Pendragon Patch Notes 1.112 Posted by Kai Schober | 2012 Apr 03 13:55 -0400 GMT
Highlights [Pendragon Only] The Relics of Albion, Hibernia and Midgard have moved to new Shrines, feature new visible effects, and boast updated mechanics! Be the first of your Realm to claim a Relic in this exciting and improved Relic System!
Bonedancers have some new toys! A new ground targeted spell has been added to the Bonedancer class in each specialization.
Don’t turn your back on Friars or Valewalkers! Both classes have access to a rear snare style.
Assassins can no longer be directly considered so toxic. All toxic Direct Damage poisons have had their damage values reduced.
Class Balance Assassin Balance Changes All toxic Direct Damage poisons have had their damage values reduced by 45%.
Bug Fixes The Direct Damage proc buff from the toxic poisons is no longer removable.
Heavy Tank Balance Changes Rampage, has had its percentage to prevent all debuffs increased from 35% to 100%. When using Rampage, the Heavy Tank’s group will receive the Bolster effect, blocking 100% of stat debuffs only, for 20 seconds.
Animist Bug Fixes Animist pets and bombers are no longer affected by resist pierce bonuses beyond the 10% cap.
Bard Balance Changes All Endurance regen spells have had their values increased by 2.
Bug Fixes Blanket of Ivy (level 44 spec Armor Factor buff) should once again no longer overwrite existing spec AF buffs.
Bonedancer Balance Changes A new spell has been added to the Bonedancer class in each specialization. This spell will provide a ground-targeted, 350 radius area of effect for 21 seconds, with a 5 minute re-use. Each specialization will have access to a different version of the spell at level 29 specialization. Bone Mystics (Darkness Specialization) Level 29 – Bone Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses 200 cold damage every 3s for 21s. Bone Guardians (Suppression Specialization) Level 29 – Skeletal Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s reuse timer – Pulses a 50%, 15s duration snare every 3s for 21s. The Level 29 spell, Summon Bonebuilder, has been moved to level 28 to accommodate this change. The level 28 spell, Powder Skeleton, has been moved to level 27 to accommodate this change. The level 27 spell, Summon Bone Bouncer, has been moved to level 26 to accommodate this change. Bone Warriors (Bone Army Specialization) Level 29 – Skull Totem – Uninterruptable 2s cast – 1500 range – 30 power – Ground Target – 350 radius – 300s RUT – Drains 20% endurance and 10% power every 3s for 21s. Bonedancers have been given a forced respec.
Cleric Balance Changes The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively.
Druid Balance Changes The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.
Friar Balance Changes The Friar’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up. The level 8 style, Defender’s Fury, has been changed to a parry reactionary and has had its growth rate slightly increased. The level 44 style, Stunning Wrath, is now a follow-up to Defender’s Fury. The level 29 style, Friar’s Boon, has been changed to a rear snare with a 15s duration. The first (8%) and second (16%) tier of magic resist buffs in the Enhancement specialization have had their values increased to 12% and 18% respectively. Friars have been given a forced respec.
Healer Balance Changes The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.
Mauler Balance Changes Maulers now receive Stoicism at level 35.
Mentalist Balance Changes Mentalists now receive the Speedwarp ability at level 49 in the Mentalism baseline.
Necromancer Bug Fixes Necromancer pets are no longer affected by resist pierce bonuses beyond the 10% cap.
Nightshade Balance Changes The casted Direct Damage line of spells has had its range reduced from 1500 to 1250. The instant-cast Direct Damage line of spells has had its range reduced from 700 to 500.
Paladin Balance Changes All Endurance regen spells have had their values increased by 2. The Armor Factor Chant line of spells will now stack with all other Armor Factor bonuses. The range of this chant has been reduced from 1500 to 500.
Runemaster Balance Changes Runic Ward (Bladeturn) has been moved to level 1 Suppression Specialization from level 2. Minor Entrapping Rune (Snare DD) has been moved to level 2 Suppression Specialization from level 1. Runemasters have been given an Area of Effect Root Spell at the following levels in the Runes of Suppression Specialization line: Level 30 – Runes of Snaring – 2.5s cast - 1500 range – 49s duration (Body) – 350 radius – 19 power Level 39 – Runes of Tangling– 2.5s cast - 1500 range – 60s duration (Body) – 350 radius – 25 power Level 49 – Runes of Entrapment – 2.5s cast - 1500 range – 73s duration (Body) – 350 radius – 32 power Runemasters have been given a forced full respec.
Shaman Balance Changes All Endurance regen spells have had their values increased by 2. The first (8%) and second (16%) tier of magic resist buffs in the Augmentation specialization have had their values increased to 12% and 18% respectively.
Savage Balance Changes The Savage’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
Thane Bug Fixes The Endurance Reduction buff will no longer be overwritten by the Skald’s Endurance Reduction chant.
Warden Balance Changes The first (8%) and second (16%) tier of magic resist buffs in the Nurture specialization have had their values increased to 12% and 18% respectively.
Valewalker Balance Changes The Valewalker’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up. The level 12 style, Foxfire, has been changed to a rear snare with a 12s duration. Its growth rate has been slightly reduced.
Vampiir Balance Changes The Vampiir’s Self Haste spells will now co-exist with other, longer duration, haste buffs. Only the highest value active haste will affect the character if multiple effects are up.
World Changes Realm vs. Realm Frontiers [Pendragon Only] Updates to the existing Relic System have been made. The Relics have been moved to the innermost Keeps of each realm. These Keeps are now permanent Relic Keeps, and may no longer be captured or claimed. The Power Relic of Albion (Merlin’s Staff) moves from Castle Myrddin to Caer Hurbury. The Strength Relic of Albion (Scabbard of Excalibur) moves from Castle Excalibur to Caer Renaris The Power Relic of Midgard (Horn of Valhalla) moves from Grallarhorn Faste to Arvakr Faste The Strength Relic of Midgard (Thor’s Hammer) moves from Mjollner Faste to Fensalir Faste The Power Relic of Hibernia (Cauldron of Dagda) moves from Dun Dagda to Dun Scathaig. The Strength Relic of Hibernia (Lug’s Spear of Lightning) moves from Dun Lamfhota to Dun Ailinne. New Elite Envoys have been added to defend the Relic Keeps. These Envoys are associated with each Keep owned by its home realm. If a Keep to which an Envoy is associated is captured, the Envoy will disappear from the Relic Keep. Realms that own 3 or more Relics will experience a scaling reduction in the level of their Keep and Tower Guards. The Relic Gate system has been de-activated, and no longer requires opening in order to capture a Relic. Players carrying a Relic may no longer board a Scout boat. Players carrying a Relic may no longer zone into the Passage of Conflict. Players carrying a Relic will now emit a faint, pulsing beacon effect visible by other characters within clip range. Players carrying a Relic are no longer allowed in the vicinity of their Borderkeeps. Realm missions are no longer generated.
Items Changes Arrows and Bolts of all types now have no weight. The ML10 Melee Cloak’s Shroud of Silence ability has been changed to Shroud of Protection, a 30% secondary magic resistance buff for 20 seconds. The Elixir of Mending (Health regen) and Elixir of Clarity (Power regen) line of potions are no longer overwritten by other Health or Power regen buffs of any kind. The Pictish Fumbling (Disarm) ability has been changed to Pictish Protection, a 10% physical resistance buff for 20 seconds. This will stack with all other physical resistance buffs.
Crafting Bug Fixes Superior Tinctured Bows and Durable Tinctured Bows will now show their material type after crafting.
Encounters World Changes The drop rate of the Pictish weapons from the Pictish Scout Camps has been reduced.
User Interface Changes The Defender’s Fury style icon now has a parry reactionary and style chain widget. The Friar’s Boon style icon now has a rear positional widget and no longer has a style chain widget.
Engineering Client Changes Albion players using the /release city command will now release closer to the City Channeler instead of the Fountain Square. Hibernian players using the /release city command will now release closer to the City Channeler instead of outside the Chamber of Magic.
Server Bug Fixes Racial resists now reduce the duration of all debuffs by the percentage listed. Fixed an issue with spell debuff duration so it now respects caster’s spell penetration bonus. Secondary magic resists no longer incorrectly increase the duration
Spiele zwar nicht mehr aber schaue mir trotzdem noch gerne die Patches an Wie sieht es bei den aktiven hier aus? Gefällt euch der Patch? Was ärgert oder freut euch besonders? Welcher Char wird nun eingestampft oder wieder aus der Versenkung gezogen?
LooooooooooooooL !!! Noch letzte Woche habe ich im TS gesagt, dass ich von einem Snarestyle für den Ordi träume
Irgednwie scheint es aber kein Patch sondern ein Erdbeben zu sein.....
Aus "Der Dunkle Turm" : Dann geh´ , es gibt andere Welten als diese.
Aus "Walden": „Ich ging in die Wälder, denn ich wollte bewusst leben. Das Mark des Lebens in mich aufsaugen , damit ich nicht in der Todesstunde innewürde, dass ich gar nicht gelebt hatte"
Ich: "Nichts ist der Lauf der Zeit verglichen mit der Ewigkeit eines Augenblickes"
Cast Resis erhoehen ist sicher nicht verkehrt, Necro abzuschwaechen mit dem Resipierce, weiss ja nicht...
Fands fuer einen Necro immer noch ein Argument, dass der zumindest Resipierce ohne Ende hat, sollten sie dafuer auch die Gruppentauglichkeit erhoehen (Stichwort Pet anklicken fuer Heiler)... wird dadurch sicher nicht haeufiger im RvR
Ob die Anhebung der kleinen Resis viel bringt wird man sehen, die Assel bissel zu nerfen war hoechste Zeit ...
Wo da die Erdbebenaenderung ist habe ich wohl ueberlesen :)
sandokan hat geschrieben: Wo da die Erdbebenaenderung ist habe ich wohl ueberlesen :)
Jo...
The ML10 Melee Cloak’s Shroud of Silence ability has been changed to Shroud of Protection, a 30% secondary magic resistance buff for 20 seconds.
All toxic Direct Damage poisons have had their damage values reduced by 45%.
Komplett neue Relikteroberungsmechanik
Und nu vergleiche man die Änderungen der letzten 20 Patche mit diesen
Aus "Der Dunkle Turm" : Dann geh´ , es gibt andere Welten als diese.
Aus "Walden": „Ich ging in die Wälder, denn ich wollte bewusst leben. Das Mark des Lebens in mich aufsaugen , damit ich nicht in der Todesstunde innewürde, dass ich gar nicht gelebt hatte"
Ich: "Nichts ist der Lauf der Zeit verglichen mit der Ewigkeit eines Augenblickes"
Achso, interessiert mich ja alles nicht, mache ja nur Gruppen-RvR in Cathal, da wirken die nicht :)
Und der Asselnerf is naja, geht so.
Faende ja die Aenderung sinnvoll, dass Items im Inventory die Giftladungen verlieren schoen, dann wuerde ich auch wieder Assel spielen, aber keine Lust auf Massenwaffen vergiften, switchen usw.
Und ohne das ist der Char nicht ausgereizt, von daher Gift / DD ruhig wieder hoch, aber Inventorywaffen = Giftfrei :)
Achso, interessiert mich ja alles nicht, mache ja nur Gruppen-RvR in Cathal, da wirken die nicht :)
Und der Asselnerf is naja, geht so.
Faende ja die Aenderung sinnvoll, dass Items im Inventory die Giftladungen verlieren schoen, dann wuerde ich auch wieder Assel spielen, aber keine Lust auf Massenwaffen vergiften, switchen usw.
Und ohne das ist der Char nicht ausgereizt, von daher Gift / DD ruhig wieder hoch, aber Inventorywaffen = Giftfrei :)
rofl spiest wohl noch nicht so lange assel. Du würdest ja nur dd/dot spielen, was machst du gegen heal klassen? Achso du packst während dem kampf seuche drauf. Was tust du im Kampf gegen 2-3 feinde? Ahja gegen Mehrzahl vergiftest du die waffen sofort nach, du hast ja kein warte timer oder. Sowas gibts doch net und man kann waffen im kampfmodus vergiften, man muss die waffen nicht zuerst wegstecken. edit: ah ja man hat viele kollegen für was braucht man mehr waffen.
Und die Grösse deines Monitors beeinflusst wesentlich deine Ausweichrate
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