Highlights
Live Event: Wild Hunt
Every year Orion's rebirth in the Wood Elf realm of Athel Loren marks the start of Spring. With Orion's rebirth the Wild Hunt begins, as elves across Athel Loren join the King in the Woods in riding forth and purging the forest of its enemies. This is all done as an offering to the elven God of the Hunt, Kurnous. Enemies of Kurnous beware, for you may become an offering during the Wild Hunt.
The Wild Hunt is upon the Elves, and Ulthuan is already sodden with blood. Hunters stalk the fields and forests in search of rare and savage prey, to demonstrate their skill to the God of the Hunt and perhaps gain his favor. Others seek merely to glimpse the fabled White Stag and gain Kurnous's blessing. But Kurnous is a true hunter, and incurring his wrath carries a price ... of poetic justice.
Kurnous has taken particular interest in the activities of the mere mortals, ever eager to find which hunter is truly worthy. As the Wild Hunt commences, vines from the World Root have sprung up in Ellyrion. Beyond those vines lay the Hunter's Vale, sanctuary of Kurnous. All who dare can enter to see if they are worthy to face the Lord of the Hunt. Though be forewarned, nature itself will turn against those who enter the Hunter's Vale.
Travel to Ellyrion, the kingdom beloved by Kurnous, and find the Vale Vines to his inner sanctum, the Hunter's Vale. During the Wild Hunt, some may be lucky enough to catch sight of the White Stag as it wanders along the southern coast and ranges of Ulthuan. Join the Wild Hunt in honour of Kurnous and prove to the Lord of the Hunt if you are worthy of being a hunter, or the prey.
This event will run between March 21st and March 31st.
Rewards
Basic:
[Stag Skull Trophy]
Advanced:
[Bleeding Hart Charm] (Check the armoury for other variants)
Elite:
[Blessed Hide of Kurnous] Preview here, or the Deepwood Cloak at the top of the gallery
here
Quest Rewards: The Stag of Kurnous or the Stag of Isha (or the Daemonwood Disc for the Magus), live-event themed limited time mounts. You can preview the Mounts
here and Magus Disc
here. (
Note: The Magus disc is temporarily bugged and its appearance will be fixed soon!)
Live Event Quests
This year's Wild Hunt includes new quests to acquire your sacred-stag mounts. These quests are broken up into four brackets based on your character level and have different tasks accordingly. Make sure to read any text in all-caps. Additionally, there is a repeatable quest requiring players to beat the Hunter's Vale, with unique limited-time prizes. All quests are available from Live-Event related NPCs: Hethoac Evertrue in the Altdorf Market Square, or Karalith Raemari in the Inevitable City Apex.
Live Event Shoppe & New Dyes
Ah beautiful colors, what would the world be without beautiful colors? Better without blinding yellow no doubt. This Wild Hunt we are happy to introduce 32 new colors to RoR, two of which are spec-tacular dyes which may make a leprechaun out of a dwarf. Ten of these new dyes are added permanently in the game as drops from the Hunter's Vale bosses; four new optional heroes have been added to Hunter's Vale for those seeking to expand their dye pursuits. The remaining dyes, along with some unique items, are available at the live event vendor. Trophies are displayed in
this link for your convenience. In the spirit of the Wood Elves, all good things are fleeting, cherish them while you can. Order players can find Thealyn Rosethorn in the Altdorf Market. Destruction players can find Rakaan Savageblood in the Inevitable City Apex.
Dye previews are available
here towards the bottom, but please be aware that the colors may apply differently on different base armor colors. We recommend to use an addon such as Pocket Palette to see how this dye will look on your armor, but please note it may take a few days before the add-on is updated. These colors were inspired largely from official publications, such as the Wood Elf 8th Ed. army book.
Healer Patch

Today we are excited to share with you the long awaited
Healer patch. In the past months we've been steadily working towards this moment: designing, discussing and implementing all the changes you will find below. By revival of the Balance focus team we have created an additional layer of quality control to deliver the best experience possible.
This new patch has many exciting new features. Most notably the
Shaman and Archmage mechanic has been reworked to become more integrated into all of their possible playstyles. Furthermore, we have redesigned how many
lifesteal abilities work. This will be most visible on the
Grace Warrior Priest and Sacrifice Disciple of Khaine, who have received a significant overhaul.
Due to the feedback we received over the course of the PTS on the changes to the
Rituals and Master Runes, we decided to do another redesign of these abilities. While we are excited to share the new designs with the community, the patch came too early to finish the implementation of the new design. For that reason, we have temporarily reverted the changes to the Rituals and Master Runes. But you can expect the release of the new Rituals and Master Runes within the next two weeks.
Overhauling Lifesteal abilities

Let's kick off the patch notes with how these new lifesteal abilities work. These new abilities have a lifesteal part, which works the same as it does now, and a new Base heal. This base heal functions similarly to a direct heal that is based on Willpower, but instead it scales off your damage bonus and offensive critical hit chance. Crucially, this base heal is affected by heal (debuffs). For a full overview, click the spoiler below.
The following abilities use this new design:
- Divine Strike / Consume Essence
- Sigmar’s Radiance / Transfer Essence
- Sigmar’s Will (New) / Khaine’s Force (New)
- Benediction (New) / Khaine’s Encouragement (New)
- Balance Essence (If using Expanded Control) / I’ll Take That (If using Waaagh! Frenzy)
- Transfer Force (If using Expanded Control / Bleed Fer’ Me (If using Waaagh! Frenzy)
- Energy of Vaul / Fury of Da Green
We believe that with the newly designed abilities, the playstyle of damage based healing will become much more interesting. By having the abilities be negatively affected by Divine Fury, we reduce the damage output of these specs, but giving them a lot of utility in return by making the healing count as direct healing. Additionally, weaving in Willpower based healing has become a lot more viable, promoted further with the new Benediction and Khaine’s Encouragement abilities.
Overhaul of Archmage and Shaman Mechanic

The mechanic of the Archmage and Shaman always had a cool concept of buffing your damage abilities by casting heals and vice versa. In practice, however, this mechanic doesn’t work very well. For both damage and especially the healing spec there is very little interaction with the mechanic.
The design of the new mechanic revolves around creating interaction with your class mechanic, regardless of your specialisation. Instead of splitting abilities in offense and defense category, the new mechanic splits abilities in over-time abilities and direct abilities. So, let’s dig deeper into the new mechanic!
Similar to before, abilities either build 1 Tranquility / Gork’s Waaagh Point or 1 Force / Mork’s Waaagh Point. These abilities then become enhanced from consuming the Points opposite of what they build. Over-time abilities, such as HoTs and DoTs build Tranquility and Gork’s Waaagh!. Direct abilities, such as Boon of Hysh or Bunch o’ Waaagh! Build Force and Mork’s Waaagh!.
With this patch, you can once again be at zero mechanic points. This means if you would weave abilities of both types back and forth, you can boost about half your abilities during a fight. The mechanic is designed and balanced around this fact. We've added new special enhancements when you reach 5 mechanic points, which give powerful boosts and add additional effects to all abilities. These consume all your mechanic points, meaning you will be reset back to zero. This adds an additional layer to balancing your Force and Tranquility or your Gork’s and Mork’s Waaagh!.
As an example, let's look at the following tooltip of the new ability
Phoenix's Rejuvenation. If the player has 1 to 4 Force Points, the ability will deal an additional 15% healing. If the player is at 5 Force points, they will be reset to zero and the ability will deal an additional 30% healing and have its duration increased to 7 seconds.
To find all the brand new effects, scroll down towards the Archmage and Shaman section for the complete overview.
Combat and Careers
General Changes and Fixes
Removing Subtlety and instead reducing the overall aggro of healing opens up an additional tactic in PvE and reduces the chance of healers gain Lord aggro in Keep sieges. Alter Fate has been reworked to a strong defensive Morale ability.
- Remove the cleanse prioritisation system.
- Reduce aggro from healing by 25%.
- Sacrificial Renewal - New Tactic replacing Subtlety: Whenever you critically heal an ally, you increase the power of your heals by 15% for 5 seconds, but you also take 10% more damage from all sources.
- Steal Life - Damage increased from 3 * 300 to 3 * 400.
- Alter Fate - Reworked to: Heal all group members within 100 ft for 1800, then increase your healing by 35% for 10 seconds.
Balance Changes
General
Several changes to give more value to previously unused morale abilities.
- Protection of the Ancestors - Cooldown reduced from 3 mins to 1 min. Duration reduced from 60s to 30s.
- Rune of Insanity - AP Drain removed. Instead, for 10 seconds, your target will take an additional 1 second to build up all abilities.
- Rune of Rebirth renamed to Valaya’s Shield - Reworked to: Self. - You gain a shield that absorbs 3600 damage for 15 seconds. All group members within 100 feet will regain 3 * 600 health over 9 seconds.
- Valaya’s Shield renamed to Rune of Rebirth - Healing increased from 6 * 399 to 6 * 600.
Healing
The scaling of Willpower has been adjusted across the board to increase its value. Rune of Serenity has been buffed to increase the Runepriest’s AoE healing capabilities.
- Rune of Mending - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
- Rune of Regeneration - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB)
- Rune of Restoration - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB)
- Rune of Serenity - Healing changed from 3 * (221 + 0.5*HB) to 3 * (217 + 1.0*HB)
Damage
With the new Rune of Fulmination we have significantly increased the Runepriest’s single target capabilities.
- Rune of Fortune - Now Core ability in Path of Grungni (available at lvl 9). Base damage reduced from 348 to 299.
- Rune of Burning - Moved to 9 pts in Path of Grungni.
- Rune of Fate - Moved to 9 pts in Path of Valaya.
- Rune of Fulmination - New ability at 13 pts in Path of Valaya: Ailment. 45 AP. 100 ft range. 2.5s cast. 15s CD. You deal (348 + 2.5*DB) Elemental damage to your target and an additional (5 * (150 + 1.0*DB) Elemental damage over 5 seconds. If your target is affected by Rune of Immolation, they will have their Elemental Resistance reduced by 378 for 5s.
- Blazing Runes - New tactic (lvl 20): When casting Rune of Fire you prepare for your next blazing rune within 10 seconds, increasing the damage of your next Rune of Immolation, Rune of Fire, or Rune of Burning by 25%.
- Rune of Fire - Increased projectile speed.
Balance Changes
General
Daemonic Fortitude cooldown is reduced, allowing the Zealot to more often save targets with this ability.
- Daemonic Fortitude - Cooldown reduced from 3 mins to 1 min. Duration reduced from 60s to 30s.
- Tzeentch’s Scream - Healing changed from 6 * (399 + 1.5*HB) to 6 * (600).
Healing
The scaling of Willpower has been adjusted across the board to increase its value. Further, Leaping Alteration has received a buff, together with Drink Deeply.
- Drink Deeply - Reworked into: Increase the duration of Tzeentch’s Cordial by 6 seconds.
- Dark Medicine - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB)
- Tzeentch’s Cordial - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB)
- Elixir of Dark Blessings - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB)
- Leaping Alteration - Healing changed from 3 * (221 + 0.5*HB) to 3 * (217 + 1.0*HB)
Damage
Several changes have been made to increase the single target capabilities of the Zealot. From the redesigned tactic Scourged Warping to new Tactics and the new Changer’s Echo ability.
- Boon of Tzeentch - Now Core ability in Path of Alchemy (available at lvl 9). Base damage reduced from 348 to 299.
- Storm of Ravens - Moved to 9 pts in Path of Alchemy.
- Mirror of Madness - Moved to 9 pts in Path of Witchcraft.
- Changer's Echo - New ability at 13 pts in Path of Witchcraft: Hex. 30 AP. 100 ft range. Instant. 5s CD. - You Hex your target, they will suffer (448 + 1.5*DB) Corporeal damage after 5 seconds. This damage is increased by 25% if your target is affected by Warp Reality.
- Prolonged Suffering - New tactic (lvl 20): Each time Warp Reality or Demon Spittle damages an enemy, there is a 33% chance that the victim will suffer an additional (150 + 1.5*DB) Corporeal damage.
- Burst of Chaos - New tactic (lvl 34): Whenever your target is below 50% health, Tzeentch's Cry's damage is increased by 75%.
- Scourged Warping - Warp Reality now has its damage increased by 10% per consecutive tick. (0% - 10% - 20% - 30% - 40%) Instead of making Scourge be instant cast, Scourge now ignores the target’s Corporeal Resistance.
- Tzeentch's Cry - Increased projectile speed.
Balance Changes
General
The most notable changes are a redesign of detaunt, a redesign of the Prayer of Absolution and the new United in Prayer tactic. Detaunt has been reworked to no longer require a tactic to gain access to the AoE version. The new United in Prayer tactic is designed to give more freedom to building party compositions.
- Intimidating Repent - Removed.
- Atone - New ability available at lvl 14: Debuff. 50 AP. Self. Instant. 15s CD. - All enemies within 25 feet are detaunted, making them hate you less and reducing the damage they deal against you to 50% for 5 seconds. During this time, all of your attacks will cause enemies to hate you 25% less than normal. You will also deal 50% damage to them until the effect is broken. If you attack anyone you have detaunted, the effect will immediately end.
- Prayer of Absolution - Reworked into: Buff. 0 AP. Self. Instant. 10s CD. Only one Prayer may be active at a time. - You chant a bolstering prayer, group mates within 100 feet will have a 20% chance when taking damage to activate a shield that will absorb 375 damage for up to 5 seconds. Will not trigger more than once every 3 seconds.
- Supplication - Now interrupts when you are full Righteous Fury.
- United in Prayer - New tactic at lvl 31: Prayers give group members within 100 ft of you a 20% chance on hit to increase the power of heals used on them by 25% for 5 seconds. Does not stack with Blessing of Grungni.
- Shield of Faith - Now additionally grants 10% Dodge. Additionally increases Block Chance by 5% when using a shield.
- Divine Amazement - Now additionally heals group members within 100 feet.
- Avatar of Sigmar - Additionally increases Wounds by 80 and heals for the amount of Wounds you got.
Healing
By moving Divine Light to a core ability, we have opened a spot to create Word of Wisdom, giving the Warrior Priest a way to increase their healing for a short amount of time. By allowing Divine Aid to be castable on the move, the Warrior Priest will be slightly stronger in kiting situations.
- Divine Light - Now Core ability in Path of Salvation, gained at level 19. Cooldown reduced to 40 seconds.
- Word of Wisdom - New ability at 5 pts in Path of Salvation: Buff. 0 AP. Self. Off GCD. 1 min CD. Requires 60 Righteous Fury. - Over the next 10 seconds, direct heals will heal their target for an additional 225 health. This effect will not trigger more than once every 1.5 seconds.
- Divine Aid - Now castable on the move.
- Divine Mend - Now requires Tome.
- Divine Petitioning - Reworked to increase the Righteous Fury gain of Supplication by 15.
- Divine Warding - This tactic can only trigger once every 3 seconds.
- Divine Mend - Healing changed from (360 + 5.0*HB) to (626 + 3.5*HB).
- Divine Aid - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
- Healing Hand - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
Healing (Shield)
The Grace spec has been fully reworked with the following core design: Divine Strike and Sigmar’s Radiance are your single target and AoE Righteous Fury builders. Divine Assault and Sigmar’s Will are you single target and AoE consumers of Righteous Fury. Around that you have abilities such as the new Benediction, allowing you to efficiently use Salvation heals or Sigmar’s shield to help keep one target alive.
- Shielding Grace - Removed.
- Benediction - New ability at 13 pts in Path of Grace: Buff. 35 AP. 5 ft range. Instant. 10s CD. Builds 20 Righteous Fury. - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage and heal your friendly target for (120 + 0.8*DB). This attack buffs your next casted healing ability by 35% for 15 seconds.
- Sigmar’s Will - New ability available at lvl 17: Damaging. 0 AP. 5 ft range. Instant. No CD. Requires Shield. Requires 80 Righteous Fury. - You slam your enemy dealing (187 + 1.5*DB + 1.5*WDPS) damage to them. The will of Sigmar allows you to heal your group mates within 100 feet for (320 + 2.0*DB) plus 100% of the damage dealt.
- Divine Strike - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Builds 40 Righteous Fury. - You strike your enemy dealing (150 + 1.5*DB + 1.5*WDPS) damage to them. The divine power of Sigmar heals your friendly target for (210 + 1.2*DB) plus 75% of the damage that you dealt.
- Sigmar’s Radiance - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Requires Tome or Shield. Builds 30 Righteous Fury. - You smash into your enemy dealing (112 +1.5*DB + 1.5*WDPS) damage to them. The power of Sigmar erupts from your weapon, healing group mates within 100 feet for (120 + 0.8*DB) plus 75% of the damage that you dealt.
- Unstoppable Wrath - Now additionally usable with Shield. Cooldown reduced from 60s to 40s.
- Sigmar’s Shield - No longer has a damaging attack. Instead it can be applied from 100 ft range. No longer builds Righteous Fury and no longer costs AP.
- Grace of Sigmar - Reworked into: Increase the Base Heal of Sigmar's Radiance, Divine Strike, Sigmar's Will, and Benediction by 50%. Increase the lifetap healing from Divine Assault by 30%.
- Charged Fury - Reworked into: Whenever you hit an enemy with a melee ability, heal your friendly target for 150. Can only trigger once per second.
Damage
The new Wrath Warrior Priest actively uses their Righteous Fury to deal heavy blows with abilities such as Hammer of Sigmar or Divine Impact. Righteous Fury management will become much more important than ever before. The Warrior Priest also gains access to Empowered Smite, giving them a spammable AoE attack for Warband style of play.
- Hammer of Sigmar - Now core ability at level 25 in Path of Wrath and reworked: Damaging. 0 AP. 5 ft range. No CD. Requires Great Weapon. Requires 80 Righteous Fury. - With the power of Sigmar, you hit your enemy with a devastating blow, dealing (375 + 1.5*DB + 1.5*WDPS) damage.
- Vanquish - New Ability at 13 pt in Path of Wrath: Curse. 40 AP. 5 ft range. 10s CD. Requires Great Weapon. Builds 30 Righteous Fury. - You smash your hammer into your enemy for (225 + 1.5*DB + 1.5*WDPS) damage, breaking their armor. The victim’s armor is reduced by 1600.
- Divine Impact - New ability at 9 pt in Path of Wrath: Damaging. 0 AP. 5 ft range. 2.0s cast. 10s CD. Requires Great Weapon. Requires 40 Righteous Fury. - A devastating attack which deals (450 + 2.0*DB + 2.0*WDPS) Spiritual damage and reduces the targets ability to parry or block by 10% for 10 seconds.. You cannot be set back.
- Bludgeon - Armor penetration no longer requires hitting the target from the side or rear. Now builds 35 Righteous Fury, down from 30 .
- Judgement - Now Core ability in Path of Wrath. No longer requires Righteous Fury. Now costs 20 AP and builds 15 Righteous Fury.
- Soulfire - Righteous Fury cost reduced from 35 to 25. Now available at lvl 20.
- Castigation - AP cost increased from 30 to 35 AP. Now builds 25 Righteous Fury. Duration increased from 10 to 15 seconds. Damage over time changed from 5 * (20 + 0.3*DB + 0.41*WDPS) to 5 * (30 + 0.45*DB + 0.6*WDPS).
- Weight of Guilt - Now also snares for 3 seconds if the target is not cursed. If the target is cursed, duration is increased to the current 6 seconds.
- Guilty Soul - Reworked to: Any time you critically hit with a direct damage ability or hit with Weight of Guilt, your target will suffer an additional 4 * (125 + 0.75*DB) Spirit Damage over 12 seconds. This effect can stack up to 3 times. Each stack of Guilty Soul on the target increases the damage of your Hammer of Sigmar by 10%.
- Hastened Divinity - reworked into Beacon of Courage: Increase your Auto Attack damage by 25% and increase the base damage of Bludgeon by 25%.
- The Comet’s Gift - New tactic at lvl 26: Increases your Initiative by 80 and your Weapon Skill by 80.
- Blessing of Sigmar - New tactic at lvl 34: Whenever you strike a target with Bludgeon, your Armor Penetration is increased by 15% for 15 seconds.
- Empowered Smite - New tactic at lvl 19: Remove the cooldown of Smite. Smite no longer gives Righteous Fury per enemy hit, instead it builds 30 Righteous Fury if it hits any target. Action Point cost of Smite reduced by 10 AP. Range reduced to 40 feet.
Balance Changes
General
The most notable changes are a redesign of detaunt, a redesign of the Covenant of Tenacity and the new Khaine’s Vivification tactic. Detaunt has been reworked to no longer require a tactic to gain access to the AoE version. The new Khaine’s Vivification tactic is designed to give more freedom to building party compositions.
- Terrifying Aura (tactic) - Removed.
- Terrifying Aura - New ability available at lvl 14: Debuff. 50 AP. Self. Instant. 15s CD. - All enemies within 25 feet are detaunted, making them hate you less and reducing the damage they deal against you to 50% for 5 seconds. During this time, all of your attacks will cause enemies to hate you 25% less than normal. You will also deal 50% damage to them until the effect is broken. If you attack anyone you have detaunted, the effect will immediately end.
- Covenant of Tenacity - Reworked into: Buff. 0 AP. Self. Instant. 10s CD. Only one Covenant may be active at a time. - Any time a groupmate within 100 feet hits an enemy, they have a 20% chance to regain 250 health over 5 seconds while reducing the amount of their armor being bypassed by 5%.
- Covenant of Vitality - Healing increased from 100% to 150% of the damage dealt.
- Blood Offering - Now interrupt when you are full Soul Essence.
- Khaine’s Vivification - New tactic at lvl 31: Covenants give group members within 100 ft of you a 20% chance on hit to increase the power of heals used on them by 25% for 5 seconds. Does not stack with Blessing of Chaos.
- Chant of Pain - Now additionally heals group members within 100 feet.
- Vision of Torment - Instead of blocking morale generation, now removes 600 Morale per second.
Healing
By moving Soul Shielding to a core ability, we have opened a spot to create Soul Energy, giving the Disciple of Khaine a way to increase their healing for a short amount of time. By allowing Restore Essence to be castable on the move, the Disciple of Khaine will be slightly stronger in kiting situations. Transfusion and the reworked Bound By Blood give the class more tactic options to increase their healing output.
- Soul Shielding - Now Core ability in Path of Dark Rites, gained at level 19. Cooldown reduced to 40 seconds.
- Soul Energy - New ability at 5 pts in Path of Dark Rites: Buff. 0 AP. Self. Off GCD. 1 min CD. Requires 60 Soul Essence. - Over the next 10 seconds, direct heals will heal their target for an additional 225 health. This effect will not trigger more than once every 1.5 seconds.
- Restore Essence - Now castable on the move.
- Khaine’s Invigoration - Now requires Chalice.
- Khaine’s Bounty - This tactic can only trigger once every 3 seconds.
- Fueled Actions - Soul Essence gain reduced from 40 to 35, matching Fueled Fury.
- Bound By Blood - Reworked into: Increase your Critical Healing by 25%. The Soul Essence cost of Restore Essence is reduced by 10.
- Transfusion - New tactic at lvl 26: Increase the healing of Soul Infusion by 25%.
- Khaine’s Invigoration - Healing changed from (360 + 5.0*HB) to (626 + 3.5*HB).
- Restore Essence - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
- Soul Infusion - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
Healing (Shield)
The Sacrifice spec has been fully reworked with the following core design: Consume Essence and Transfer Essence are your single target and AoE Soul Essence builders. Rend Soul and Khaine’s Force are you single target and AoE consumers of Soul Essence. Around that you have abilities such as the new Khaine’s Encouragement, allowing you to efficiently use Dark Rites heals or Devour Essence to help keep one target alive.
- Blood of my Blood - Removed.
- Khaine’s Encouragement - New ability at 13 pt in Path of Sacrifice: Buff. 35 AP. 5 ft range. Instant. 10s CD. Builds 20 Soul Essence. - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage and heal your friendly target for (120 + 0.8*DB). This attack buffs your next casted healing ability by 35% for 15 seconds.
- Khaine’s Force - New ability at lvl 17: Damaging. 0 AP. 5 ft range. Instant. No CD. Requires Shield. Requires 80 Soul Essence. - You slash your enemy dealing (187 + 1.5*DB + 1.5*WDPS) damage to them. Through Khaine, you heal your group mates within 100 feet for (320 + 2.0*DB) plus 100% of the damage dealt.
- Consume Essence - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Builds 40 Soul Essence - You strike your enemy dealing (150 + 1.5*DB + 1.5*WDPS) damage to them. Using the Kforce of Khaine, you heal your friendly target for (210 + 1.2*DB) plus 75% of the damage that you dealt.
- Transfer Essence - Reworked into: Damaging. 30 AP. 5 ft range. Instant. No CD. Requires Chalice or Shield. Builds 30 Soul Essence. - You slash your enemy dealing (112 + 1.5*DB + 1.5*WDPS) damage to them.Through the gift of Khaine, you heal group mates within 100 feet for (120 + 0.8*DB) plus 75% of the damage that you dealt.
- Devour Essence - Reworked to: Curse. 0 AP. 100 ft range. Instant. 20s CD. Requires 75 Soul Essence - You envelop yourself or an ally in a devouring aura, they will deal 5 * (56 + 0.38*DB + 0.75*WDPS) damage over 5 seconds to up to 4 enemies within 20 feet and receive a blessing that heals them for 150% of all the damage dealt.
- Pillage Essence - No longer drains AP and transfers it to Soul Essence by default. Instead, Pillage Essence is now an interrupt. On a successful interrupt, you drain up to 50 AP from the target and gain 50 Soul Essence. Now builds 35 Soul Essence instead of 45.
- Unyielding Tormentor - Now also usable with Shield. Cooldown reduced from 60s to 40s.
- Empowered Transfer - Reworked into: Increase the Base Heal of Transfer Essence, Consume Essence, Khaine’s Force, and Khaine’s Encouragement by 50%. Increase the lifetap healing from Rend Soul by 30%.
- Gift of Khaine - Khaine’s Force now additionally heals all group members within 100 ft for (3 * (65 + 0.35*DB) over 3 seconds.
- Transferred Focus - Reworked into: Consume Essence and Transfer Essence are now undefendable.
Damage
The redesigned Torture Disciple of Khaine is built around the new Drowning in Blood. You will find that many abilities and tactics have been changed to create fun and interesting interactions. With the new tactic Essence Shatter, the Disciple of Khaine also gains access to a spammable AoE attack for Warband play.
- Drowning in Blood - Now Core ability in Path of Torture at lvl 20 and reworked into: Buff. 0 AP. Self. Off GCD. 5s CD. Requires Dual Wield. Requires 20 Soul Essence per second. - Increases your critical damage by 25% for 5 seconds or until you run out of Soul Essence. While Drowning in Blood you cannot gain Soul Essence.
- Serrated Blade: New ability at 13 pt in Path of Torture - Curse. 40 AP. 5 ft range. 10s CD. Builds 30 Soul Essence. Requires Dual Wield. - You drive your blade into your target, dealing (225 + 1.5*DB + 1.5*WDPS) damage and reducing their armor by 1600 for 10 seconds.
- Wracking Agony - Moved to 9 pt in Path of Torture. Now requires 40 Soul Essence. AP Cost removed. Now only guarantees the critical hit when Drowning in Blood. Now has an additional effect of: If this ability lands a killing blow on your enemy, you gain 50% increased movement speed for 5 seconds.
- Sanguinary Extension - Reworked into: Curse. 35 AP. 5 ft range. Instant. 10s CD. Builds 30 Soul Essence - You strike your enemy for (112 + 1.5*DB + 1.5*WDPS) damage. If you strike your target from the rear, you reduce their movement speed by 60% for 3 seconds. If you are currently Drowning in Blood, you curse your enemy dealing 3 * (60 + 0.45*DB + 0.35*WDPS) damage over 3 seconds.
- Cleave Soul - Armor penetration when hitting the target from the side or rear removed. Now builds 35 Soul Essence, down from 30.Instead deals an additional (112 + 0.75*DB + 1.0*WDPS) damage when hitting the target from the rear or when Drowning in Blood. Base damage of initial hit reduced from 150 to 112.
- Fist of Khaine - Now Core ability in Path of Torture. No longer requires Soul Essence. Now costs 20 AP and builds 15 Soul Essence.
- Fell Sacrifice - Soul Essence cost reduced from 35 to 25. Damage changed to Physical. Damage changed from 3 * (165 + 0.59*DB) to 3 * (120 + 0.8*DB + 0.68*WDPS).
- Flay - Now also snares for 3 seconds if the target is not cursed. If the target is cursed, duration is increased to the current 6 seconds.
- Consume Enchantment - Now when Drowning in Blood, this ability will almost always deal critical damage.
- Curse of Khaine - Reworked into: Lacerate will also curse the target and make healing on them 50% less effective. Sanguinary Extension now deals an additional (150 + 1.5*DB + 1.5*WDPS) damage when the damage over time effect ends.
- Bleed Out - No longer increases duration of Sanguinary Extension (Still increases duration of Lacerate and Fell Sacrifice). Instead, it increases the damage of Sanguinary Extension by 25% (Including DoT part).
- Khaine’s Imbuement - Reworked into: Any time you hit an enemy with a direct damaging ability, there is a 33% chance that they will suffer an additional 5 * (75 + 0.4*DB) damage over 5 seconds (Curse). Whenever this tactic is triggered, your chance to critically hit with attacks is increased by 5% for 10 seconds (Buff).
- Essence Shatter - New tactic at lvl 19: Remove the cooldown of Essence Lash. Essence Lash no longer gives Soul Essence per enemy hit, instead it builds 30 Soul Essence if it hits any target. Action Point cost of Essence Lash reduced to 35 AP. Range reduced to 40 feet.
Balance Changes
Mechanic Bonuses
Abilities that build Tranquility:
- Phoenix's Rejuvenation (New) - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Duration increased by 2s.
- Lambent Aura - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
- Cleansing Light - 1-4 Bonus: 2s CD Reduction. - 5 Bonus: 2s. CD Reduction. Cleanse an additional Hex or Ailment.
- Drain Magic - 1-4 Bonus: Additionally give AP to friendly target. - 5 Bonus: Additionally give AP to group members within 100 ft of you.
- Scatter The Winds - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase duration by 6s.
- Law of Conductivity - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Target receives 5% more damage.
- Law of Age - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase radius by 50%.
- Radiant Gaze - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Debuff increased by 5%.
- Rain Lord - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase Group’s Strength, Ballistic Skill and Intelligence by 120 for 20 seconds if they are within 100 ft of you.
- Transfer Force - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
- Shield of Saphery - 1-4 Bonus: Shield increased by 15%. - 5 Bonus: Shield increased by 30%. Cooldown reduced by 5 seconds.
Abilities that build Force:
- Gift of Life - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Ress Ally with 50% health.
- Blessing of Isha - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Heals for an additional 3*(125 + 0.5*HB) over 3 seconds.
- Boon of Hysh - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
- Healing Energy - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
- Funnel Essence - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Now Castable On The Move.
- Cleansing Flare - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase knockback distance.
- Dissipating Energies - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Radius increased by 50%.
- Fury of Asuryan - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Your outgoing damage is increased by 10% for 5 seconds.
- Searing Touch - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 10% Strikethrough. Additionally slows the target by 40%.
- Radiant Lance - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. After 2 seconds, hits an additional time for 50% of the original damage.
- Storm of Cronos - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. 10% Strikethrough.
- Law of Gold - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
- Energy of Vaul - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
- Balance Essence - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Your outgoing healing is increased by 20% for 5 seconds.
General
Together with the brand new mechanic, the new Empowered Lores provides an awesome additional interaction with the class mechanic. Additionally, multiple Morale abilities have been improved.
- Golden Aura - Effect will linger for 3 seconds after the absorb shield is removed.
- Empowered Lores - Reworked into: When casting your first spell after reaching 5 Tranquillity, your Critical Damage and Critical Healing is increased by 50% for 5 seconds. When casting your first spell after reaching 5 Force, your Intelligence and Willpower is increased by 240 for 5 seconds.
- Arcane Suppression - Reworked to: 80 ft range - Deals 900 damage and silences all enemies within 20 feet of your target for 3 seconds, making them unable to use magic.
- Funnel Energy - Reworked into: 80 ft range - All enemies within 20 feet of your target have their action point costs increased by 50% for 15 seconds, all allies within 20 feet of your defensive target have their action point costs reduced by 50% for 15 seconds.
- Winds’ Protection - Healing changed from 5 * (240 + 1.5*HB) to 5 * (480).
Healing
Magical Infusion has been reimagined as a sub class mechanic, allowing you to bring great single target healing for your group. Several changes are aimed at really letting you choose, but also forcing you to choose between single target and AoE capabilities through your tactic choices. The new Phoenix Rejuvenation ability improves the group healing capabilities of the class. At last, the newly designed Expanded Control gives the Archmage a way to build an Intelligence based healing spec. The possibilities are endless!
- Magical Infusion - Moved to core ability at level 20 and reworked into: Buff. 15 AP. 150 ft range. Off GCD. 15s CD. Can only affect one ally. Cannot target yourself. - Bind yourself to one ally for 30 seconds, increasing your healing proficiency to them. All your healing abilities are 15% more effective on them.
- Mistress of The Marsh - Moved to 5 pts in Path of Isha.
- Funnel Essence - Moved to 9 pts in Path of Isha. Additionally, if Funnel Essence is used on an ally affected by Magical Infusion, their chance to be critically hit is reduced by 10% for the duration of the channel.
- Phoenix’s Rejuvenation - New ability at 13 pts in Path of Isha: Enchantment: 55 AP. Self. Instant. 15s CD. Builds Tranquillity – Heals all group members within 100 ft for 5 * (120 + 0.6*HB) over 5 seconds.
- Lambent Aura - No longer heals two additional allies.
- Energy of Vaul - Damaged reduced from (299 + 1.33*) to (249 + 0.67*DB). Healing changed from 1125 plus 50% of damage dealt to (800 + 2.0*DB) plus 50% of damage dealt.
- Apotheosis - Moved to 7 pts in Path of Isha.
- Wild Healing - Moved to 11 pts in Path of Isha and reworked into: Increase your Critical Healing by 25%. Reduce the Action Point cost of Boon of Hysh and Blessing of Isha by 10.
- Light of Isha - New core tactic at level 26: Lambent Aura now heals two additional allies within 15 feet of your target.
- Balanced Mending - Reworked into: Healing Energy becomes 15% more effective and will now also restore 25 Action Points to the target.
- Desperation - Increased healing from Magical Infusion removed. Health threshold increased from 25% to 30%.
- Arcing Power - Healing increased from 25% to 33%. Now additionally adds 10% Block and Disrupt Strikethrough to Balance Essence and Transfer Force.
- Expanded Control - Reworked into: Balance Essence now has a Base heal of (500 + 4.0*DB) and Transfer Force has a Base heal of (100 * 1.0*DB) every 3 seconds. Balance Essence can be cast while moving, but the damage output from Balance Essence and Transfer Force is reduced by 50%.
- Healing Energy - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
- Lambent Aura - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
- Boon of Hysh - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB).
- Funnel Essence - Healing changed from 4 * (405 + 1.0*HB) to 3 * (315 + 1.5*HB).
Damage
You will find several changes to supply the Archmage with more AoE options, as well as a redesigned Increased Conductivity to increase their single target burst capabilities.
- Storm of Cronos - Cooldown reduced from 30 to 10 seconds. Damage reduced from (412 + 1.6*DB) to (348 + 1.6*DB).
- Dissipating Energies - Now usable on any allied target.
- Increased Conductivity - Reworked into: Searing Touch now deals damage every second, but has its duration reduced by 3 seconds and its damage reduced by 25%. Additionally, reduces effectiveness of your casted healing abilities by 10%.
- Dispel Magic - Now reduces effectiveness of your casted healing abilities by 10%.
- Radiant Burst - Reworked into: Radiant Lance and Radiant Gaze will now affect all enemies within 20 feet of your target, but their range is reduced to 80 feet and they do 30% less damage.
Balance Changes
Mechanic Bonuses
Abilities that build Gork’s Waaagh!:
- Do Sumfin Useful - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Duration increased by 5 seconds.
- Ey, Quit Bleedin' - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
- Greener 'n Cleaner - 1-4 Bonus: 2s CD Reduction. - 5 Bonus: 2s CD Reduction. Cleanse an additional Curse or Ailment.
- Yer Not So Bad - 1-4 Bonus: Additionally give AP to friendly target. - 5 Bonus: Additionally give AP to group members within 100 ft of you.
- Gork's Barbs' - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Now additionally deals 249 Elemental damage to the target every time they are healed (1s ICD).
- Life Leaka - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Target receives 5% more damage.
- You'z Squishy - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase radius by 50%.
- Get'n Smarter - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Additionally steals 120 Willpower.
- Yer A Weaklin' - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 20% Strikethrough. Increase Group Strength, Ballistic Skill and Intelligence by 120 for 20 seconds if they are within 100 ft of you.
- Bleed Fer' Me - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
- Don' Feel Nuthin - 1-4 Bonus: Shield increased by 15%. - 5 Bonus: Shield increased by 30%. Cooldown reduced by 5 seconds.
Abilities that build Mork’s Waaagh!:
- Gedup! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Ress Ally with 50% health.
- Gather Round - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast TIme Reduction. Heals for an additional 3*(125 + 0.5*HB) over 3 seconds.
- Bigger, Better, An' Greener - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
- Gork'll Fix It - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 45%.
- Mork's Gift (New) - 1-4 Bonus: Healing increased by 15%. - 5 Bonus: Healing increased by 30%. Heals the target for an additional (275 + 1.5*HB)
- Geddoff! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase knockback distance.
- Da Waaagh! Is Coming - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Increase radius by 50%.
- Big Waaagh! - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. Your outgoing damage is increased by 10% for 5 seconds.
- Bunch o' Waaagh - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: 10% Strikethrough. Additionally slows the target by 40%.
- Brain Bursta - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. After 2 seconds, hits an additional time for 50% of the original damage.
- Scuse Me! - 1-4 Bonus: Damage increased by 15%. - 5 Bonus: Damage increased by 30%. 10% Strikethrough.
- You Got Nuthin! - 1-4 Bonus: 10% Strikethrough. - 5 Bonus: Undefendable.
- Fury of Da Green - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: Instant Cast.
- I'll Take That! - 1-4 Bonus: 25% Cast Time Reduction. - 5 Bonus: 50% Cast Time Reduction. Your outgoing healing is increased by 20% for 5 seconds.
General
Together with the brand new mechanic, the new Burst O’ Waaagh! gives the player new ways to fully benefit from the bonuses of the new mechanic. Additionally, several Morale abilities have been improved or overhauled!
- Eeeek! - Changed from Debuff to Ailment.
- Nuthin’ But Da WAAAGH! - Effect now lingers for 5 seconds after the absorb shield is removed.
- Burst O’ Waaagh! - Reworked into: When casting your first spell after reaching 5 Gork’s Waaagh!, your Critical Damage and Critical Healing is increased by 50% for 5 seconds. When casting your first spell after reaching 5 Mork’s Waaagh!, your Intelligence and Willpower is increased by 240 for 5 seconds.
- Whazat Behind You?! - Damage reduction reduced from 25% to 20%.
- Breath of Mork - Healing changed from 3 * (501 + 1.5*HB) to 3 * (801).
- You Weren’t Using Dat - Reworked to: 80 ft range - Deals 900 damage and removes 100 Action Points from all enemies within 20 feet of your target, and gives 50% of the stolen Action Points to group mates within 100 feet.
- Feelz No Pain - Healing changed from 5 * (240 + 1.5*HB) to 5 * (480).
- Fists of Gork - Range reduced from 100 to 80 ft. Now knocks down enemies for 2 seconds instead of knocking them back.
- Steal Yer Thunder - Replaced by Revenge of Da Green: Self - For the next 10 seconds anytime any group member within 100 feet is attacked, they are healed for 300 health and the attacker loses 300 morale. This effect can only occur once per second per ally. Enemies can only lose morale once every second.
Healing
Shrug It Off has been reimagined as a sub class mechanic, allowing you to bring great single target healing for your group. Several changes are aimed at really letting you choose, but also forcing you to choose between single target and AoE capabilities through your tactic choices.The new ability Mork’s Gift provides the Shaman with an instant burst heal. At last, the newly designed Waaagh! Frenzy allows the Shaman to build an Intelligence based healing spec.
- Shrug It Off - Moved to core ability at level 20 and reworked into: Buff. 15 AP. 150 ft range. Off GCD. 15s CD. Can only affect one ally. Cannot target yourself. - Bind yourself to one ally for 30 seconds, increasing your healing proficiency to them. All your healing abilities are 15% more effective on them.
- Sticky Feetz - Moved to 5 pts in Path of Mork.
- Mork’s Gift - New ability at 9 pts in Path of Mork: Healing. 30 AP. 150 ft range. Instant. 10s CD. Gork's Waaagh! increases effectiveness. - Heals your target for (551 + 3.0*HB) health.
- ‘Ey, Quit Bleedin’ - No longer affects two additional allies.
- Fury of Da Green - Damaged reduced from (299 + 1.33*) to (249 + 0.67*DB). Healing changed from 1125 plus 50% of damage dealt to (800 + 2.0*DB) plus 50% of damage dealt.
- Bleed Fer’ Me - AP cost increased from 35 to 40 AP.
- Scrub Ya Gud! - Moved to 7 pts in Path of Mork.
- Mork Favors Me! - New tactic at 11 pts in Path of Mork: Mork's Gift additionally heals up to two group members within 25 feet of your target for 50% of the original value.
- Lookit What I Did! - Moved to core tactic at level 26 and reworked into: 'Ey, Quit Bleedin' now heals two additional allies within 15 feet of your target.
Pass It On - Reworked into: Any time you directly heal an ally affected by your Shrug It Off, you have a 33% chance to heal all allies within 25 feet for (337 + 0.75*HB) health.
- Gork Fix’d It - Reworked into: Gork'll Fix It becomes 15% more effective and will now also restore 25 Action Points to the target.
- Ain’t Done Yet - Increased healing from Shrug It Off removed. Health threshold increased from 25% to 30%.
- Waaagh! Frenzy - Reworked into: I'll Take That! now has a Base heal of (500 + 4.0*DB) and Bleed Fer Me has a Base heal of (100 + 1.0*DB) every 3 seconds. I’ll Take That! Can be cast while moving, but the damage output from I'll Take That! and Bleed Fer Me is reduced by 50%.
- Gork’ll Fix It - Direct Healing changed from (337 + 0.75*HB) to (256 + 1.2*HB) and healing over time changed from 5 * (78 + 0.25*HB) to (60 + 0.35*HB).
- ‘Ey, Quit Bleedin’ - Healing changed from (300 + 0.9*HB) to (251 + 1.2*HB).
- Bigger, Better, An’ Greener - Healing changed from (1125 + 3.0*HB) to (948 + 4.0*HB).
- Do Sumfin Useful- Healing changed from 4 * (307 + 0.75*HB) to 4 * (252 + 1.1*HB).
Damage
You will find several changes and additions to improve the AoE capabilities of the Shaman, but also to create a better split between damage and healing.
- Scuse Me! - Cooldown reduced from 30 to 10 seconds. Range increased from 40 to 65 ft. Damage reduced from (412 + 1.6*DB) to (346 + 1.6*DB).
- Da Waaagh! Is Coming - Reworked into: Ailment. 35 AP. 80 ft range. 1.5s cast. No CD. Gork's Waaagh! reduces cast time and cost. Builds Mork's Waaagh!. - You deal (299 + 1.0*DB) Elemental damage to your target and all enemies within 20 feet of them. You apply an Ailment to them, reducing their chance to disrupt attacks by 5% for 10 seconds. This effect can stack up to 2 times.
- You Really Got Nuthin - Now additionally makes You Got Nuthin’ deal 5 * (60 + 0.45*DB) Elemental damage over 5 seconds.
- Look At Dem! - New core tactic at level 34: Reduce the duration of Yer' a Weaklin by 10 seconds. Now additionally deals 4 * (175 + 0.6*DB) Elemental damage over 10 seconds.
- Mork’s Touch - Now reduces effectiveness of your casted healing abilities by 10%.
- Hurts, Don’t It? - Now reduces effectiveness of your casted healing abilities by 10%.
Balance Changes
- Repel - Removed knockback delay on (the delay was only there if not running Hastened Dismissal
Balance Changes
- Flowing Accusations - Removed 0.5 second delay.
Balance Changes
- Whazat Behind You?! - Damage reduction reduced from 25% to 20%.
General Changes and Fixes
- Channel abilities now display the correct cast time on cast bar when that differs because of mechanics or buffs.
- Outgoing heal debuffs on heal over time abilities are now calculated on each tick rather than when casting.
- All Tank "Taunt" abilities no longer incorrectly mention forcing a target to attack you. Instead, they now explain that this skill will increase an enemy's hatred towards you.
Content
Chapter 22
We fixed a bug causing the 12-minute Enrage timer to reset itself early at the 9-minute mark. As a result of this fix, some PQs like The Ebon Keep for Order and All the King's Men for Destruction will now properly enrage if the warband's pace is too slow. As we've seen some groups go past this enrage timer on average, we've slightly reduced difficulty of some other elements of these PQs to make them faster:
The Ebon Keep (Empire Ch 22):
- Reduced the HP of the Mouth of the Changer mini-boss. This is now mirrored to the Destro version.
- Slightly reduced the HP of the Exalted Adds which spawn at the top level.
- Reduced the damage of the Exalted Adds further.
All the King's Men (Chaos Ch 22):
- Reduced the HP of Celestial Wizard Cornelius. This is now mirrored to the Order version.
- Slightly reduced the HP of the Reiksguard Inner Circle adds.
- Slightly reduced the damage of the Reiksguard Inner Circle adds further.
Dammaz Skar (Dwarf Ch22):
- Gork's Gift now deals unmitigatable damage, meaning that a Tank guarding a player who dies to this will no longer also split that damage over to the tank. (In short: less dead tanks.) We've noticed a few instances where the new Skull symbols for this ability don't appear, so we're also looking into announcing this in yellow text in a future patch.
Sigmar's Crypts
- Seraphine Pale Eye's total HP has been slightly reduced to bring the overall time for this Dungeon more in line with Bilerot Burrows.
- A new Speed Run Quest has been added to Sigmar's Crypts. Like the other Speed Run quests, this is a difficult quest designed for highly experienced players who want to see how fast they can complete the Dungeon. Completing this quest awards a
Champion's Mark.
Bilerot Burrows
- A new Speed Run Quest has been added to Bilerot Burrows. Like the other Speed Run quests, this is a difficult quest designed for highly experienced players who want to see how fast they can complete the Dungeon. Completing this quest awards a
Champion's Mark.
Hunter's Vale Re-work
The
Hunter's Vale Dungeon re-work mentioned in our recent
PvE Roadmap has arrived, just in time for the Wild Hunt!
This re-work is aimed at giving bosses actual mechanics for players to counter,
making the easiest bosses more challenging while also
reducing the amount of time spent on the Spirit of Kurnous fight. All boss buffs can now be stripped by any tank, and all DoTs / debuffs can now be cleansed by any healer. Here's the full list of changes:
Durthu Wood-Treekin & Wildwood Treekin
- Each of these bosses now has a defendable forward cleave
- Each of these bosses now deals defendable AOE damage
- Each of these bosses now has an additional 20% HP true damage attack
- Durthu will now apply a 20% parry debuff on his target. This is cleansable by all healers.
Thanan Tree Lord:
- This boss now has an AOE Defendable damage attack.
- This boss now has an additional 30% True damage attack.
- This boss now has a DoT + 50% Incoming heal debuff. This is cleansable by all healers.
The Three Mothers:
- Peregra the Hound Mother now has a 30% HP True Damage attack.
- Vorasyx the Wolf-Mother now has a 35% HP True Damage attack.
Cadaithaine Lion / Lioness:
- The Lion's Gushing Wound DoT is now cleansable by all healers.
- The Lion now has a strong Undefendable Bite attack. If the Lioness is killed, this will deal massive damage.
- The Cadaithaine Lioness' HP has been very slightly increased.
- Protect the Pride: The Lioness will now deal 50% more damage if allowed to get within 15 feet of the Lion.
- The Lioness can now be kited around the arena to CC or slow her. Moving her through an Oakfall Snare will snare her by 40% for 20 seconds, and if she chases you into the rock, she will stun herself for 4 seconds.
- The Oakfall snares can now be targeted and have been increased in size to make them more obvious.
Spirit of Kurnous:
- The Gates of Nature have had their HP reduced by 30,000.
- Kurnous' Absorb bubble in the final phase has been reduced by 50%.
Drops:
- Stag of Kurnous: There is now a very rare chance to get a 90-day Stag of Kurnous mount when defeating the Spirit of Kurnous. If this drops, two will be awarded instead of just one.
- New Seeds / Liniments: Two liniment buffs that were previously exclusive to the Pie Week / Ogre Stew event are now being added as
permanently-available Liniments via new seed drops within Hunter's vale.
The equivalent of the Bucolic Beef Pie can now be grown as 30-minute Linis via the
Wild Hunt Seed, and the 30-minute Pickerel n' Peas Pie equivalent can be grown via the
Sapling Seed. These seeds can be found at a roughly 10% rate on all bosses within HV, including the optional mini-bosses which drop dyes.
Hunter's Vale QoL Improvements:
-
A new Portal has been added at the far end of the tree bridge once the Cadaithaine Lion is defeated. This will allow players to jump back to the Puzzle location much faster, and should be useful in case the Eagles decide they want to drop you a little early.
-
Many abilities used by mobs and bosses
can now be shattered / stripped / cleansed by all players, regardless of class. This includes Treekin's Harden Bark, The Hound-Mother's Hound's Fury/Hound's Cry, and the Wolf-Mother's Protection of the Pack.
-
A new Secret Boss has been added to Hunter's Vale. This boss has a 100% chance to drop one of the new blue seeds, a 50% chance to drop a second blue seed, and has a rare chance of dropping two 90-day
Stag of Kurnous Mounts.
General
Bank
- Items in the bank with an expiration time or are bind on pickup will now start their decay timer and bind on login if they hadn't already.
Characters
- The time after last login that a character name is reserved and cannot be taken is changed from 1 year for all, to 6 months plus 5 days per renown rank.
Guild
- Top 10 renown gainers (Guilds, rank 40) will have their banners shown in the cities. This is refreshed weekly and the first week there will be no guilds showing but a generic "Hall of Fame" banner in their place.
RvR
- The Destruction Warcamp in Talabecland has had its area properly painted and linked. While this means players will be flagged for PvP when they zone in, it will also mean that player will not have to face bolster/debolster lag when entering and leaving the RvR lake.
Keeps
- Added a new keep upgrade, Oil Control:
- Level 1: 2 minute maturity time, 10 silver upkeep. Only allows members of the claiming guild to deploy oil.
- Level 2: 3 minute maturity time, 10 silver upkeep. Also allows members of the claiming guild's alliance to deploy oil.
- Requires guild rank 20.
If fewer than six members of the claiming guild are alive in the keep then the restriction does not apply. Members of the claiming guild can use the commands ]keep allowoil and ]keep removeoil to grant and remove oil permission to people outside of their guild.
- A message is now shown to allies in the keep when oil is deployed.
- Siege cannon attacks should now be defendable (dodge).
- Siege cannons at keeps now also use ammunition.
Fortresses
- When queuing for a fortress, your position in the queue is now shown in your chat log.
Shining Way Fortress
We've made some small adjustments to the
Shining Way Fortress spawn areas to ensure better parity between the factions. Previously, Destruction had two different camp areas here, both with Guards, but their Trainers were split from the actual respawn camp.
- Destruction's Trainers have been moved to the camp they respawn in.
- The second Destruction Camp and the Guards / Barriers on it have been removed.
- A second entrance/exit has been added to Destruction's respawn camp, with two new Guards added to protect it.
- The Manticores have been moved over a few feet each for better spacing.
- The barrier near the Order Jail has been changed to fix players getting stuck near it.
In short, Destruction now has better convenience with Trainers in the proper spots and two ways in/out of their camp, and Order now has more room to run into the fort via the North side of the map.
Rewards
- Bags mailed from zone locks now tell you which zone they were from.
- Rolling 1 on a zone lock no longer makes you ineligible for bag rewards.
- Fixed an issue that caused an extra renown and crest distribution to occur when capturing forts.
- AAO bonuses for zone locks no longer apply if you leave the zone.
Guilds
- Planted guild banners now display the radiating VFX again.
Interface
- Fixed an issue that caused renown gain in warband loot mode to be split and awarded twice (or more). Now it should properly only have 1 line for the renown gains.
Bug Fixes
[24027] - Added a barrier to the maw to prevent players climbing up the chains.
[23998] - Fixed an issue preventing rams from deploying properly.
[24006] - Keep lords will now only enrage below 99% health.
[23995] - Fixed loot rolling not working in a scenario if in a warband.
[23688] - AAO numbers are no longer off by 7% and will now correctly show at 20%.
[22725] - Fixed NPCs getting stuck trying to fight dead / removed units.
[22697] - Empire/Chaos Fortress Lords now have a correctly-functioning AOE resist buff.
[24033] - Tooltips for Wrecking Ball and Whirling Axe show their correct ticks / duration.
[24018] - Bound and unbound items will no longer stack together.
[24060] - PQs that award contribution for events such as "protect an NPC" now only award contribution to actively participating players.
[24075] - Kills on PQ creatures or objects now only count for the PQ they belong to.
[24073] - Buying from the Auction House has been made more resilient against item or gold loss.
[20530] [Guilds] - Guild leaderships should now pass if the leader has been inactive for more than 60 days.
[15145] [General] - Your rolls for items will no longer be ignored if you´re dead.
[22832] [Guild] - Calendars creations should not self close. This is done by only sending guild xp/renown when client requests it, guild levels up or you switch zone.
[24041] - Vehement Blades now triggers per attack and not per target hit.
[24023] - Punishing Knock is no longer stacking.
[24005] - Rising Anger no longer causes double attacks.
[24001] - Dragon Gun & On Your Knees: Knockdown now applied based on whether your main target defends your damage.
- [Bastion Stair] Fixed a bug caused by code refactoring which led to boss ability "Ground Crack" only hitting in a 10 foot radius instead of in a larger AOE.
[23895] [Bastion Stair] - Fixed a bug that caused some Bastion Stair Rare Mount Drops to expire in 30 days instead of the proper 90.
[23885] [RvR Influence] - DoK's Fanbreaker belt now has the correct amount of stats.
[24052] [Boss Abilities] - Bosses no longer lose their CC immunity after being reset.
[21654] - Battle Fatigue now correctly stacks past 10%.
[23928] - Blazing Blade now removed on death.
- Fixed "This object cannot be interacted with while in stealth" error randomly appearing while in stealth in a party/WB.
- Fixed Magnet, Rift and WE Kisses sometimes showing an out of range message (the cast still went through).
- Fixed an issue in the HV Cadaithaine Lioness fight where she would sometimes return to the spawn.
- Fixed an issue where queuing for scenarios while in warband groups 2-4 could leave you stuck in queue.
- Breath of Mork now only heals friendly player/pet targets (it was incorrectly healing siege equipment).
- Gork sez Stop no longer sticks on deployed rams.
- Siege repair can now be used by classes with 2-handed weapons.
- Fixed an issue with LOS checks on pulls that could result in players being pulled into terrain and getting stuck.
- Daemons and Turrets can no longer be summoned through doors / walls.