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Информация о Mephistofel
- День рождения 27.06.1988
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http://
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ICQ
244574693
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Location
Москва
Достижения Mephistofel

Novice (2/12)
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Репутация
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Я очень надеюсь, что будет дальше не снижение качества бумаги, а смена твердой обложки на мягкую. Ибо при всей преданности к вархаммеру, мне дешевле выходит заказывать английские версии книг. Это учитывая, что я старался и стараюсь покупать каждую книгу, которая выходит на русском. Простой обыватель не готов платить 450-500 рублей за книгу в книжном, когда есть иные аналоги. Плюс в качестве частного пожелания, что будут переводиться не все подряд книги. Тот же "Хельсрич" очень надолго отбил желание покупать книги...
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Highlights * New Careers! Unleash the savage fury of the relentless Orc Choppa, or take up the doom-laden oath of the unstoppable Dwarf Slayer. These two new melee-focused careers relish the thrill of fighting on the front lines and laying waste to all foes that come within reach of their mighty blades. * Bitter Rivals join the battle! Introducing the newest live event for Warhammer Online: Age of Reckoning. "Bitter Rivals" focuses on the ancient hatred that burns between the Dwarf and greenskin races. Millennia of conflict in the Worlds Edge Mountains have honed the enmity that exists between the Orcs and Goblins and the stout Dwarfs to a razor-sharp edge, and when these nemeses meet in battle, it is war without mercy. * Fight for control of the warped Twisting Tower! The battle rages in this new Tier 4 Scenario found deep in the heart of the maddening Chaos Wastes. Here, the warping power of Chaos is at its peak, transforming the very fabric of reality in defiance of all reason. Warriors of Order and Destruction must grapple for control of this ancient citadel, for if the secrets of the Twisting Tower should fall into enemy hands, the tide of battle will surely turn. Like the Reikland Factory, the Twisting Tower will be available for all players for a limited time as a preview to accompany the Bitter Rivals event. Be sure to stake your claim to the Twisting Tower while you can! * Answer the Call to Arms with new Realm vs. Realm gameplay enhancements! Introducing the new Open RvR Rallying Cry system that summons you to key battles for Tiers 1 and 2. The new Zone Control Domination System for Tiers 2 through 4 rewards a realm that truly conquers the battlefield. Also, many improvements to siege weapons ensure that the mighty engines of war are now more lethally effective than ever. See below for additional details. * New treasures await! Across-the-board itemization improvements have been made to the Fortresses, world dungeons, and city dungeons of WAR, including better world drops, quest rewards, Influence rewards, and more! * Crafting System Improvements! We've made many improvements to the game's crafting system, including pairing-off specific gathering skills with specific production skills in order to make crafters more self-sufficient. Also, the leveling curve of trade skills has been improved and fewer components are required to create items. Last, but certainly not least, is the addition of new craftable items! * Easy Public Quests make their debut in Tiers 2, 3, and 4. Scaled for courageous bands of 1 to 3 adventurers, these Public Quests offer a rewarding PvE experience without a large commitment of forces. You'll find one Easy Public Quest in each Chapter, so gather a few friends, or venture out alone... if you dare! * Multiple mail attachments! Now you can send several attached items with a single mail message. * Two new secret lairs await! Finding the new hidden lairs is only half the battle. Figuring out how to open the door - and surviving the dangers inside - is another matter, entirely! General Changes & Bug Fixes * In combat, your own health value could fluctuate up and down inaccurately. This will no longer occur. * When instructed to attack a target on the other side of a closed door, pets will no longer run through the door. * Sometimes when players died, they would appear to others to be sliding around on the ground after respawning. This issue has been fixed. * /ignore will persist properly between logins. * Players will no longer incorrectly see other players on their mounts after they have dismounted. * Opening Movies will no longer always be at max volume. * When using GTAoE abilities, sometimes the targeting reticle graphic would get stuck to the player instead of showing properly where the cursor has targeted. This has been resolved. * When a player changes appearances (such as a Squig Herder getting into their Squig Armor) other players targeting that player will no longer lose their target. * When using flight masters, the flight cinematic will now be less wobbly for Destruction characters. * When a player uses a flight master and attempts to enter a part of the game world that is currently down or not running, the player will be returned to the flight master instead of getting stuck in the flight cinematic. * The ground targeting interface has been tweaked. When you are attempting to place a ground target over an invalid surface, there is now a separate ground decal used to show you that you're targeting an invalid surface. There's also now a ground-target-specific icon which will grey and un-grey depending on where you are mousing over. * When attempting to loot from a pile of corpses, the client will now prioritize corpses with loot on them over empty corpses, making it easier to loot. * Under heavy server load situations, buffs and debuffs will no longer last longer than they should. * Monsters will now be less prone to going into an evade state and returning to their spawn point when trying to reach targets. * Pets will have a more accurate line of sight when trying to use abilities on their targets. * When mousing over the Tier Label on the Pairing Map, there is now a tooltip that displays the level range for the Tier. * Players will now be able to click on the round button on the flight map to fly to refugee camps, rather than just the text name on the right side of the map. * Missing zones have been added to the flight map. Travel map layout issues have been resolved. * Monsters which flee from combat due to being at low hit points will now immediately begin moving at a slower speed. Combat and Careers General Bug Fixes: * All Disorient effects cast by players will no longer stack. Only the most powerful Disorient will affect the target. * Fixed a bug which was causing all area-of-effect abilities in the game to have a slightly smaller area of coverage than intended. Balance Changes: * Abilities which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately. Specific abilities for each career affected by this change are noted below. * Items which proc or trigger damage will now correctly be based on their respective resistance types, and will be mitigated appropriately. * Immovable: Duration increased to 20 seconds. * We have adjusted the way that the Disorient debuff will effect characters. Instead of increasing all ability cast times by a flat value, it will now increase cast times by a % of the total cast time of the spell. As a result, melee abilities and instant cast spells will no longer be affected by Disorient since their cast time is effectively 0 seconds. Specific abilities for each career affected by this change are noted below. * All absorb shield buffs have increased in effectiveness, and will now absorb roughly 50% more damage in most cases. Specific abilities for each career affected by this change are noted below. Renown Abilities: * Pick Lock: Fixed a bug that prevented this ability from functioning. * Bypass Defenses: Fixed a bug that prevented this ability from functioning correctly. * For Glory!: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus. * King of the Hill: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus. * Mission Focused: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus. * Town Raider: The tooltip for this Tactic has been updated to better reflect when players will receive the bonus. * Unbending Will I-III: This ability will now provide the correct amount of Spirit resistance. * Modify War Engine: This effect will no longer stack when multiple players cast it on a single engine. * Hamper War engine: This ability will now properly be listed as a debuff. Guild Tactics: * Thornshield: The damage done by all three levels of this Tactic will now show up in the combat tab and in the on-screen text. * Enhanced Knowledge II: Fixed a typo in this ability's name. Monsters: * Arial Assault: This ability will now do the correct damage. * Tail Swipe: Fixed an issue that caused some abilities to stop working while this effect is on you. Items: * Boost IV-VI: These effects will now display that they also increases critical damage. Healer Archetypes Balance Changes: * Alter Fate: This ability is now affected by the Anti-Resurrection effect present at some encounters. * Shield Wall: The block bonus from this ability will no longer stack with other block buff bonuses. Balance changes: * Divine Protection: This ability will now absorb more damage. Tank Archetype Bug Fixes: * Unstoppable Juggernaut: Fixed a typo in this ability's tooltip. Ranged DPS Archetype Bug fixes: * Concealment: This ability's tooltip will now show the correct duration of the effect. * Hail of Doom: This ability will now correctly do damage for the entire time that it channels. Racial Bug Fixes: * Bathing in Blood: The healing from this Tactic will no longer stack with itself. Balance Changes: * Warped Flesh (Chaos): This Tactic will now absorb more damage. * Emperor's Ward (Empire): This Tactic will now absorb more damage. Archmage Bug Fixes: * Balanced Mending: This ability will now correctly function as described. * Gift of Life: This ability's build time has been reduced, and cooldown time increased. * Hurried Restore: Fixed a tooltip display issue. * Storm of Cronos: This ability will now correctly reduce the target's Spirit resistance. * Wild Healing: This ability's effect will no longer trigger from damage-over-time critical ticks. * Scatter the Winds: The debuff portion of this ability will no longer apply when the damage portion is blocked or disrupted. Balance changes: * Healing Energy: This ability will now heal slightly more initially, but slightly less over time. The over time portion will now last 5 seconds. * Blessing of Isha: This ability will now cast faster and heal for a higher value. * Balance Essence: This ability's damage has been increased. * Searing Touch: This ability will receive greater damage contribution from stats. * Shield of Saphery: This ability will now absorb more damage. * Isha's Ward: This ability will now absorb more damage. * Winds' Protection: This ability will now absorb more damage. Bright Wizard Bug Fixes: * Playing with Fire: This ability will now hit for the correct amount of damage. * Funnel Power: This ability will now continue after zoning. * Flashfire: The cast-time reduction gained from this Tactic will now correctly apply only when a character starts to cast a new ability. * Ignition: Fixed a bug which was preventing most ticks of Ignite from having a chance to trigger this effect. * Flames of Rhuin: Corrected an issue with this ability's tooltip. * Rain of Fire: Fixed a bug which was causing Combustion to begin dropping immediately after channeling this ability. * Funnel Power: The damage inflicted to the Bright Wizard is now considered Corporeal Damage. Balance changes: * Meltdown: This ability will now deal increased damage. * Flame Shield: This ability will now deal Elemental Damage. * Flames of Rhuin: This ability will now deal Elemental Damage. * Funnel Power: This ability will now deal Corporeal Damage. * Explosive Force: This ability will now deal Corporeal Damage. * Pyroclastic Surge: This ability will now disorient the target by 50% for 3 seconds if the target is hexed. Black Guard Bug fixes: * Hatred: The mechanic icon will no longer display in the General Skills tab. * Khaine's Warding: Fixed a typo in this ability's tooltip. * Challenge: This ability no longer requires an enemy target. * Filled with Fury: This ability is now only triggered by attacks that expend Hate. * Crimson Death: This ability's debuff icon will now display the correct value. * Feeding on Pain: This ability's tooltip will now display correct values. * Thirst for Death: Fixed a typo in this ability's tooltip. * Enraged Beating: This ability will now behave correctly when interrupted. * None Shall Pass: This ability will now behave correctly when interrupted. * Away Cretins!: This ability now knocks down monsters. * Hold the Line: This ability now has the correct cooldown of 0 seconds. * Monstrous Ruin: This Tactic will no longer allow Furious Howl to be activated without the required amount of Hatred. * Endless Pursuit: Fixed a typo in this ability's tooltip. Balance changes: * None Shall Pass: This ability will now deal Physical Damage. * Brutal Smash: This ability will now disorient the target by 50%. * Shield of Rage: This ability will now absorb more damage. Black Orc Bug Fixes: * Waaagh!: This ability's debuff icon tooltip now states correct reduction type, and no longer requires a target. * T'ree Hit Combo: This ability will now behave correctly when interrupted. * Can't Hit Me!: This ability will now behave correctly when interrupted. * Da Biggest: This ability will now continue after zoning. * Da Toughest: This ability will now continue after zoning. * Da Big Un': This ability will now continue after zoning. * Rock 'Ard: This ability no longer claims to lead to Gud Plan, or highlights while you have a Gud Plan. * Challenge: This ability no longer requires an enemy target. * Da Greenest: This ability's armor-buffing effect will now scale with level. * Puddle O' Muck: This ability will now actually snare targets. * Where You Going?: This ability's description has been updated to reflect that this is actually a PBAoE. Balance Changes: * Wot armor?: This ability has had its stacking % armor debuff replaced with a fixed-value armor debuff. Additionally, it will now apply its maximum debuff value in a single hit. * Da Toughest: This ability will now grant less Wounds and health to the Black Orc when it triggers. * Da Big Un': This ability will now deal more damage, and affect a larger area. * Savin' Me Hide: This abilty will now deal more damage, and will also reduce the magical damage taken by you and your group. * Shut Yer Face: This ability will now deal more damage and cost no AP to activate. * Down Ya Go: This ability will now deal more damage, knock the target down for 3 seconds, and cost no AP to activate. * T'ree Hit Combo: This ability will now deal more damage but will receive less damage contribution from stats. * Not in da Face!: This ability will now deal more damage and also make you and your group briefly immune to disabling effects. * WAAAAAAAGH!: This ability will now deal more damage. * Can't Hit Me!: This ability will now deal Corporeal Damage. * Big Brawlin': This ability will now disorient targets by 25%. * Dat Was Great!: This Tactic has been changed to match the changes to Wot armor?. The Tactic will now increase the duration of Wot armor?, and reduce the victim's Toughness. * Rock 'Ard: This ability will now absorb more damage. * Can't Touch Us: This ability will now absorb more damage. Chosen Bug fixes: * Relentless: This ability will now behave correctly when interrupted. * Dreadful Fear: This ability will now continue after zoning. * Corrupting Wrath: This ability will now continue after zoning. * Discordant Instability: This ability will now continue after zoning. * Guard: This ability will now continue after zoning. * Discordant Fluctuation: This ability will now continue after zoning. * Corrupting Retribution: This ability will now continue after zoning. * Dreadful Agony: This ability will now continue after zoning. * Dreadful Terror: This ability will now continue after zoning. * Corrupting Horror: This ability will now continue after zoning. * Discordant Turbulence: This ability will now continue after zoning. * Challenge: This ability no longer requires an enemy target. * Dire Shielding: This Tactic will no longer cause Bane Shield to stack when multiple Chosen in the same group use the ability. * Tzeentch's Reflection: The beneficial portion of this ability will no longer be removed by any ability that removes Silence. The Silencing portion of this ability will continue to be removed as normal. Balance Changes: * Auras will no longer aggro monsters that are not already in combat. Auras can no longer be dodged, blocked, parried, or disrupted. Auras that deal damage now deal Spirit damage. * Hate from auras which affect all group-mates will now be credited to the individual group members, instead of all to the Chosen themselves.[TR 76553] Blast Wave: This ability will now deal Spirit Damage. Additionally, this ability will no longer lower the target's resistances, but will instead lower the target's Wounds. * Quake: This ability will now deal Spirit Damage. * Discordant Fluctuation: This ability will now deal more damage. Additionally, the damage effect on Discordant Fluctuation will now only trigger a maximum of once per 2 seconds per character affected. * Corrupting Retribution: This ability will now heal for slightly more. * Dreadful Terror: This ability now removes slightly more Action Points from the victims. * Tooth of Tzeentch: This ability's bonus damage will now deal Spirit Damage. * Bane Shield: This ability will now deal Spirit Damage. Additionally, the damage effect on Bane Shield will now only trigger a maximum of once per 2 seconds per character affected.[TR 76553] Touch of Palsy: This ability will now deal Spirit Damage.[TR 76553] Corrupting Horror: This ability will now disorient targets by 25%. * Impenetrable Armor: This ability will now absorb more armor. Disciple of Khaine Bug Fixes: * Stand Coward!: This ability's build time has been reduced, and cooldown time increased. * Patch Wounds: This ability will now correctly consume 25 Soul Essence as described. * Restored Motivation: Fixed a bug which caused this ability's healing effect to occasionally be disrupted by allies. * Warding Strike: This ability will now fire correctly when the Disciple has 30 Soul Essence. * Covenant of Vitality: Fixed this ability's buff icon tooltip to display the correct effect. Additionally, this ability's buff will now persist after zoning. * Covenant of Celerity: This ability's buff will now persist after zoning. * Covenant of Tenacity: This ability's buff will now persist after zoning. * Devour Essence: This ability will now heal for every target hit in the radius, instead of only once. * Consume Essence: This ability will no longer heal invalid targets. * Rend Soul: This ability will no longer heal invalid targets. Balance Changes: * Covenant of Vitality: This ability will now deal Spirit Damage. * Covenant of Celerity: This ability will now deal Spirit Damage. * Restore Essence: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds. * Khaine's Embrace: This ability will now cast faster and heal for a higher value. * Soul Shielding: This ability will now absorb more damage. * Khaine's Bounty: This ability will now absorb more damage. Engineer Bug Fixes: * Barbed Wire: This ability will now play its entire visual effect. * Land Mine: Fixed a bug which caused this ability to trigger a disproportionately long immunity timer. * Snipe: Fixed a bug which was incorrectly reducing the cost of this ability. * Bugman's Best: Fixed a bug which was allowing this ability's healing effect to inadvertently affect NPCs. * All Turrets: Turret-specific abilities will now display in the Mastery Training window as being part of the associated Mastery. * Coordinated Fire: This Tactic's effect will now increase damage as described. Additionally, this Tactic's effect will now last for the full duration of Signal Flare. * Self Destruct: This ability's tooltip will no longer claim it costs AP. Additionally, this ability is now considered a ranged attack (improved with Ballistic skill) that deals Corporeal damage. * Concussive Mine: This ability will now properly disorient targets. * Lighting Rod: Fixed a bug that caused this ability to receive more benefit from stats than intended. * Hollow Points: Multiple Engineers may now all affect a target with Hollow Points. * Electro Magnet: Targets pulled in by this ability will no longer clip directly into the Engineer.They will instead be offset by a varying amount to reduce collision issues. Balance changes: * Sticky Bomb: This ability will now deal Corporeal Damage. Additionally, this ability will now explode if the target is killed. * Concussive Mine: This ability will now disorient the targets by 50%. * Rune of Forging: This ability will now absorb more damage. Ironbreaker Bug Fixes: * Grudge-Born Fury: This ability will now behave correctly when interrupted. * Challenge: This ability no longer requires an enemy target. * Heavy Blow: Fixed a typo in this ability's description. * Powered Etchings: This ability's Snare and Knockback effects will now correctly obey removal/immunity. Balance Changes: * Stone Breaker: This ability's % armor debuff has now been replaced with a flat value armor debuff. * Oathstone: This ability will now deal Physical Damage. * Overprotective: This ability will now deal Physical Damage. * Runic Shield: This ability will now absorb more damage. * Gromril Plating: This ability will now absorb more damage. Knight of the Blazing Sun Bug Fixes: * Myrmidia's Fury: This ability will now behave correctly when interrupted. * Press The Attack!: This ability will now continue after zoning. * Stand Strong!: This ability will now continue after zoning. * Gather Your Resolve!: This ability will now continue after zoning. * On Your Guard!: This ability will now continue after zoning. Additionally, this ability should no longer be procced by ranged autoattacks. * Stay Focused!: This ability will now continue after zoning. Additionally, when Lingering, the aura will now correctly heal when triggered. * All Out Assault!: This ability will now continue after zoning. * To Glory!: This ability will now continue after zoning. * To Victory!: This ability will now continue after zoning. * Now's Our Chance!: This ability will now continue after zoning. * Challenge: This ability no longer requires an enemy target. * Sunder: Fixed a tooltip display issue. * Staggering Impact: Fixed a tooltip display issue. Shield Rush: The block bonus from this ability will no longer stack with other block buff bonuses. * Vigilance: This ability's buff window tooltip will now correctly state that you are receiving more damage, instead of less. * Dirty Tricks: An Icon will now appear in the buff window when this Tactic fires. Balance Changes: * Commands will no longer aggro monsters that are not already in combat. Hate from Commands which affect all group-mates will now be credited to the individual group members, instead of all to the Knight themselves. The effects of Commands can no longer be dodged, blocked, parried or disrupted, and Commands that deal damage now deal Elemental damage. Shield of the Sun: This ability will now deal Elemental Damage. * Myrmidia's Fury: This ability will now receive a greater damage contribution from stats. * Stay Focused!: This ability will now heal for slightly more. * To Glory!: This ability will now restore slightly more Action Points. * Guardian of Light: This ability will now absorb more damage. Magus Bug fixes: * Dissolving Mist: This ability's radius is now accurate on tooltip. * Daemonic Armor: This ability's tooltip values will now display correctly. * Indigo Fire of Change: Multiple Magi can now cast this spell upon a single target, but only a single Horror will be created. * Tzeentch's Firestorm: This ability can now be defended against, and will trigger any appropriate effects. * Blue Horror, Pink Horror, and Flamer of Tzeentch: Daemonic Minion-specific abilities will now display in the Mastery Training window as being part of the associated Mastery. * Daemonic Resistance: This ability now has an increased casting range to match normal group effects. Additionally, fixed a bug which caused the hotkey to gray out when selecting group members. * Daemonic Infestation: When exploding, this ability will now visually knock down players and play an explosion effect. * Chaotic Rift: Targets pulled in by this ability will no longer clip directly into the Magus, will instead be offset by a varying amount to reduce collision issues. Balance Changes: * Seed of Chaos: This ability will now explode if the target is killed, or if the effect runs for its full duration. In addition, other targets hit by the explosion now have a chance to defend themselves. * Perils of the Warp: This ability will now deal Elemental Damage. * Seed of Chaos: This ability will now deal Spirit Damage. * Aegis of Orange Fire: This ability will now deal Elemental Damage. Marauder Bug Fixes: * Gift of Savagery: This ability's tooltip will now better match the stats gained from the ability. * Gift of Monstrosity: This ability's tooltip will now better match the stats gained from the ability. * Gift of Brutality: This ability's tooltip will now better match the stats gained from the ability. * Demolition: The cooldown listed on this ability's tooltip now matches the actual cooldown of the ability. * Mutating Release: This ability now correctly gives a 10-second immunity to all roots and snares. * Deeply Impaled: This ability's effect will no longer stack with itself. Additionally, this Tactic will now give the correct bonus when Impale is used. * Drink Deeply: This Tactic will once again heal when Tzeentch's Cordial ends. * Growing Instability: This Tactic will once again grant a bonus to critical hit at the correct health brackets. * Convulsive Slashing: This ability will now behave correctly when interrupted. * Wrecking Ball: This ability will now behave correctly when interrupted. * Gut Ripper: This ability will once again cause the next ability used to critical hit. * Wave of Horror: This ability's tooltip will now state the correct amount of Hate reduction. * Wave of Terror: This ability will now state how large of an area it will affect. Balance Changes: * Deadly Clutch: The amount of health healed by this Tactic has been increased. * Insane Whispers: This Tactic will now cause a 50% Disorient for 5 seconds. * Terrible Embrace: This ability's build time has been reduced to 1 second, and its cooldown time increased to 30 seconds. * Terrible Embrace: This ability's cost has been reduced. Additionally, it will now continue to build while moving. * Thundering Blow: The Disorienting effect of this ability is now a 50% debuff. Rune Priest Bug Fixes: * Master Rune of Adamant: This ability's build up will now be correct, and the effect will now last for the correct duration. Additionally, this ability's tooltip will now reflect that only one Master Rune can be active at a time. * Master Rune of Fury: This ability's tooltip will now reflect that only one Master Rune can be active at a time. * Master Rune of Speed: This ability's tooltip will now reflect that only one Master Rune can be active at a time. * Ancestor's Echo: This ability's tooltip has been changed to be clearer. * Potent Runes: Fixed a bug which was causing this ability's effect to incorrectly alter the player's stats. * Oath Rune of Power: This ability's hotbar icon will now light up correctly when targeting party members in a warband. * Oath Rune of Warding: This ability's hotbar icon will now light up correctly when targeting party members in a warband. * Oath Rune of Iron: This ability's hotbar icon will now light up correctly when targeting party members in a warband. * Oath Rune of Sanctuary: This ability's hotbar icon will now light up correctly when targeting party members in a warband. * Blessing of Grungni: This ability's name has been corrected. * Thick Skulled: Fixed a typo in this ability's tooltip. * Rune of Serenity: This ability will no longer trigger Restorative Burst. * Rune of Battle: This ability will now properly cast on allies. Balance Changes: * Rune of Mending: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds. * Blessing of Valaya: This ability will now cast faster and heal for a higher value. * Rune of Shielding: This ability will now absorb more damage. * Ancestor's Echo: This ability will now absorb more damage. Squig Herder Bug Fixes: * Indigestion: Fixed a bug that caused this ability to use Intelligence instead of Strength in damage calculations. * Sticky Squigz: This ability now costs the correct amount of Action Points to use. * Big Bouncin!: This ability will now behave correctly when interrupted. * Run Away!: This ability's cost has been lowered. The knock forward effect has been changed to a movement speed increase effect. * 'Ere Squiggy!: Fixed a bug that prevented this Tactic from firing on damage abilities. * Lots o' Arrers: This ability's animation will no longer continue after the Squig Herder runs out of AP. * Splinterin' Arrers: You can now hit Keep doors with Run n' Shoot while this Tactic is slotted. Balance Changes: * Squig Armor: This ability no longer has a build time, and its reuse time has been greatly reduced. * Tastes Like Chicken: The heal portion of the ability is no longer dependent on the pet's health at the time of the sacrifice. Sorcerer Bug Fixes: * Pit of Shades: Fixed a bug which was causing Dark Magic to begin dropping immediately after channeling this ability. * Vision of Domination: This Tactic now also increases Word of Pain's effectiveness and damage, and increases the Action Point heal value of Vision of Torment. * Pit of Shades: You will no longer lose Dark Magic as soon as the channel ends. Balance Changes: * Dhar Wind: This ability's damage has been increased to match the amount of Back Lash damage taken. * Frozen Touch: This ability now correctly deals Corporeal Damage. * Shades of Death: This ability now correctly deals Spirit Damage. * Swell of Gloom: This Tactic ability now correctly deals Spirit Damage. * Chilling Gusts: This Tactic ability now correctly deals Corporeal Damage. * Piercing Shadows: This Tactic ability now correctly deals Spirit Damage. * Infernal Gift: The amount of bonus damage this ability gives to the group has been reduced. * Tapping the Dark: This ability's absorb amount has been increased. Shadow Warrior Bug Fixes: * Steady Aim: This ability's tooltip has been updated to better reflect what this ability affects. * Assault Stance: The Strength and Weapon Skill bonuses from Assault Stance will now stack with other Strength and Weapon Skill bonuses. * Outrider Patrol: This ability's tooltip will now show the amount of damage done. * Split Arrows: You can now hit keep doors with Spiral-Fletched Arrow while this Tactic is slotted. * The bonuses from Scout, Assault, and Skirmish Stance will now stack with other bonuses. Balance Changes: * Eye Shot: This ability can now be used while moving. * Fell the Weak: The build time for this ability has been reduced to 0 seconds, but the cost has been increased. Shaman Bug Fixes: * Gedup!: This ability's build time has reduced, but its cooldown time has been increased. * Do Sumfin Useful: Fixed a typo in this ability's tooltip. * Big Waaagh!: The Waaagh! mechanic will now properly light up this ability on the hotbar. * 'Ey, Quit Bleedin': Fixed a bug which was allowing this ability to incorrectly cast on NPCs. Balance changes: * Gork'll Fix It: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds. * Gather Round: This ability will now cast faster and heal for a higher value. * I'll Take That!: This ability will now deal more damage. * Yer Not so Bad: This abilty now has no build time. * 'Ere We Go!: This ability's extra damage will now deal Elemental Damage. * Gork's Barbs': This ability will now deal Elemental Damage. * Bunch o' Waaagh: This ability will now receive a greater damage contribution from stats. * Don' Feel Nuthin: This ability will now absorb more damage. Swordmaster Bug Fixes: * Aethyric Armor: This ability no longer claims to return you to Normal Stance. * Aethryic Grasp: Fixed a typo in this ability's tooltip. * Isha's Protection: Fixed a typo in this ability's tooltip. * Vaul's Buffer: Fixed a typo in this ability's tooltip. * Ether Dance: This ability will now behave correctly when interrupted. Additionally, the current Balance state is now maintained through the duration of the effect, in order to benefit from Balance-based Tactics. * Sword Dance: This mechanic's icon will no longer display in the General Skills tab. * Balanced Accuracy: This Tactic now affects all strikes of Ether Dance, Dragon's Talon, Crashing Wave, and Whispering Winds. * Bladeshield: Damage from this ability will no longer be mitigated by the victim, and will also no longer critically hit as is normal for all Morale effects. * Protection of Hoeth: This ability now displays its correct Balance advancement, and will no longer highlight in Perfect Balance or increase Balance with every use. * Challenge: This ability no longer requires an enemy target. * Gusting Wind: This ability's tooltip will now display its correct damage value after increasing Mastery. * Potent Enchantments: Fixed a bug which caused this Tactic to be affected by Mastery in the Path of Hoeth. * Deep Incision: Fixed a bug which was causing this ability's damage to be lower than intended. * Shatter Enchantment: This ability will no longer remove an Enchantment from the victim if they successfully block or parry the ability. * Shield of Valor: This ability will now upgrade correctly. * Heaven's Blade: Fixed a typo in this ability's tooltip. * Guard of Steel: Fixed a typo in this ability's tooltip. * Unstoppable Juggernaut: Fixed a typo in this ability's tooltip. Balance Changes: * Dazzling Strike: This ability has been made a Perfect Balance attack that deals Spirit Damage. Dazzling Strike has been moved to Level 12, now deals increased damage, has no cooldown or reuse timer. Additionally, Dazzling Strike will now disorient the target by 50%. * Intimidating Blow: This ability has been moved to Level 35. * Gusting Wind: This ability has been made an Improved Balance attack. Additionally, Gusting Wind now costs AP to activate, and deals increased damage. * Ether Dance: This ability now deals increased damage. * Crashing Wave: This ability now deals more damage, and also makes you and your group briefly immune to disabling effects. * Whispering Wind: This ability now deals more damage, and reduces cooldown times for you and your group. * Blurring Shock: This ability's extra damage from critical hits will now deal Spirit Damage. * Wall of Darting Steel: This ability will now deal Spirit Damage. Warrior Priest Bug Fixes: * Prayer Of Absolution: This ability will now continue after zoning. * Prayer of Righteousness: This ability will now continue after zoning. * Prayer of Devotion: This ability will now continue after zoning. * Breath of Sigmar: This ability's build time has been reduced, and its cooldown time increased. * Purge: Fixed a typo in this ability's tooltip. * Sigmar's Greave: This Tactic's Toughness debuff from will now last the correct duration. * Divine Assault: This ability will no longer heal invalid targets. Balance Changes: * Prayer of Righteousness: This ability will now deal Spirit Damage. * Divine Aid: This ability will now heal slightly more initially, and slightly less over time. The over time portion will now last 5 seconds. * Touch of the Divine: This ability will now cast faster and heal for a higher value. * Divine Light: This ability will now absorb more damage. White Lion Bug Fixes: * Pounce: You will now jump just to your target's side instead of directly on top of them, fixing several collision issues. The damage portion of the ability now fires more consistently. * Whirling Axe: This ability will now behave correctly when interrupted. * Full-Grown: The Tactic will now properly increase your pet's Wounds. Additionally, this ability's tooltip is now correct. * Ensnare: Fixed a bug that prevented this ability's root effect from firing. * Pack Synergy: Fixed a bug that allowed this Tactic to remain active after the pet was de-summoned. Balance Changes: * Pack Assault: This ability will now deal Spirit Damage. * Fey Illusion: This ability will now debuff the target's autoattack speed. Additionally, this ability will no longer require a frontal positional, and will cost slightly more AP. * Fetch: This ability's range has been reduced to 65 feet, and its cost has been reduced. Additionally, this ability's cooldown has been increased to 30 seconds. Witch Elf Bug Fixes: * Agile Escape: This ability can no longer be used when rooted. * Ruthless Assault: This ability will now behave correctly when interrupted. * Shadow Prowler: This ability will now always be interrupted when the player is attacked. Balance Changes: * Kiss of Betrayal: This ability will now deal Corporeal Damage. * Kiss of Agony: This ability will now deal Corporeal Damage. * Kiss of Death: This ability will now deal Corporeal Damage. * Kisses will no longer be able to activate off a thrown dagger. * Vehement Blades: This ability has had its damage contribution from stats reduced. * Enfeebling Strike: This ability has had its damage contribution from stats reduced. * Treacherous Assault: This ability has had its damage contribution from stats reduced. * Masterful Treachery: This ability's bonus to damage has been lowered. * Sharpened Edge: This ability has had its armor debuff removed. This has been replaced with a self buff that will deal damage back to your enemy whenever they block or parry your attacks. * Pierce Armor: This ability has had its additional armor debuff removed. This has been replaced with a self buff that will increase your Weapon Skill. * Sacrifices Rewarded: This ability will now absorb more damage. Witch Hunter Bug Fixes: * Declare Anathema: This ability can no longer be used when rooted. * Trial By Pain: This ability will now correctly stop channeling and behave correctly when the character is disarmed or interrupted. * Silence the Heretic: The Unstoppable buff given by the Silence from this ability will now last the correct duration. * Incognito: This ability will now always be interrupted when the player is attacked. * Repel Blasphemy: This ability will no longer zero-out the Accusation counter. * Blessing Bullets of Confession: The healing reduction effect this ability places on targets will no longer be removed by Sever Blessing. * Sudden Accusation: This ability's effect will no longer be removed when snares are removed. Balance changes: * Burn Armor: This ability has had its damage contribution from stats reduced. * Sudden Accusation: This ability has had its damage contribution from stats reduced. * Fanatical Zeal: This ability has had its damage contribution from stats reduced. * Trial by Pain: This ability will deal slightly more damage, and activate Blessed Bullets twice if allowed to run the full duration. * Blessed Pullets of Purity: This ability will now deal Spirit Damage. * Blessed Bullets of Confession: This ability will now deal Spirit Damage. * Blessed Bullets of Cleansing: This ability will now deal Spirit Damage. * Burn Away Lies: This ability will now deal more damage. Zealot Bug Fixes: * Ritual of Lunacy: The build up for this ability will now be correct. Additionally, the effect from this ability should now last for the correct duration. The tooltip for this ability will now reflect that only one Ritual may be active at a time. * Ritual of Innervation: This ability's tooltip will now reflect that only one Ritual may be active at a time. * Ritual of Superiority: This ability's tooltip for this ability will now reflect that only one Ritual may be active at a time. * Suppress the Fragile Unbeliever: This Morale ability will now do the correct damage, and the damage will not be defendable. * Mark of Remaking: The tooltip for this ability will now show the correct amount of Toughness given. * Leaping Alteration: This ability's leaping effect will no longer cease to jump to new targets after healing the caster. In addition, this ability may now be cast directly on an RvR-flagged ally while the Zealot is not flagged (and doing so will flag the Zealot for RvR, as with all other direct heals). The subsequent leaps of the ability will only affect RvR-flagged allies if the Zealot is RvR-flagged themselves. * Tzeentch's Talon: This ability's tooltip effect has been updated to more accurately reflect what the effect does. Additionally, fixed a typo in this ability's debuff text. * Daemon Spittle: This ability's damage will no longer stack with itself, and will only be defendable when it initially hits the target. * Aethyric Shock: Fixed a typo in this ability's tooltip. * Dark Medicine: Fixed a typo in this ability's tooltip. * Mark of Vortex: Fixed a typo in this ability's tooltip effect icon. * Embrace the Warp: This ability will now reduce the damage from all attack types. * Mark abilities: The effect tooltip for Mark abilities will no longer state they reduce cooldowns by 50%. Balance Changes: * Manipulation: This ability will now deal Corporeal Damage. * Dark Medicine: This ability will now heal slightly more initially, and slightly less over time. The over-time portion will now last 5 seconds. * Dust of Pandemonium: This ability will now cast faster and heal for a higher value. * Veil of Chaos: This ability will now absorb more damage. * Ritual of Superiority: This ability will now absorb more damage. * Tzeentch's Shielding: This ability will now absorb more damage. Content * All chapters throughout the game within Tiers two through four have received a pass on Public Quest difficulty, much like what was previously done within Tier one. All affected Chapters now have an "Easy", "Normal", and "Hard" Public Quest. Public Quest points on the map have also been updated to reflect these difficulty levels as well as suggested player numbers to successfully complete. * Numerous epic quests within the Dwarf vs. Greenskin pairing have been modified to be more immersive and rewarding. For many this means that the length of the quests have been increased in order to tell a grander story. The experience and coin rewards have been adjusted to account for these changes. * Two new lairs have been added to the game. One resides somewhere in Black Crag and is the domain of the vicious creature, Malachia. The other is the tomb of a fallen Slayer which may be found within Kadrin Valley. * Valayan Dwarf Spirits will no longer attack players. * The Griffon Courier will now be friendly to Order players in Chaos Chaper 7 in Ostland. * Fixed an issue in Empire Chapter 9 in which a progression of triggered monster spawns that culminated in a boss monster named Psylchhron was failing to reset. * The Moltenback Snarler no longer instantly respawns upon death. * The Barak Varr guards will now attack invaders. * Lysa Darkflayer will no longer attack players as well as Silien Fellseer * Arathen Sunblade will no longer get the killing blow on Zarek Thrandor. * The Bloodborn Wrathblade is now attackable * The Dead Winter Lynx is no longer attackable by Order-aligned characters. * Crushfist the Hollow will now properly use abilities in combat. Crafting We have introduced a number of improvements to crafting in version 1.2. The focus of these changes was to better pair-off specific gathering skills with specific production skills, making it easier for crafters to be self-sufficient. In addition, we have made a concentrated effort to improve the leveling curves of all trade skills as well as reduce the number of different materials needed to make various items. In addition to these changes, we have also introduced a number of new player-crafted products. Please refer to the sections on each trade skill below for more specific information. General * The Apothecary production skill will now receive the majority of its materials from the Butchering and Cultivation gathering skills. * The Talisman Crafting production skill will now receive the majority of its materials from the Scavenging and Salvaging skills. * Players can right-click on crafting items in the backpack to auto-move them to the appropriate slot when their crafting window is open. * The use of Trade skills will now be interrupted when the character moves. * The Ctrl-Right-Click user interaction has been added for item conversion, e.g. plants being converted back into seeds. * Salvaging will now display the percentage chance of success on the item tooltip. * Talisman crafting no longer removes materials from the crafting window if there are more left in the stack. * Apothecary ingredient subtypes (Gold Dust, Essence, etc.) are now reflected in the item list view and item tooltips. What happens to crafting components that are removed from the game? During the process of adjusting and streamlining the various trade skills, we have removed or changed a number of crafting components. Players who have these components will be compensated automatically by one of two events. * Certain trade skill components have been automatically converted to new components that have the same effect as the old in the new recipes. * Certain trade skill components have been removed from the game. Components that have been removed have been converted into a new item type. Collect 20 of these and you can combine them for a special limited-time-only reward! Cultivation Cultivation has a number of significant and exciting new changes in version 1.2! We have reduced the number of materials needed in Cultivation, allowing players to save significantly on inventory space. In addition, we have streamlined the leveling curve and added plant reaping to produce seeds. This will allow Cultivators to become much more self-sufficient. Finally, we have removed the vast majority of seed drops from the world, since the production of seeds can now be done by harvesting the plants the player has grown. General Changes: * Numerous new seed and plant types have been added. * Most seeds have been removed from monster loot tables. * During the refinement process, a number of extraneous seeds were removed. * All seed and plant rarities have been adjusted, 1-175 skill items are now common, 200 skill items are now uncommon. * Seed families are now named similarly for clarity. * Increased total number of Apothecary main ingredients that come from Cultivation . * Seed tooltips will inform the player on what plant is grown. * The chance to achieve an exceptional cultivation result has been increased. Plant Reaping: Plant reaping is a new skill given to Cultivators. This allows the Cultivator to harvest most plants for seeds as well as for Apothecary stabilizers. * Reaping a plant will consume the plant and produce 2 - 4 seeds for that plant type * Reaping a plant will also produce 1 - 2 stabilizers that can be used in Apothecary. Adjustments to Critical Results: We have adjusted the results of a critical and super-critical success to produce additional plants as well as potentially creating a plant of the next tier. * Normal germination will result in a 2 plants * Critical success germination will result in 3 plants * Super-Critical success germination will result in 3 plants as well as an additional plant of the next skill tier and a Dye ingredient type for Apothecary. Changes to Additives: We have significantly reduced the number of additives needed, allowing players to use additives across a greater number of plant skill levels. * A number of soil, watering cans, and nutrients have been removed from the game. * Soil now reduces germination time and increases critical chance. * Watering Cans now reduce germination time and increase the chance of an exceptional result. * Nutrients now reduce germination time and reduce the chance of failure. * Cultivation Additives can now be purchased from vendors and guild vendors. * Cultivation Additives removed from Butchering and Scavenging loot tables. Changes to Rare seed & plant types: We have adjusted rare con seeds. These seeds are only earned through specialty drops, quests, and events in the world, and are used to grow rare plants used in potent potions. As such, very rare seeds and plant types have special rules for both germination and reaping. * Special rare seeds have been added to select world loot tables. These produce rare plants used for powerful new Apothecary products. * All special seed/plants are set to rare, and are Bind on Pickup. * Failure to germinate a rare seed results in a copy of the rare seed. * Successfully germinating a rare seed results in a plant and a copy of the rare seed. * A critical germination of a rare seed results in 3 plants and a copy of the rare seed. * An exceptional germination of a rare seed results in 3 plants and a copy of the rare seed as well as a Dye ingredient type for Apothecary. Apothecary Apothecary has gotten a moderate update in version 1.2. The focuses of these changes were to streamline where Apothecary crafters received their determinants, as well cleaning up and streamlining the progression. In addition, we have added a number of new potions for Apothecary. Experiment with new ingredients and discover them for yourself! * Added main ingredients to create a number of new potions, including hybrid stat potions. * All buff potions will now persist through death. * Apothecary will now get the majority of its main ingredients from Cultivation and Butchering. * The positive effect on potent potions has been improved. * Instability during an exceptional brew result will now produce a normal stability potion. * Added the new the ingredient type "Stimulant". Stimulants will increase the chance of a critical result when brewing a potion. * Racial Vials have been removed. * Reduced the number of vials to five types, each progressively more stable and powerful than the last. * The negative effects of a Volatile potion have been increased. * The positive effects of a Volatile potion have been made significantly weaker than their non-Volatile counterparts. * Stable potions effects have been made significantly stronger. Butchering Butchering has been adjusted slightly in version 1.2, with the primary change being the addition of a significant number of Apothecary ingredients. This has been done to allow Butchers to successfully skill up their Apothecary skill without needing a second gathering skill. * Apothecary ingredients that can be gathered from Butchering have been significantly increased. * Increased the number of monster types each ingredient can be harvested from. * Cultivation Nutrients have been removed. * The drop rate for Stabilizers has been increased. Scavenging Scavenging has been adjusted slightly in version 1.2, with the primary change being the removal of a number of Apothecary determinants and the addition of a number of Talisman fragments. This will allow Scavengers to successfully skill up their Talisman crafting skill without needing a second gathering skill. * Talisman-Making fragments can now be Scavenged. * Talisman-Making boxes have been added to harvest drop tables. * Scavenging drop rates have been improved. * Cultivation additives have been removed. * Apothecary ingredients have been removed. Salvaging Salvaging has been adjusted slightly in version 1.2, with the primary changes focusing on improving the rate at which Salvagers can skill up. In addition, the results from Salvaging have been adjusted so Salvagers can successfully skill up their Talisman crafting skill without needing a second gathering skill. * Players can now skill up even if they fail to Salvage a fragment. * Fragment figurines have been introduced. Salvaging these items will allow a player to skill-up without risking valuable magical equipment in the process. These can be found from PQ rewards. * Gold Dust has been added to Salvage tables. * The improved user interface will now notify the player of a successful Salvage. * Players will now receive a Fragment, a Magic Essence, and a Gold Dust on a successful Salvage. * Removed Whisper and Echo refining. * All success rates have been improved noticeably. Talisman Crafting Talisman crafting has been adjusted moderately in version 1.2, with the primary changes focusing on allowing players to create Talismans without needing a large number of additional components. In addition, we have reduced the potency of all Resistance Talismans in order to bring them in-line with other Talisman bonuses. * Resistance Talismans have had their effect reduced by 50%. * Talisman crafting will now only require a Fragment and Container to successfully craft a Talisman. Components have been made optional and will continue to increase the power of the Talisman. * New Containers have been added for Talisman making. * Talismans now stack in your inventory. Guild Crafting Merchants We have made adjustments to the guild merchants who sell crafting supplies. These changes represent adjustments needed after we refined many recipes and skill-up progressions. In addition, we have added the first of many "Guild Exclusive" crafting materials that can make unique crafted items that are not available any other way. * Crafting materials from skill 0 - 74 will appear on guild merchant at Guild Rank 7. * Crafting materials from skill 75 - 149 will appear on the guild merchant at Guild Rank 21. * Crafting materials for skill 150+ will appear on the guild merchant at Guild Rank 28. * A new, exclusive Skill 75 Apothecary main ingredients are available at Guild Rank 7. * A new, exclusive Skill 150 Apothecary main ingredients are available at Guild Rank 21. * A new exclusive Skill 200 Apothecary main ingredients are available at Guild Rank 28. * Purchase costs on guild merchant materials have been adjusted to ensure that guild-purchased items will not make player-sold ingredients obsolete on the Auction House. 76432 Crafting Bug Fixes * Ashfeather Vultures can now be Butchered. The following monsters have been adjusted so that they can be Scavenged: * Bloody Sun Boyz * Bloody Sun Bruisa * Dire Portent * Griffon Handgunner * Hammerstriker Warrior * Hammerstriker Worker * Meshel Rhurvan * Redmane Rangers * Skycaster * Twisted Wargor * Uthorin Despoiler * Weeping Sore Cohort * The following crafting components have had their tooltips corrected: * Wisp of Brume * Serrated Hookberry * Sallow Argost Creep Seed * Wolfpaw Clubmoss * The backgrounds displayed on the following crafting items have been corrected: * Mottled Clubmoss Spore * Cyclopean Jack O' Lantern Spore * "Mortar & Pestle" crafting components are now available on merchants. * Fusing a single Talisman from a stack will consume only one Talisman instead of the whole stack. * Corporeal Talisman Fragments will now properly produce Corporeal Resist Talismans. * "Superior Fading Talisman of Brawn" has been corrected to give +5 Strength. * Volatile potions that have had tooltip issues have been corrected to display the potions' advantages and disadvantages. This includes the following: * Volatile Corporeal * Volatile Spirit * Volatile Armor * Volatile Damage Over Time * Volatile Heal Over Time * Volatile Elemental * Volatile Damage Shield * Volatile AOE Damage Over Time * Volatile Ground Target AOE Snare * Volatile Frontal Cone Damage Over Time * Ballistic Potions have had their icons corrected. * Players can no longer cycle through crafting items by opening and closing the loot bags. * All seeds will now have a minimum 1 minute "Time Left" grow time. Itemization Itemization of dungeons and capital cities continues to be one of our key concerns. In version 1.2 we are continuing our look at itemization and ensuring that the various areas in the game reward players properly for their effort. In addition we are also taking a look at Fortresses and adjusting some of their loot as well. Player Mounts * Many mounts have been renamed. Existing mounts will have their names updated. * We have added two additional mount variants for each race. These have been added to the Stable masters in the capital cities. * We have added three additional mount variants exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 25. * We have added three new improved mounts (Faster & Lower dismount chance) exclusive to guilds only. These can be purchased by visiting the Guild Quartermaster once your guild reaches Guild Rank 37. Mount Gunbad Mount Gunbad has received some moderate changes in version 1.2. The most exciting of these include completely new loot not found outside of the dungeon. In addition, we will continue to balance the amount of loot dropped by the various bosses General: * New, unique Uncommon, Rare, and Very Rare items have been added to Mount Gunbad. These items are available as dropped items from all monsters in the dungeon. * Mount Gunbad PQ loot has been updated with a number of new unique drops. Boss Loot: * Mount Gunbad instance bosses have been updated and will now have a 100% chance to drop the following: 1 armor set piece, 1 new dungeon Rare/Very Rare item, and 1 rare Dye. * 'Ard Ta Feed has been updated and will now have a 100% chance of dropping the following: 2 chest armor set pieces, 1 dungeon Rare/Very Rare item, and 1 rare Dye. Order Quests: * Culling Griznik: This quest has been re-itemized with a Rare-quality item reward. * Bringing Down the Squig-Maker: This quest has been re-itemized with a Rare-quality item reward. * The Threat from Masta Mixa: This quest has been re-itemized with a Rare-quality item reward. * The Threat from Glomp: This quest has been re-itemized with a Rare-quality item reward. * The Threat from Solithex: This quest has been re-itemized with a Rare-quality item reward. * The Threat from 'Ard ta Feed: This quest has been re-itemized with a Rare-quality item reward. Destruction Quests: * Killing Griznik: This quest has been re-itemized with a Rare-quality item reward. * Squishin' Kurga: This quest has been re-itemized with a Rare-quality item reward. * Dat Solithex's a Threat: This quest has been re-itemized with a Rare-quality item reward. * Dat Masta Mixa's a Threat: This quest has been re-itemized with a Rare-quality item reward. * Dat Glomp's a Threat: This quest has been re-itemized with a Rare-quality item reward. * Dat 'Ard ta Feed's a Threat: This quest has been re-itemized with a Rare-quality item reward. Bastion Stair Bastion Stair has had its quests updated with loot appropriate for their difficulty Order Quests: * Delicate Balance: This quest has been re-itemized with a Rare-quality item reward. * Raging Bull: This quest has been re-itemized with a Rare-quality item reward. * Emperor's Justice: This quest has been re-itemized with a Rare-quality item reward. * Banishing the Skull Lord: This quest has been re-itemized with a Rare-quality item reward. * Portal of Rage: This quest has been re-itemized with a Rare-quality item reward. Destruction Quests: * Feast of Flesh: This quest has been re-itemized with a Rare-quality item reward. * Leashing the Bull: This quest has been re-itemized with a Rare-quality item reward. * Lord of Death: This quest has been re-itemized with a Rare-quality item reward. * Infinite Patience: This quest has been re-itemized with a Rare-quality item reward. * Vanquishing the Skull Lord: This quest has been re-itemized with a Rare-quality item reward. Lost Vale Lost Vale has benefitted from some significant changes in version 1.2. We have itemized the dungeon with a number of new drops as well as improved a number of older items. In addition, we have revised the drops for most of the bosses in order to improve the chances of getting set items for each career. General: * Darkpromise weapons have been retired and will no longer drop in Lost Vale. * Darkpromise cloaks have been retired and will no longer drop in Lost Vale. * Darkpromise accessories have been retired and will no longer drop in Lost Vale. * New, unique Uncommon, Rare, and Very Rare items have been added to the Lost Vale. These items are available as dropped items from all monsters in the dungeon. * All of the old "Unique Named&
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Скилл Chaotic Rift. Притягивает к магусу 9 целей в радиусе 65 футов. Далее наши аое-дпсеры лупят, а хилеры держут меня, пока я рутаю и станю.
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Mordret Несогласен. Пати сорк + 2 марадера + Док (шаман) + зилот куда лучше. Реже мара заменяется чухой, за счет спама деф. моралек. Как факт такая пати раскладывает до 12-15 человек легко, ибо 9 умирают сразу (рифт) и остается 3-6, что, естественно уравнивает шансы.
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Mordret Возможно, но в данном вопросе мы рассматриваем (по-крайней мере я) пати клановую :)
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Mordret Cочетание талисманов на резисты, а так же частей сентинеля и дарк промиса дают во истину чудеса, поверь )
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Mordret Всё гораздо проще, у нас вичка подняла себе около 1500 элемент и 1000 корпор. резиста, естественно всё учитывается под баффами. Однако опять же - вархаммер - не соло игра, и встретить пвп 1х1 достаточно трудно. На тему единственного - тут несоглашусь полностью. Простая тактика - рифт - 9 трупов в зерге, при этом брайты являются самыми желанными гостями не только потому, что у них мало НР, дохнут моментом, но и из-за тактики, которая понижает мораль при смерти имперца.
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Earlier this week we implemented the fifth phase of the ongoing experience enhancements. In response to your valuable feedback, Mythic have reduced the required experience needed to attain ranks 20 through 33. As a result, it will now take you less time to advance through Tier 3 and the earlier ranks of Tier 4. We hope you will enjoy the brisk new pace of advancement, as well as the many challenges and rewards that await you in Tier 4! Additionally, here’s a round-up of hotfixes from the last week. Careers Black Guard - Wave of Scorn: This ability will no longer stack its movement reduction with other Wave of Scorns. In addition, snare-removal abilities will now work properly on Wave of Scorn. White Lion - Flashing Claws: The bonus from this Tactic will no longer stack with itself. User Interface The Flightmaster maps of either contested capital city (Altdorf or The Inevitable City) will now function correctly to take players to their associated refugee camp. Content Dralel the Whitefire Matron in The Lost Vale will now properly reset after defeating all players. Skiv Redwarp in The Warpblade Tunnels will now properly reset after defeating all players. Slayer Grayoath's health has been adjusted to be more appropriate for his level. Items Harvest Boyz Chain: This item will now correctly display its stats. Lost Boyz Chain: This item will now correctly display its stats. Harvest Sledge: This weapon’s DPS rating has been adjusted to bring it more in line with other Influence rewards of the same level. Lost Sledge: This weapon’s DPS rating has been adjusted to bring it more in line with other Influence rewards of the same level. Raging Spanner: This item now has the correct icon. Public Quests Poisonwing Canyon: Fixed an issue that was causing some monsters to respawn too rapidly. Rescue of Aenares: Vethania Morokar can now once again be attacked at the proper time. Realm vs. Realm Guards will now spawn properly at the Senlathain Stand Battlefield Objective in Caledor. The doors to Fel Landing Fortress will reset properly when an attack on the Fortress fails. Fortress and Keep Guards will no longer become stuck when leaving or returning to their original posts. See you on the field!
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Mordret Достаточно сильный урон сводится на нет хорошей защитой от Элемент\Корпор атак, но с другой стороны зерг брайтов в фортресе творит действительно чудеса.
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Продолжу. К сожалению я не могу редактировать пост, потому что слишком много картинок. Очень надеюсь, что это исправимо. Злейшим врагом магуса (помимо баффа Unstupable, который на магуса щедро вешают танки ордера) является White Lion, правда только уровня 40. Танкам, которые находятся в пати с магусом помимо спама защитной моральки следует таунтить каждого льва, который следует к магусу, ибо это является одной из немногих помех рифтящему магусу. Так же настоятельно рекомендую тренироваться на дверях кипа в измерении заветной дистанции "65", потому как зачастую магус вынужден использовать рифт около гвардов (камп\серпент).
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Daemonic Lash - Единственный скилл магуса, который тот может использовать во время движения, при этом нанося весь урон от умения моментально. Pandemonium - достаточно хороший дот, однако магусу его следует использовать только в случае, если он имеет лишнюю секунду для использования скила. Baleful Transmogrification и Withered Soul Два дота, имеющие дистанцию 100, и колдующиеся моментально, во время движения. Достаточно удобны, когда преследуешь цель, которая убегает от тебя. Теперь перейдём к остальным умениям, которые использует магус. Aegis of Orange Fire - Единственный сел-хил магуса, который даёт так же 1200НР к макс. значению. Рекомендую использовать после рифта, когда магус получает макс. кол-во дамага. До рифта использовать бессмысленно по той причине, что бафф висит всего 20 сек. Daemonic Armor - Без использования этого скила магусу не следует начинать пвп, потому что он фактически удваивает броню, что позволяет пережить рифт. - Бафф на корпореал резист, который следует баффать около 20-30 футов около сопартийца. Стоит отметить, что бафф на резист зилота даст только элементал и спиритуал резисты, а банка на корп. резист не даст эффекта вовсе. Закончив со скилами, переходим к тактикам, который использует магус. Их всего 4. Endless Knowledge - Тактика на интелект. Продолжение ниже [Добавлено позже] Close Quarters - Тактика, увеличивающая значительно урон магуса-рифтера. Chaotic Attunement - Моментальный вызов демонов Tzeentch's Warding - Тактика дающая элементал резист. Одна тактика за реноун очки. The "Empire" Fears Me - Тактика достаточно удобна по той причине, что у ордера 4 класса персонажей, 2 из которых умирают достаточно быстро (вичхантер и брайт визард), что позволяет эффективно снижать мораль игрокам. Теперь переходим к моралькам. Морали 1-го уровня: Grasping Darkness - Мораль, позволяющая на 6 секунд замедлить цель, тем самым давая возможость догнать её и убить. Достаточно удобно, когда преследуешь "жирных" по реноуну персонажей. Морали 2-го уровня. Focused Mind - Данную мораль следует использовать в том случае, если против Вас находится грамотная, слаженная пати ордера, которая норовит использовать всевозможные сайленсы, дизейблы и пр. Достаточно удобно, когда есть возможность игнорировать это. Roiling Winds - Наиболее частоиспользуемая мораль у магуса, за счет того, что она наносит 1200 урона в тениче 4х секунд, при этом нанося повреждения не только цели, но и всем, кто около неё. Морали 3-го уровня. Scintillating Energy - Обычный стан + 1200 урона. Очень удобно, когда необходимо остановить цель. Однако вешает на 40 сек. анстапбл. Морали 4-го уровня. У магуса нет хороших моралей 4-го уровня, которые ему следует использовать. Подводя итог моралей магуса мы видим, что магус - персонаж, нацеленный на быстрое нанесение урона целям, которые притянул. Теперь переходим к параметрам, которые стоит качать\использовать магусу. Wounds - Чем больше у магуса НР, тем лучше. На данный момент у автора топика 7400НР + 1200 от баффа. Это не предел, потому как очередной бонус от дарк промиса даст ещё 690НР. Чем больше у магуса НР - тем больше шансов пережить рифт, это стоит понимать. M.Crit - Второй по необходимости параметр у магуса, позволяющий наносить гораздо больший урон. Учитыва тот факт, что у магуса зачастую нет времени на использование всех его абилок м. крит компенсирует это. На данный момент у автора топика 29 м.крита в рифт. ветке (учитывая тот момент, что на 45-м уровне бонус м. крита 12%). Intelligence - Третий параметр, необходимый магусу для успешной игры, он определяет урон, а так же шанс прохождения скилов, которые легко могут сбить. Toughness - Вопреки общему мнению большинства магусов данный параметр почти не нужен, потому как поглощение урона не работает на входящие морали, а прокачивание данного параметра лишь уменьшить кол-во НР. [Добавлено позже] Теперь перейдём к действиям магусов в бою. Стоит отметить, что общая тактика магуса в бою - Рифт, Рут, Увеличение НР , с дальнейшим использованием АОЕ дотов. Эта тактика стандартна и универсальна для всех и всего. На осадах (Атака) магус и его группа должны патрулировать заднюю дверь, дабы подкрепление не заходило внутрь, у основной двери магус почти бесполезен, как показала практика. На осадах (Защита) магус должен, координируя свои действия с хилерами (использовав увеличение НР, включив ауру на дамаг, получив хоты на реген НР) и дамагерами вылезти из основных ворот и притянуть осаждающих под масло. При этом магусу достаточно повесить 1 дот, дабы получить чуть больше РП и постараться вернуться в кип на время отката заклинания. В открытом бою (серпент\поле перед кипом) магус должен стараться подойти как можно ближе к 3-й линии - брайт визарды и хилеры и стараться притянуть именно их, при этом задев танков, которые остались позади. Магус должен опасаться любого отброса ибо он может сорвать рифт, испортив тем самым всё. По команде в чат\вентрилло магус притягивает и аое дамагеры используют свои скилы для максимально быстрой нейтрализации жертв. Для примеру как правило сыгранная пати на серпенте может сделать 120, а то и более убийств, всё зависит от терпения стороны ордера, ибо те стремительно покидают игру. Думаю это всё. Если что то упустил - спрашивайте :)
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В данной статье я постараюсь максимально подробно расписать роль магуса на пвп. Стоит заранее отметить, что магус-рифтер требует для себя максимального внимания хилеров к своей персоне и, зачастую один из хилеров уделяет всё внимание только магусу для поддержания его живым. Начнем описание магуса с того, как мы раскидаем наши очки мастерства. Вкладываем 15 очков в 3-ю ветку (Path of daemonology), 5 (на 40 реноун уровне - 6) очков вкладываем в Parth of Changing. Остальные очки вкладываем в Aegis of Orange Fire, Agonizing Torrent, Chaotic Rift, Seed of Chaos и Chaotic Attunement. Теперь перейдём к скилам, которые использует магус. Предлагаю разбить скилы магуса на те, которые наносят дамаг и те, которыми можно влиять на действия игроков (контроль, проще говоря). Нанчем со скилов контроля: Chaotic Rift - первый и самый основной скилл магуса, который тот использует на пвп. Из особенностей данного скила хочу отметить тот факт, что кастовать его стоит, находясь или на одной линии с игроками порядка или, стартуя на 20-35 футах от себя. Почему не 65? Спросите Вы. Всё просто - цели живые и они прекрасно понимают, что если их зарифтят - они умрут. Выжить может только кобс или айронбрейкер, отойдя от всех аое с 15-20% НР. Так же хочу отметить, что есть Вас откинули, отбросили или совершили иное действие, которое дало Вам бафф Unstupable (как правило работает на баффах, которые висят 7-10 сек) - то до тех пор, пока 2\3 этого баффа не пройдут рифтить бесполезно - след. каст рифта будет провальным и магус выпадает из боя на 30 секунд. Tzeentch's Grasp - Он же рут. Данное умение следует использовать моментально после того, как будет использован рифт, ибо данный скилл игнорирует анстапбл, который вешает рифт и даёт драгоценную секунду для того, что бы аое-дамагеры из пати смогли поставить\использовать свои аое для максимального эффекта. Daemonic Infestation - Он же мина, которую нет смысла использовать в открытом пвп (из-за того, что кастуется она 1 секунду + ещё секунду нужно потратить на наведение на необходимую точку. Так же хочу заметить, что это умение даёт целям бафф Unstupable, после чего цели временно становятся иммунны к рифту. Данное умение следует использовать только как мину - заминировать заднюю дверь в кипе. Поставить пару перед основной дверью, когда у той останется 2-3% НР (тут стоит обратить внимание, что мина не вечна и устанавливать её нужно обращая внимание на скорость поломки двери). Summon Blue Horror и Instability - Демон, которого я привел в качестве примера выбран исключительно по эстетическим соображениям. Для взрыва подходит абсолютно любой демон и они не отличаются друг от друга ничем. Стоит отметить, что для связки вызвать демона-взорвать его следует обязательно использовать тактику, позволяющую вызывать демонов инст. кастом, а не 2х секундным (о тактиках ниже). Достаточно эффективно, когда не все цели притянулись\не сработал рифт или когда магус отступает, кнокдаун на 5 секунд выручал не раз. Warping Blast - Казалось бы на первый взгляд бесполезный скилл для аое дамагера\рифтера. Одиночный отброс нашел свое применение в те моменты, когда нужно прогнать назойливого танка или отогнать его от хилеров. На этом скилы контроля магуса заканчиваются. Как мы видим магус персонаж-контроллер, который может так или иначе затруднить продвижение цели к пати\самому магусу. Теперь перейдём к боевым скилам. Warpfire - Первый, пожалуй самый основной скилл магуса, который тот должен использоваться для поражения множества целей в площади. Как правило очень удобно, когда после рифта с минимальными значениями НР цели стараются отойти. Infernal Blast - Первый дот, который магус должен успеть использовать перед целями, которые стоять вблизи него. Стоит помнить, что данный дот конусный и колдуется только на тех, кто находится перед магусом. Glean Magic - Для прокачки этого умения магусу и следует усиливать ветку Changing, потому как данный дот снимает Spiritual резисты, что позволяет убивать цели гораздо быстрее. Возможно использование умения перед тем как магус использует рифт. Agonizing Torrent - аура, которую должен использовать магус перед тем как начнёт рифтить цели. Однако как правило в бою нет времени на остановку и каст заклинания, требующего одну секунду, ибо за это время игроки успевают отбежать на безопасное расстояние, кинуть сайленс\дизейбл и к моменту, когда магус успеет подъехать к намеченным жертвам время данной ауры уже закончится. Однако удобно использовать данную ауру при защите замка, а так же на сценарии со слабыми соперниками, что значительно уменьшит временные затраты на их убийство. Продолжение описания в след. сообщении топика
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RusDevil Дожил до 37го, могу лишь сказать спасибо за дельные советы :)
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ОдиН из ВАрПА Скажу больше, что их нет, нежели они есть. Саммон магуса - это точка (как турель), которая стоит на месте и лупит. Дамага от неё нет, хотя каким то чудом 1х1 убивает моба своего уровня. Есть ещё злобный нурглинг, которого обрушиваешь на головы врагов, но он кастуется 1 секунду, а поскольку он находится в ветке ближнего боя (в которую прокачан и я сейчас), то находясь в толпе ордера, которого ты притащил к себе - его кастовать: а. некогда б. собьют каст в. важнее врубить ауру и лупить так. Так же из первой ветки есть скилл, позволяющий получить демона, если враг убит этим скилом - появляется маленький бегающий демон уровня убитого врага, которого (!!) невозможно контролировать и даже отозвать. :) Это на тему саммонеров.
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Понял :) Информацию принял :) На расположение умений и вообще на те, которые ты выбрал я обратил внимание сначала почти :)