non ci cagano di striscio pd
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col leone stanno esagerando, temo un super nerf appena si rendono conto di cosa stanno creando...
Word of Pain era così op che adesso toglierà solo un terzo della volontà di prima, ma era davvero così sgravo prima? :sneer:
Se solo il leone ubbidisse subito ai comandi e non quando gli pare... e fosse in grado di muoversi per il mondo senza incastrarsi nei sassolini... son 3 patch che dicono che han risolto, a me sembra peggiori sempre più.:ach:
concordo..io sto aspettando di provare il knight...poi deciderò cosa fare del leone..non ho ancroa letto cosa fanno con la nuova patch però..Quote:
al momento lo trovo un po' tanto dipendente dal pet..che (sarò io scarso ad usarlo) mi va sempre per i cazzi suoi o perlomeno ne ha sempre una.
ma quanto è figo pazzo che cita sempre cento spell a post tutte in inglese:sneer:
e tutti che fan finta di capire di che cazzo parla no? :p
E' che spesso il pet è più skillato del suo padrone, gli porta pure i nemici quando l'elfo non riesce a raggiungerli, mannaggiallui :elfhat:Quote:
Sto facendo T4 e a me il WL fa paura.. anche senza il pet tira delle bordate mica da ridere.. e non mi pare fragile.
il WL è stata (forse è ancora) una delle classi + sottovalutate al lancio
fa un danno assurdo mortacci sua (e il fetch/tendril è una delle skill + insensate del gioco, insieme a magnet/rift -.-)
concordo, nn ho letto tutte le notes della patch ma se gli nerfano il gancio, sono felice
Fondamentalmente in sta patch gli boostano ulteriormente il danno, gli danno uno snare da pg e non piu dal pet e fixano il fatto che potevi usare paunce anche su oggetti, non solo su nemici.
Ora.. a me lo snare fa un sacco piacere ma al WL potevi dire tutto tranne che non aveva modi per stare incollato al suo targhet.. quindi boh.. renderla una classe da bimbominchia proprio non ha senso, e alzargli ulteriormente il danno significa darzi la zappa sui piedi xchè ai primi whine dovrano riabbassarlo al 99%. Probabilmente queste modifiche sono dovute al fatto che 1 WL su 500 sa giocarlo come va giocato e di questi 1 su 100 è equippato abbastanza bene xchè si "senta" la differenza, ma non esiste confronto con nessun altro melee dps, WH inclusi.
...
Anche lui ti vuole BBBBene ladrinu :sneer:
Non e` che qualcuno le copiaincolla che non mi apre il sito ...
general fino ad Ib prossimo post continua
SpoilerThe 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!!!
Update - 6:40AM EST: The Shaman notes under Combat and Careers have been updated.
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.
Archmage
* 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.
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 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.
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!
* 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.
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!
* 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.
disciple
* 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.
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!
* 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.
iron braker
* 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.