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Patch Notes 06/07/2018

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naugrim
Posts: 148

Re: Patch Notes 06/07/2018

Post#81 » Sat Jul 07, 2018 3:40 pm

I test new tree for squig in Pve perfect ! tanky and a lot of dps. I am level 35 and kill 2 mobs 39 easy. Thank for the update !

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naugrim
Posts: 148

Re: Patch Notes 06/07/2018

Post#82 » Sat Jul 07, 2018 3:41 pm

Does the blackguard have a Kd AND a snare in the same time with the new ability?

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zabis
Posts: 1215

Re: Patch Notes 06/07/2018

Post#83 » Sat Jul 07, 2018 3:51 pm

naugrim wrote: Sat Jul 07, 2018 3:41 pm Does the blackguard have a Kd AND a snare in the same time with the new ability?
Yes, the KD and snare run concurrently.
Soulcheg wrote:Want mirrored classes - play chess.
Genisaurus wrote:You are not entitled to Best-in-Slot gear just because you log on.
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Grobbok
Posts: 420

Re: Patch Notes 06/07/2018

Post#84 » Sat Jul 07, 2018 4:09 pm

Spoiler:
Natherul wrote: Fri Jul 06, 2018 10:20 pm [General]

Natherul
- Updated the ab changelist with the changes of todays patch.

Grunbag

- Terror works now as aura and is correctly removed on respawn or boss death / reset

[Abilities]

Squig Herder
Natherul
- Backend work for SH rework.
- Horned Squig is now castable while moving while in Squig Armor and have its cast time reduced by 50%.
- Horned Squig now takes less damage from AOE if in Squig armor.

Torquemadra
Values will be subject to change depending (on my whims... -ahah- and) how it ends up playing out.


[Squig Herder]

Stabbin' tree / Squig Armour rework - Squig Herder

Squig Shakeup

Horned Squig
- Now grants the Armour buff, pet gets an additional weaponskill boost
- Horned Squig abilities scale with points in Path of Stabbin'
- Horned Squig Ability - Head Butt now severs blessings as opposed to KB or KD
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Gas Squig
- Now grants the + range buff
- Gas Squig abilities scale with points in Path of Path of Big Shootin'
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Leveling Unlocks

Lvl 1 - Squig Armour & 'Ard Noggin (Previously lvl 10)
Lvl 10 - Big Claw (Previously lvl 20)
Lvl 15 - Sneaky Strike (New)
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Lvl 20 - Bounce (Previously lvl 30)
Lvl 25 - Really Bad Gas (Rework, was a specable 9 point ability)
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Lvl 30 - Big Bouncin' (Previously a specable 13 point ability)
Lvl 40 - Kaboom!

Path of Stabbin' Tree Rework

3 point tactic - 'Ere Squiggy
5 point ability - Squig Leap (New)
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7 point tactic - Sneaky Stabbin'
9 point ability - Indigestion (Reworked ability)
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11 point tactic - Sneaky Git (New)
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13 point ability - Tastes Like Stuntie (New)
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15 point ability - Outta My Way! (New, not a morale 4, experimental placement of ability at top of tree)
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Moved M4 - Wind up da Wind Up Da Waaagh is now core at 40, activating it puts other morales on a 5 minute cooldown.

Additional

Squig Armour stat boosts will now stack with potions.
Squig Armour Reduces the CD of Horned Squig to 15s, its cast time to 1 and enables it to be summoned on the move.
Tactic - All By Meself - Now additionally reduces the cooldown of Squig Leap by 10s.
Fasta Squiggy - Squig Armour Mount - Available at every good Mount Vendor.
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[Black Orc]

Ability - T'ree Hit Combo now has a Great Weapon requirement.

[Blackguard]

Blackguards passive Exile cd reduction if using a Great Weapon has been removed.

Ability - Get Down! - This 9 point ability has been removed.

Ability - Halt, Fool! - This new 9 point Path of Malice ability costs 30 hatred, has a 20s cooldown, is a 3s KD, a 3 second snare (runs concurrently) on enemies and gives a 5s speed buff to self and if Exile is used while this buff is active it will be have its cooldown reduced by half. Uses Get down KD as carrier as theres a animation flaw I have to correct.
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Ability - Rebounding Hatred - This new ability is a 20s channel which gives the caster 50% boost to Parry/Dodge/Disrupt, requires Great Weapon. Replaces Blast of Hatred as the 15 point ability in the Path of Malice.
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Ability - Blast of Hatred - moved to core, obtained at lvl 40, activating this ability puts your other morales on a 5 minute cooldown.

[White Lion]

Ability - Champions Protector - 9 point pet guard ability in the Guardian tree removed and replaced with a better constructed bespoke ability of Protector of the Pack
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Ability - Pounce - Corrected buffline for minor speed boost on landing.

[Shadow Warrior]

Ability - Shadowstep - A replacement 15 point ability in the assault tree. This ability works as a gap closer. Its a 2s cast, 20s cooldown ability which additionally grants you a 10s buff which currently grants 50% armour penetration, 15% parry/dodge/disrupt defences and 25% AA speed. 25% parry/dodge/disrupt defences and AA speed
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Morale 4 - Whirling Rage moved to core, obtained at lvl 40, activating this ability puts your other morales on a 5 minute cooldown.

[Chap 22]

Grunbag

Slayer Keep :

- Chosens of Grimnir have recovered their abilities and Damage power


Norkalli

Ebon Keep:
- Stage 1 mobs will no longer respawn

Tor Senthai:
- Adequate number of mobs populated, stage 1 and entire PQ now active and complete-able

[Tome of Knowledge]

Lheana
- You will now have to interact with 'Altar of Bloodshed' to trigger the ToK Achievement 'Ritual of Khorne'

[Quests]

Lheana
- Quest 'A Host Divided' has been changed in line with the changes made on ToK Achievement 'Ritual of Khorne'

[Tickets]

Sioding
[11959] Riellyan Jadehart defends himself not like hulk anymore.
[11971] Questmarkers fixed for "Battering the Barony".
[11968] Questobjext fixed for "Remmerbruck Regulars".
[11966] Mourkain Temple order spawn guards moved.
[11945] Headcracka's Choppa is now listed as a sword.
I don't understand it at all
coz I'm a simple orc, just log into the game and try have fun
cheers all
lider of Da fat squigs guild

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Deadpoet
Posts: 313

Re: Patch Notes 06/07/2018

Post#85 » Sat Jul 07, 2018 4:11 pm

I can't play the game right now so I can't test It. If KD and snare of Halt fool last both 3 seconds their effects must be consecutive rather than simultaneous or else the snare element would be unnoticeable/irrelevant/ wasted, unless the snare also applies to the nearby foes, or I am missing/overlooking something. Please explain, I am confused.

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wargrimnir
Head Game Master
Posts: 8281
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Re: Patch Notes 06/07/2018

Post#86 » Sat Jul 07, 2018 4:14 pm

Deadpoet wrote: Sat Jul 07, 2018 4:11 pm I can't play the game right now so I can't test It. If KD and snare of Halt fool last both 3 seconds their effects must be consecutive rather than simultaneous or else the snare element would be unnoticeable/irrelevant/ wasted, unless the snare also applies to the nearby foes, or I am missing/overlooking something. Please explain, I am confused.
IF they have KD immunity, they would still be snared.
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[email protected] for exploits and cheaters.
grimnir.me Some old WAR blog

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Halhammer
Posts: 300

Re: Patch Notes 06/07/2018

Post#87 » Sat Jul 07, 2018 4:18 pm

wargrimnir wrote: Sat Jul 07, 2018 4:14 pm
Deadpoet wrote: Sat Jul 07, 2018 4:11 pm I can't play the game right now so I can't test It. If KD and snare of Halt fool last both 3 seconds their effects must be consecutive rather than simultaneous or else the snare element would be unnoticeable/irrelevant/ wasted, unless the snare also applies to the nearby foes, or I am missing/overlooking something. Please explain, I am confused.
IF they have KD immunity, they would still be snared.
Or reduced KD time, with SoS etc.
Halhammer - Gundoom - Vewywong et al. of DoE

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Deadpoet
Posts: 313

Re: Patch Notes 06/07/2018

Post#88 » Sat Jul 07, 2018 4:54 pm

I see, thanks.

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Keula
Posts: 93

Re: Patch Notes 06/07/2018

Post#89 » Sat Jul 07, 2018 5:15 pm

So Dok's Transfer Essence now costs 65 AP apparently. Tested it on some mobs, so it's not just a tooltip bug. Is this an intended change or what? Also don't know if this is an older change, because i haven't played dps dok in a while, but I couldn't find it any older patch notes.
Alteredheal 85 DOK
Azerrad 79 Sorc
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Cardiff
Posts: 19

Re: Patch Notes 06/07/2018

Post#90 » Sat Jul 07, 2018 5:31 pm

Some very interesting changes! Exciting going forward with all the new possibilities, existing builds and team compositions have been fairly well established for a long time, so I think its great to breath new life into the game by mixing things up and letting us find new ways to utilise these reworks. I understand some of the concerns raised but I think we need to remember this isn’t Mythic on live where some changes were made and left to fester for months on end, at least now if anything is under/over performing it can be balanced quickly.

Ultimately when designing reworks like this there’s only so much theory-crafting you can do, in terms of how people will use them and how they will perform in various situations so you’ve just got to go out, see what happens and take it from there!

Looking forward to the kotbs/chosen changes! :)

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