praegune kellaaeg 25.06.2025 00:37:56
|
Hinnavaatlus
:: Foorum
:: Uudised
:: Ärifoorumid
:: HV F1 ennustusvõistlus
:: Pangalink
:: Telekavad
:: HV toote otsing
|
|
autor |
|
Timberg
ööKARU

liitunud: 27.06.2003
|
27.11.2008 14:53:24
|
|
|
Scart kirjutas: |
Grindida 8 tundi nonstop Scenariot, et saada lvl20 |
Scart millest sa räägid? Mis 8 tundi nonstop grind? Kes käsib scenariot teha? Kes käsib mängida? Kes keelab PVE'ga tegelemisest, pq'de "grindimisest", questide tegemisest, instade tegemisest, openrvr'iga tegemisest?
Pealegi.. 8 tundi päevas mängida, sellist privileegi paljudel ei ole. Üpris utoopiline üldistus.
|
|
Kommentaarid: 341 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
272 |
|
tagasi üles |
|
 |
dzombe
HV kasutaja
liitunud: 17.01.2003
|
27.11.2008 15:11:34
|
|
|
Timberg kirjutas: |
Tõesti mehed, BLONDIIN PINGVIIN rokib, meid ei huvita, kui vanad te olete, mis nahavärvi või see, et olete kõik naissoost. Tulge (winenose gild on gei .P) |
Rokib kuidas? Et pisike kamp mitmes mängus koosmängijaid siis rokivad ja teised tulgu ning tantsigu siis selle pilli järgi Ja see NIMI, öäkk ...
Osta või endale ka War ära ja hakka päkapikuks (olite winenosega ikka ühes serveris?)
PS: Millal gnoomid tulevad... ja milla saab demo alla laadida ...
_________________ -- |
|
Kommentaarid: 1 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
1 |
|
tagasi üles |
|
 |
Scart
HV Guru

liitunud: 04.02.2002
|
27.11.2008 15:13:50
|
|
|
Timberg kirjutas: |
Scart millest sa räägid? Mis 8 tundi nonstop grind? Kes käsib scenariot teha? Kes käsib mängida? Kes keelab PVE'ga tegelemisest, pq'de "grindimisest", questide tegemisest, instade tegemisest, openrvr'iga tegemisest?
|
Mul kulus 8 tundi nonstop templigrindi, et saada 20. Milline PVE? See, mis mul oli kõik tehtud @ lvl15, sealhulgas ka joostud PQsid oksendamiseni ja kõik repid põhjas? Millised instad? Aldorfis oli Sewers ja that's it, sinna saamine oli lootusetu. Milline openRVR? See, kui 200 destrot ründas meie 40 mehe punti ja meist üle sõideti?
Thanks, but no thanks.
|
|
Kommentaarid: 119 loe/lisa |
Kasutajad arvavad: |
   |
:: |
5 :: |
2 :: |
101 |
|
tagasi üles |
|
 |
Ravenclaw
Kreisi kasutaja
liitunud: 18.05.2004
|
27.11.2008 15:51:43
|
|
|
Scart kirjutas: |
Timberg kirjutas: |
Scart millest sa räägid? Mis 8 tundi nonstop grind? Kes käsib scenariot teha? Kes käsib mängida? Kes keelab PVE'ga tegelemisest, pq'de "grindimisest", questide tegemisest, instade tegemisest, openrvr'iga tegemisest?
|
Mul kulus 8 tundi nonstop templigrindi, et saada 20. Milline PVE? See, mis mul oli kõik tehtud @ lvl15, sealhulgas ka joostud PQsid oksendamiseni ja kõik repid põhjas? Millised instad? Aldorfis oli Sewers ja that's it, sinna saamine oli lootusetu. Milline openRVR? See, kui 200 destrot ründas meie 40 mehe punti ja meist üle sõideti?
Thanks, but no thanks. |
IRW Hästi pane Scart
Ise jõudsin ka lvl 20 mängida ja ei saa enamus Scarti väidetega nõus olla. Kui queste ja scenariosid koos / vaheldumisi teha ei ole ma kordagi täheldanud et oleks miski "haige nonstop 8h per day scenario grindfestiga" tegu et leveldada oma tegelane nii kaugele. Samuti olid mul kõikide PQ-de repid täis kuni lvl 20neni. Vihjeks ütlen nii palju et ühe PQ repi saamiseks on tegeli mitu erineva eventi, mis kõik võiks läbi teha, sest iga PQ event on ise nägu ja kindlasti välistab see oksendamiseni PQde jooksmise.
WoW-ist külge jäänud asi et iga 2lvl tagant tuleb uus PVE isnta mida saab oksendamiseni joosta/grindida, seda tõesti siin mängus ei ole, vähemalt mitte nii palju, räägin ainult kuni lvl 20-ni.
Open RVR-i kohta nii palju et selles mängus on see väga vinge, erinevate Kindluste vallutamine, RVR aladel batllefield objectide ära võtmine jne. mis tagab päris palju konflikte. Scarti näite kohta ei oska muud öelda kui s**t happens. Kui sa wowis või mõnes muus mängus saad endast paar lvl suuremate käest tappa ja ütleme et neid oli veel ka rohkem, oh seda hala ja vingumist kui kehva mänguga on tegu. Mine PVE serverisse ja mängi seal.
Aga Scart on meil meister sellel teemal kuidas ainult vinguda vigasid leida mängus millest ta ise suht vähe teab ja ainul foorumist on kuskil lugenud
|
|
Kommentaarid: 29 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
28 |
|
tagasi üles |
|
 |
Mikiki
HV kasutaja

liitunud: 02.05.2006
|
27.11.2008 20:30:02
|
|
|
Scart kirjutas: |
Timberg kirjutas: |
kõigil on pohh ja inimesed mängivad ja on rahul. |
Ju siis on need mängijad väga madalate standarditega, kui sellise jura peale oma aega raiskavad. Mul oleks küll ajast kahju. |
Haha. Ja need võllid, kes oma PvE instasid WoW'is taovad tunniplaani järgi nagu käiksid tööl, neil on standarid paigas jah? Huvitavad standardid.
Igatahes ma olen kuni R28 ainult teinud roheliste queste, PQ'sid ja samal ajal SC'sid (mida saab võtta ka meelelahtusena, sest minu eesmärk ei ole mängudes koguda kuulsust või 1337 turviseid; sc'd on minu jaoks nagu vanal heal ajal FPS'ide mängimine ehk siis niisama lõõgastumiseks ja et enda gildiga nalja saaks).
Tõesti nuta ja naera korraga...Scardi suguseid pole ma mujal Eestis kohtand Ainulaadne eksemplar vist, eks igas asjas pea head ja halba olema. Nii ka foorumites
Muidu praegu Burlokis ja ise kohe R29 ja gild, kus pesitsen R22. Probleem muidugi WoW'is praegu, mis röövis päris paljud ära. Servu hakkab vaikselt jälle aktiivsemaks muutuma, kuna kahest teisest lükati siia siis tegelaste üleviimine.
Viimati oli päris naljakas PQ'sid teha mingi Greenskin ainult RP gildiga (see nö orcaniser tekstis rääkimine on just vahva).
|
|
Kommentaarid: 9 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
9 |
|
tagasi üles |
|
 |
Scart
HV Guru

liitunud: 04.02.2002
|
27.11.2008 21:01:24
|
|
|
Mikiki kirjutas: |
Haha. Ja need võllid, kes oma PvE instasid WoW'is taovad tunniplaani järgi nagu käiksid tööl, neil on standarid paigas jah? Huvitavad standardid. |
Indeed, kui sa artiklist midagi aru ei saanud. Aga okei, madalad standardid ja kõik too.
|
|
Kommentaarid: 119 loe/lisa |
Kasutajad arvavad: |
   |
:: |
5 :: |
2 :: |
101 |
|
tagasi üles |
|
 |
muff
Kreisi kasutaja

liitunud: 01.04.2002
|
27.11.2008 22:15:41
|
|
|
dzombe kirjutas: |
Timberg kirjutas: |
Tõesti mehed, BLONDIIN PINGVIIN rokib, meid ei huvita, kui vanad te olete, mis nahavärvi või see, et olete kõik naissoost. Tulge (winenose gild on gei .P) |
Rokib kuidas? Et pisike kamp mitmes mängus koosmängijaid siis rokivad ja teised tulgu ning tantsigu siis selle pilli järgi Ja see NIMI, öäkk ...
Osta või endale ka War ära ja hakka päkapikuks (olite winenosega ikka ühes serveris?)
PS: Millal gnoomid tulevad... ja milla saab demo alla laadida ... |
Kuidas sa eelistaks queste ja värke teha, mingi kamba välismaalastega või eestlastega?
Mina küll kellegi pilli järgi ei tantsi.
Mis gildi nimel viga, suht pohh ju mis seal kirjas on.
Ja order imeb, neil EZ-mode gaming. Kui tahad raskust ja pisaraid rolli destro.
|
|
Kommentaarid: 13 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
13 |
|
tagasi üles |
|
 |
martz12
HV vaatleja
liitunud: 26.11.2008
|
27.11.2008 22:48:59
|
|
|
No olgem ausad, et kui te uued mängijad hakkate oma sõpradega WARi mängima, siis ikka valige server kus on palju Eestlasi ees ning soovitatavalt KARAK EIGHT PEAKS kus asub super BLONDIIN PINGVIIN
viimati muutis martz12 28.11.2008 12:21:56, muudetud 1 kord |
|
tagasi üles |
|
 |
Winenose
HV vaatleja
liitunud: 27.03.2007
|
28.11.2008 11:08:07
|
|
|
Ei, erinevates serverites. Blondiin Pingviin on Karak Eight Peaksis ja Dominion on Karak-Azgalis.
Dominion on nüüd level 19, niiet kuskil nädala-pooleteise pärast peaks meie gildi embleem nähtavaks muutuma
Niisama tegevus on ka aktiivne. Eile oli esimest korda olukord kus me tõmbasime loosi, et kes siis bosse läheb tapma Bastion Stairsis kuna ainult 6 meest mahub gruppi, aga meid oli mõnevõrra rohkem online kes olid level 35+ ja vajaliku influencega. Ma ise jäin vabatahtlikult kõrvale, mul on sealt enamus stuffi juba olemas.
Viimasel ajal olen aktiivselt oma white lionit mänginud. Hetkel level 24 ja jätkuvalt fun. Gathering ja tradeskillid on WAR-s siiski täitsa OK. Mul on nelja characteri peale kõik kaetud ja edeneb päris hästi.
Järgmisest nädalast läheb jälle aktiivsemaks ka madalamatel levelitel kuna see uus klass tuleb mängu ning paljud on oodanud et seda mängida või siis oma alti samal ajal alustada.
|
|
tagasi üles |
|
 |
Ho Ho
HV Guru

liitunud: 16.02.2002
|
28.11.2008 12:40:04
|
|
|
martz12 kirjutas: |
No olgem ausad, et kui te uued mängijad hakkate oma sõpradega WARi mängima, siis ikka valige server kus on palju Eestlasi ees |
Miks just peaks kaasmaalasi taga ajama? Endal on miskipärast muulastega seni märksa rohkem õnne olnud. Ainus vahe on, et suhtluskeel on ingliskeel, niisama lõõpimist ja koos tegutsemist on pigem rohkemgi kui eestlastega koos mängides oli.
_________________ Teach a man to reason and he'll think for a lifetime
Common sense - so rare that it's a damn superpower
Vaadates paljude inimeste sõnavõtte siin ja mujal jääb üle ainult klassikuid tsiteerida - "I weep for humanity" |
|
Kommentaarid: 106 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
1 :: |
86 |
|
tagasi üles |
|
 |
Winenose
HV vaatleja
liitunud: 27.03.2007
|
28.11.2008 14:00:57
|
|
|
Ega ei pea kaasmaalasi taga ajama. Dominion näiteks on ingliskeelne gild kus on vast kolmandiku jagu eestlasi. Täiesti UK-põhises gildis näiteks ei ole laupäeva/pühapäeva hommikul ega tööpäeva õhtul midagi teha paar tundi ajavahe tõttu. Meil aga on nii, et tööpäeva õhtul kell 7 on ikka mõned onlines. Kaks tundi ajavahet ei pruugi tunduda kuigi suurena, aga kui endal enne keskööd ikka väga uniseks kisub, siis inglastel on kell alles 10 saamas ja tegutsevad edasi.
|
|
tagasi üles |
|
 |
Ho Ho
HV Guru

liitunud: 16.02.2002
|
28.11.2008 15:29:43
|
|
|
Wow'is on me gildis rahvast UK'st kuni Eesti-Poolani, tavalised tegutsemisajad on kohaliku aja järgi 21-00:30. Tööpäev algab kella 9'st seega probleeme pole
_________________ Teach a man to reason and he'll think for a lifetime
Common sense - so rare that it's a damn superpower
Vaadates paljude inimeste sõnavõtte siin ja mujal jääb üle ainult klassikuid tsiteerida - "I weep for humanity" |
|
Kommentaarid: 106 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
1 :: |
86 |
|
tagasi üles |
|
 |
Toots
HV vaatleja
liitunud: 22.11.2008
|
|
tagasi üles |
|
 |
veso
Kreisi kasutaja

liitunud: 29.03.2008
|
|
Kommentaarid: 3 loe/lisa |
Kasutajad arvavad: |
   |
:: |
1 :: |
0 :: |
2 |
|
tagasi üles |
|
 |
Timberg
ööKARU

liitunud: 27.06.2003
|
29.11.2008 17:17:46
|
|
|
Lähed 12 tunniks gildist eemale ja juba asi nii käest läinud!
|
|
Kommentaarid: 341 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
272 |
|
tagasi üles |
|
 |
Scart
HV Guru

liitunud: 04.02.2002
|
29.11.2008 17:42:46
|
|
|
Toots kirjutas: |
Sai juba paar videot ka tehtud guildiga! Nautige ! |
Ilmselgelt on Destro OP!
|
|
Kommentaarid: 119 loe/lisa |
Kasutajad arvavad: |
   |
:: |
5 :: |
2 :: |
101 |
|
tagasi üles |
|
 |
n3mesis
HV kasutaja

liitunud: 24.03.2007
|
01.12.2008 14:51:17
|
|
|
ahh pole midagi erilist... mõtlesime väikse seltskonnaga laupäeval natuke Frapsida.
|
|
Kommentaarid: 12 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
12 |
|
tagasi üles |
|
 |
ShinsouY
HV kasutaja
liitunud: 16.03.2008
|
01.12.2008 18:03:28
|
|
|
millal need BG'd/KotBS'id tulevad siis? Minu puhul nädal enne ametlikku.
|
|
Kommentaarid: 2 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
2 |
|
tagasi üles |
|
 |
Winenose
HV vaatleja
liitunud: 27.03.2007
|
01.12.2008 18:07:21
|
|
|
Peaks kolmapäeval tulema kui USAs on teisipäeval patch. See kas USAs on teisipäeval patch või ei ole, seda tegelikult ei tea veel.
|
|
tagasi üles |
|
 |
Roberto57
HV vaatleja

liitunud: 30.01.2007
|
03.12.2008 11:39:42
|
|
|
Patch oli USAs eile ära ja täna pätsitakse EU servereid. Väidetavalt lisaks uutele klassidele, parandas ka mängu jooksu, eriti kindluse lahingutes ja nerfis BW võimeid "inimlikumaks". Eks varsti saa omal käel järele proovitud.
|
|
tagasi üles |
|
 |
ShinsouY
HV kasutaja
liitunud: 16.03.2008
|
03.12.2008 18:02:16
|
|
|
Täiesti lõpp WE'si tehti sitemaks -.-
Kohe patchitud...
|
|
Kommentaarid: 2 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
2 |
|
tagasi üles |
|
 |
Timberg
ööKARU

liitunud: 27.06.2003
|
03.12.2008 18:16:08
|
|
|
ˇShinsouY, we, bw, sorc, wh olid mängu ühed tugevaimad klassid. Ma ei usu, et nad nüüd underpowered on.
Careers Released! - With this version we are happy to announce the release of the Empires Knight of the Blazing Sun, and the Dark Elfs 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:
Black Orc
Bright Wizard
Chosen
Engineer
Ironbreaker
Magus
Shadow Warrior
Sorcerer
Squig Herder
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.
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 armour 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.
Fixed an issue that caused summoning a mount to impact client performance.
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.
Sigmars 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.
Tzeentchs Warding (Chaos): This Tactic will now get the bonus when the character is mounted.
Archetype Abilities
Alter Fate: This abilitys tooltip now displays the correct values.
Champion's Challenge: Neither the player nor the players 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 a visual effect when used. Additionally, the ability will no longer remove snares and roots.
Restorative Burst: This tactics 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 casters 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 targets 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 abilitys 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 Orcs 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 abilitys effectiveness has been increased.
Discordant Instability: This abilitys 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 abilitys effectiveness has been increased.
Guard: This ability will no longer attempt to work on players outside of the Chosens 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 opponents 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 Engineers level.
Electromagnet: This ability now gives Knockback immunity.
Field Repair: This abilitys 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 Armour 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 Engineers 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 Engineers 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 Engineers 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 abilitys Grudge cost has been reduced.
Guard: This ability will no longer attempt to work on players outside of the Ironbreakers group. Additionally, the hotbar icon for this ability will now light up properly.
Guarded Attack: The buff to an Oath Friends Armor will no longer stack with other, more powerful Armour 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 abilitys 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 Armour 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 time 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.
Tzeentchs 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 abilitys 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 doesnt 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 targets 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.
Hunters 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 decreased, the cooldown has 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.
Gorkll 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 Mechanics 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 abilitys 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 targets 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 Herders 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 Dont Bother Me: While in Squig Armor, this Tactic will heal the Squig Herder for a small amount every 5 seconds.
Death from Above: This abilitys knockdown animation will now display correctly.
Dont 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 have 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 abilitys tooltip will now show the correct range.
Squig Armor: While in Squig Armor, the Squig Herders Ballistic Skill from items is now 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 have 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 targets Armour 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.
Phantoms Blade: Fixed a typo in this abilitys 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.
All Prayers will now persist through the Warrior Priest's death. This means that the Warrior Priest will not have to recast a Prayer 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.
Martyrs 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. The range has been increased to match the tooltip value.
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.
Sigmars Radiance: The damage of this ability has increased.
Sigmars 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 pets 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 Herd: This ability will now have the correct range.
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.
Agile Escape: Knockback Immunity will no longer prevent the Witch Elf from jumping away from her target.
Elixir of Insane Power: The benefit of this ability has been reduced. The Witch Elfs attacks will now ignore 50% of her targets 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 abilitys 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 abilitys damage has been increased, and it is now available at rank 9.
Blessed Bullets of Purity: This abilitys 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: This tactic has been adjusted so that Blessed Bullets of Purity will now heal for 50% of the damage they cause.
Seal of Destruction: The Witch Hunters attacks will now ignore 50% of their targets armour.
Seekers 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 abilitys 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 targets 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 Tactics 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.
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.
Image Changing Rewards: Image-Changing Rewards: A players 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:
Mourkain Temple
Stone Troll Crossing
Tor Anroc
Howling Gorge
Talabec Dam
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 arent 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.
Update: Based on player feedback we have made some additional changes to Tier 4 Victory Point contribution. The following changes will reduce the amount of time necessary to capture a Tier 4 zone as well as place more emphasis on open field RvR:
Battlefield Objectives and Keep contributions have been increased.
PvE contribution has been decreased.
Prior Zone control contribution has been decreased.
The amount of Scenario Victory Points to take a zone has been decreased.
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.
|
|
Kommentaarid: 341 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
272 |
|
tagasi üles |
|
 |
ShinsouY
HV kasutaja
liitunud: 16.03.2008
|
03.12.2008 19:38:53
|
|
|
mh.. ei ole we/wh üldse nii imbad (vähemalt T1-T3). WH'si näen koguaeg failimas ja üldse mõlemad täiega squishy'd. Imo Pigem tankid ja ja sorc/bw on imbad , aga dno end-game's võibolla teistmoodi või ma lihtsalt nii vähe veel kogenud.
|
|
Kommentaarid: 2 loe/lisa |
Kasutajad arvavad: |
   |
:: |
0 :: |
0 :: |
2 |
|
tagasi üles |
|
 |
Toots
HV vaatleja
liitunud: 22.11.2008
|
04.12.2008 01:02:48
|
|
|
ShinsouY kirjutas: |
mh.. ei ole we/wh üldse nii imbad (vähemalt T1-T3). WH'si näen koguaeg failimas ja üldse mõlemad täiega squishy'd. Imo Pigem tankid ja ja sorc/bw on imbad , aga dno end-game's võibolla teistmoodi või ma lihtsalt nii vähe veel kogenud. |
Segast peksad või?
Hetke seisuga on iga melee 1v1 parem kui sorts. Seda eeldusel, et mängijal on vähemalt algeline mõtlemisoskus ja ta oskab sortsile külje alla pugeda. Sorts teem head dämmi, kui tal lastakse vabalt castida. Kui vastane satub olema ajudega, saab melee sortsi paari sekundiga maha.
Tundub, et me mängime erinevat mängu - kus see imba-osa siin on ?
|
|
tagasi üles |
|
 |
Winenose
HV vaatleja
liitunud: 27.03.2007
|
04.12.2008 11:38:58
|
|
|
Alati oleneb kõik olukorrast. Igale grupile on võimalik vastu panna grupp mis neid täiega omab. Nii peabki olema.
Tavaliselt tuuakse välja mingid olukorrad kus eriti halb on ja siis vingutakse, et kõik ongi nii. Tegelikult ju ei ole, lihtsalt neid kus võideti, neid niipalju ei mäletata.
Ning alati tasub meeles pidada - mäng ei ole balansseeritud 1v1 võitlustele! Ja iga tüübi specist ja oskustest ja õnnest sõltub ka palju.
|
|
tagasi üles |
|
 |
|
lisa lemmikuks |
|
|
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
|
|
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.
|