Reworked - Glass Arrow - Toggle Buff, while active: abilities deal an additional 50-250 Physical damage, but cost 15 more AP per use.-This Has been Implemented
Reworked - Guerrilla Training - After switching stance your action point costs are reduced by 25% and your movement speed is increased by 20% for 5s-This Has been Implemented
Updated - Acid Arrow - remove stance requirement. This can now be used from any stance.-This Has been Implemented
Updated - Enchanted Arrows no longer affects Flame Arrow-This Has been Implemented
Updated - Increased base damage of Fell the Weak, Acid Arrow, Throat Shot, and Eye Shot to match Eagle Eye. -This Has been Implemented
Moved - Move Glass Arrow to Scout Core-This Has been Implemented
Moved - Move Eye Shot from Skirmish 5pt to Scout 5pt, remove stance requirement, remove buildup while moving, 100' range-[b]This Has been Implemented[/b]
Do you see any plus damage outside of glass arrow? (doesn't work with DOTS ATM)
Nerf to eyeshot need to standstill
Skirmish Tree
Reworked - Split Arrows tactic - Spiral Fletched Arrows and Broadhead Arrows now hit all enemies within 20' of your initial target, but their range is reduced to 65'-This is Disabled
Reworked - Powerful Draw tactic - Skirmish abilities penetrate 25% armor. -This is Disabled
Updated - Spiral Fletched Arrows base range increased to 100' -This Has been implemented
Updated - Broadhead Arrows - Now stacks up to 3 times and base range increased to 100'[b]-This is not working[/b]
Updated - Keen Arrowheads tactic - remove Eye Shot duration, add Flame Arrow duration increased to 15[b]-this has been implemented[/b]
Updated - Lileaths Arrow - Now has a 5 second cooldown [b]-this has been implemented[/b]
Moved - Move Barrage to 13pt, reduce cooldown to 5[b]-this has been implemented[/b]
Moved - Move Flame Arrow from Scout Core to Skirmish 5pt, swap Scout stance requirement with Skirmish stance, increase primary stat multiplier by 20%, range 65' -this has been implemented
Again no plus damage outside of flame arrow which is trash'
just stuff that been moved out the tree
Assault Tree
Updated - Brutal Slash - swap Scout with Skirmish requirement-implemented but no big deal
Updated - Sweeping Slash - add Skirmish requirement implemented but no big
Core abilities/Tactics
Reworked - Steady Aim - Toggle Buff, while active: Cast time buildup takes an additional 1s, but you gain 25% bonus critical damage.[b]-this has been implemented[/b]
Updated - Hunters Fervor - Changed 20% AP regen to 5 AP regen per second-this has been implemented
Nobody that I know uses steady aim is its a net DPS loss outside of RapidFire
Vengeance of Nagarythe
Several abilities now have a "While Vengeful" modifier below
- Scout
Fell the Weak - deals spirit damage[b]-Implemented but it's 13 pt ability that is the weakest execute in the game not guarantee to crit need to 30%(better buff would be a guarantee to crit usable at 50%)[/b]
Festering Arrow -[b] undefendable- implemented So there was a tactic for that already [/b]
Eye Shot - cooldown reduced by 10s-[b] implemented a bit cheeky but you are at the mercy to immuni[/b]ty
- Skirmish
Barrage - removes 100 morale from targets **-Nerfed already was 250
Shadow Sting - undefendable -implemented So what
Flame Arrow - increase radius by 10' -implemented So what
- Assault
Exploit Weakness - cooldown reduced by 10s - implemented a bit cheeky but you are at the mercy to immunity does hit hard
Crosscut - hits an additional time-[b] implemented and a bit more burst on the right targets usable twice if with a WW SM[/b]
Swift Strikes - lasts an additional 2s- implemented nobody takes this in the assault tree