Deixa ver o que vem ai. Quando ao nerf do DPS dos casters.. ainda não é final mas o dano dos BW e socc é xuladissimo. Magus, squig, shadow warrior, eng necessitavam de ficar equilibrados em DPS se não acontece como agora que vamos a T1 é só BW e Socc. Na Destruction quase não temos Squigs nem Magus :(
 
É esperar para ver o que esta patch vai dar. Já no WoW era assim. Quando alguma patch com muitas mudanças é anunciada, cria-se logo o caos entre os jogadores e ficam logo todos "omg estao-me a nerfar a class" etc e tal, mas depois basta so adaptarem-se as mudanças e passado algum tempo já nem dão por elas.

Eu sou sorceress e por exemplo a descida do crit rate certamente que me vai penalizar, mas paciencia, só tenho de me adaptar à nova realidade. Não vou deixar de jogar ou mudar de char por causa de 1 nerf.

Quanto ao end-game, que tipo de end-game te referes Evenstar?

Controlar uma zona n é facil. No karak-hirn nos ultimos 2 dias (primeiro dia a dest, no segundo a order) tentaram
"lockar" Thunder mountain e viu-se que n era facil. Ontem cerca de umas 2 warbands de cada lado tiveram a porrada em thunder mountain desde as 9 da noite até as 2 da manha que foi quando a dest consegui recuperar TM. E isto tem sido praticamente assim todos os dias, pelo menos no meu server. Só não faz orvr quem ta afk na cidade. Por isso dizeres que não há orvr não corresponde à verdade.
 
Beta server, é mesmo para descobrir os bugs.
deixa ver como sai no final. Eles redesenharam vários aspectos e mecânicas de jogo é natural que tenhamos bugs.
O importante é sair tudo direitinho quando vier para os public servers.

Deixa ver o que vem ai. Quando ao nerf do DPS dos casters.. ainda não é final mas o dano dos BW e socc é xuladissimo. Magus, squig, shadow warrior, eng necessitavam de ficar equilibrados em DPS se não acontece como agora que vamos a T1 é só BW e Socc. Na Destruction quase não temos Squigs nem Magus :(

O problema é esse mesmo. É que toda a gente acha que o seu dps devia ser igual ao do BW e sorc. Mas na realidade não devia. Confesso que o dps dos BW e Sorc está alto demais mas tem de ser sempre superior ao de qualquer outra classe no jogo. Nós é que somos o Glass Cannon. Fazemos muito dps mas morremos muito rapidamente. Eu adicionei um addon que contabiliza todo o dano que eu faço e isto inclui o dano próprio.

Podes não acreditar mas por scenario faço quase tanto dano a mim próprio como faço aos outros. A diferença normalmente situa-se em 10k damage a mais nos outros. Faço e média 80k dano em scenarios e 65k/75k a mim mesmo porque se não tenho a combustion alta o nosso dps é para rir. Sabes o que isto significa? Que sem um pocket healer as minhas hipoteses de sobrevivencia são quase nulas. Agora com o nerf aos hots imagina com isto está.

Querem ter dano igual aos BW's e Sorcs? Muito bem retirem-nos o backlash provocado pela combustion e dark magic e eu calo-me.

Se poem o dano de todos os outros rdps igual ao bright wizard e sorcs para que servimos nós? Se só damos trabalho aos healers porque nos batemos a nós próprios? BW's e Sorcs são nukers puros e duros. Magus, eng, squigs e SW são utility classes.

No próprio manual do jogo diz " BW's e Sorcs têm as magias mais poderosas de todos". BW's e Sorcs têm de continuar a estar no topo dos dps charts porque é só isso que eles fazem. Não servem para mais nada. Não temos segunda escolha: ser classes util, ser healer, ser range ou melee. Somos range dps seja qual for a path que escolhamos. Morremos rápido (muito rápido) fazemos dano a nós próprios por isso temos de fazer mais dano que todos os outros.
 
É esperar para ver o que esta patch vai dar. Já no WoW era assim. Quando alguma patch com muitas mudanças é anunciada, cria-se logo o caos entre os jogadores e ficam logo todos "omg estao-me a nerfar a class" etc e tal, mas depois basta so adaptarem-se as mudanças e passado algum tempo já nem dão por elas.

Eu sou sorceress e por exemplo a descida do crit rate certamente que me vai penalizar, mas paciencia, só tenho de me adaptar à nova realidade. Não vou deixar de jogar ou mudar de char por causa de 1 nerf.

Quanto ao end-game, que tipo de end-game te referes Evenstar?

Controlar uma zona n é facil. No karak-hirn nos ultimos 2 dias (primeiro dia a dest, no segundo a order) tentaram
"lockar" Thunder mountain e viu-se que n era facil. Ontem cerca de umas 2 warbands de cada lado tiveram a porrada em thunder mountain desde as 9 da noite até as 2 da manha que foi quando a dest consegui recuperar TM. E isto tem sido praticamente assim todos os dias, pelo menos no meu server. Só não faz orvr quem ta afk na cidade. Por isso dizeres que não há orvr não corresponde à verdade.

Eu nunca abandonei um jogo por causa dum nerf. E sim joguei wow também. Mas depois de ver tanto post a whinar à cerca dos BW's sem razão nenhuma (porque as pessoas julgam que estão a ser mortas por um bw quando na realidade são mais 3 ou 4 lá atrás a nukar) e vejo a mythic a conceder os desejos dessas pessoas deixa-me preocupado. Especialmente depois do que se passou no Daoc onde aconteceu o mesmo e foram anos até a mythic ter percebido que os nerfs que tinha feito em certas classes estavam mal.

Eu não vou esperar anos até perceberem que o nerf aos BW's e Sorcs é errado. Há milhares de jogadores a dizer o mesmo. Alguns nem são bw nem sorc. Por isso este patch vai ditar o meu futuro neste jogo.

O end-game de que falo é exactamente do inicio do end-game. Estão a existir inumeros bugs no lock de zonas que fazem reset à toa, provocam CTD's e depois quando chegam foram reset e o pessoal perde lá horas para depois ver ir tudo pelo cano abaixo.

E ainda bem que no teu server há open rvr porque na maior parte dos servers os lvl 40's andam todos nos scenarios porque rende mais renown em menos tempo. E o que não falta por aí em forums internacionais é posts de pessoas a dizer que os scenarios estão a matar o tier 4 open rvr.
 
Última edição:
E ainda bem que no teu server há open rvr porque na maior parte dos servers os lvl 40's andam todos nos scenarios porque rende mais renown em menos tempo. E o que não falta por aí em forums internacionais é posts de pessoas a dizer que os scenarios estão a matar o tier 4 open rvr.

Pois. Isso tambem acontecia no karak-hirn até que o pessoal, aqueles que chegaram primeiro a 40, começou a ganhar muito pouca renown porque os rank 30's já não dão renown de jeito. Passaram logo a fazer mais orvr que dá bem mais renown. No meu caso ganho uns 400-500 renown no maximo por cada cenario de 15 min. Um Objectivo da 1000 em 3-4 minutos :S
 
Neste momento tenho o meu bw parado em r28 rr 28 e assim vai ficar até sair o patch 1.0.5. Depois de jogar esse patch decido se continuo a jogar com o bw ou se o arrumo para o lado. Entretanto estou a levelar um chosen porque os tanks são a classes que mais gosto a seguir aos rdps. Mas este é só mesmo para pve e nem sequer vou tocar em pvp. Estou a queimar tempo para ver como o jogo fica até à saida do patch 1.1.

Mas de momento eu e outros milhares de jogadores não estamos a gostar nada do rumo das coisas no WAR.
 
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