[patch] 1.87??? *nekro loVe + banshee nerf* [img:0000000000]
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Hallo, mein Name ist Teno.
Hallo, mein Name ist Teno.

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 Betreff des Beitrags: [patch] 1.87??? *nekro loVe + banshee nerf* [img:0000000000]
BeitragVerfasst: Fr 8. Dez 2006, 08:45 

Noch nicht auf dem Herald veröffentlich, aber auf Pendragon drauf:
===================================

Dark Age of Camelot
Test Version 1.87 Release Notes
Tradeskill and class changes
December 7, 2006

===================================


NEW THINGS AND BUG FIXES


- Each realm now has a unique bind animation. The animation being used currently is a placeholder which will be replaced later in the patch cycle.



NEW FRONTIERS NOTES

- The storms effect graphics have been optimized and the center part of the storm raised to prevent small races from hiding inside and becoming difficult to target.



CLASS CHANGES AND FIXES

Bainshee

- Due to major issues with the way these spells function, the radius and angle of the Bainshee's Frontal Area Effect (FAE) spells has been reduced. The Bawler's Bruise (FAE DD), Disturbing Vibrations (FAE Root) and Whirring Spike (FAE Bolt) spell lines have had their angles reduced from 180 to 100 degrees, and the radius of all these spells reduced by 100 units. This will alleviate some issues with these spells hitting targets through walls and other solid objects.

Druids

- The top two tiers of Druid pets have had their chance to disease slightly decreased.


Healer

- The radius of the Celerity spells in the Healer's augmentation spell line, has been increased from 1000 to 1500 units.

Hunter

- The Hunter’s Elder Protectors and Hunter’s Elder Avatars have had their chance to style and proc disease slightly decreased.

- Two new spells have been added to the Hunter's Beastcraft spell line at level 45. These are additions to the existing charm spell lines, and will allow charming of animals and insects up to 90% of the Hunter’s level.

- A new spell line has been added to the Hunter's Beastcraft spell line that will allow charming of reptiles. These spells follow the progression of the animal and charm spell lines.

Level 2 Influence Reptile
Level 8 Compel Reptile
Level 14 Charm Reptile
Level 21 Control Reptile
Level 34 Dominate Reptile
Level 45 Overpower Reptile

Necromancer

- The level cap on each of the Necromancer's pets has been removed. All of the summon spells should now summon a pet at 88% of the casters level, so that the Necromancer may use any pet they wish at any level like other pet casters. The one exception is the level 1 version of the summon, as it will summon a 100% pet with a cap of level 2. This is being left in place so that the Necromancer is viable until level 4 when they receive the second summoning spell.

- Abominations have had their inherent built in penalties to hit points and defense removed.

- Greater Necroservants have had their inherent built in penalties to hit points and defense removed.

- Necromancers will now be able to choose which weapon type and proc type their Abomination wields.

How this works - upon summoning the pet, the owner will see a prompt to target and talk to their pet by saying a particular key word - Arawn. This will bring up a menu that displays the various weapon/proc choices via key words.

The choices are: fiery sword, icy sword, poisonous sword, flaming mace, frozen mace and venomous mace. There are two base weapons: two-handed sword and two-handed mace. The three other choices are a fire proc, cold proc and poison (body damage) proc and the weapons have appropriate glow effects representing their damage proc. Primary weapon damage is slash and crush.

Abominations will also instant cast the top base line Strength and Dexterity buffs when commanded via keyword by the Necromancer.

These words and menu selections will only function if the pet owner, and only the pet owner, has their pet targeted.

- All Necromancer pet summons have had their cast time reduced by half.

- All Necromancer pet cast buffs are able to be cast while moving.

- Endurance and Invigoration potions will now be useable in shadeform.

Shaman

- The values of the damage add in the shaman's augmentation spell line have been increased.

Level 1 Minor Force of the Deep Bonus: Damage: 1.6 DPS
Level 4 Lesser Force of the Deep Bonus: Damage: 2.5 DPS
Level 8 Force of the Deep Bonus: Damage: 3.1 DPS
Level 11 Major Force of the Deep Bonus: Damage: 3.9 DPS
Level 15 Greater Force of the Deep Bonus: Damage: 5.0 DPS
Level 20 Superior Force of the Deep Bonus: Damage: 6.3 DPS
Level 27 Mighty Force of the Deep Bonus: Damage: 7.9 DPS
Level 34 Supreme Force of the Deep Bonus: Damage: 9.1 DPS
Level 44 Ultimate Force of the Deep Bonus: Damage: 10.0 DPS

Skald

- Skalds have been given a new line of spells in their Battlesongs spell line. This is a power regeneration song that matches the level progression and values of the similar spells in the Bard and Minstrel music spell lines.

Level 10 Song of Power
Level 21 Song of Energy
Level 30 Song of Clarity
Level 39 Song of the Mind
Level 50 Song of Empowering

- Epiphany, the Skald unique Realm Rank 5 ability, should now be castable in combat.

Vampiir

- The recast timer on the Vampiir's fumble debuff line of spells (Call of the Raven) has been increased from 15 to 30 sec.

Shield changes

Warden: Increase from medium to large shield
Champ: Increase from medium to large shield
Thane: Increase from medium to large shield
Skald: Increase from small to medium shield

Pendragon Only: At this time, only newly created characters will receive these new shield sizes. Existing characters will be converted to receive them with the next patch cycle.



TRADESKILL CHANGES AND FIXES

- Roleplay hat recipes are now available for armorcrafting and tailoring in all realms. Recipes range from level 31 to 51, including specialty recipes for hats with the predetermined fifth slot bonus. The available hats are listed below:

Albion

- Woodsman’s Cap, Jester Hat, Tarboosh - Available for all armor types.

Midgard

- Fur-Trimmed Cap, Wolf-Head Helm – Available for all armor types.

- Winged-Helm – Available in Chain (Valkyrie only).

Hibernia

- Woodsman’s Cap, Leaf Hat, Antlered Helm – Available for all armor types.

- The Wreath, Crown, Circlet, Steeple Hat patterns have been removed from all hat recipes.

- All crafted weapons will now have a 5% bonus to their chance to hit. This bonus makes crafted weapons equal to Artifacts and Champion weapons in their ability to hit players or monsters.


CLASSIC WORLD NOTES

Item Notes

- All items which previously had +power have been converted to have Power Pool %. Please note this does not affect Randomly Generated Objects (ROG) or crafted items.

- Muxog's Shield now displays correctly when placed on a house wall.

- The base quality of many items throughout Classic World zones has been increased.



SHROUDED ISLES WORLD NOTES

- The base quality of many items throughout Shrouded Isles zones has been increased.



TRIALS OF ATLANTIS WORLD NOTES


General

- The following Master Level abilities have been modified to be usable in PVE while retaining their current PVP utility:

-Cowering Bellow: The added PVE functionality behaves similarly to PVP, but the cower will break on normal monsters if that monster is attacked.

-Dissonance Trap: PVP and PVE monsters will now both be able to trigger and take damage from a Dissonance Trap.

-Battlewarder: A battlewarder can now aggro and attack PVE monsters as well as realm enemies.

-Energy Tempest: The energy tempest will now damage both PVP enemies and PVE monsters within the storm radius.


Item Notes

- The Enchanted Runed Defender and Magma Infused Buckler shields now display correctly when equipped.



LABYRINTH WORLD NOTES

- The out of combat run speed bonus players receive while in PVE zones has been removed from the Labyrinth.

- Pets will now keep up with their controllers in the Labyrinth.

- Players can no longer build siege weapons in the Labyrinth.
----------------------------------------
Um es mal kurz zusammenzufassen:

Banshee runter
Jäger etwas runter und etwas rauf
Necro deutlich hoch
Vamp etwas runter
Skalde etwas hoch

*by aluba*


Zuletzt geändert von Teno am Fr 5. Jan 2007, 09:13, insgesamt 1-mal geändert.




:troll:
Offline Teno



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Hallo, mein Name ist Teno.
Hallo, mein Name ist Teno.

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 Betreff des Beitrags: Re: [patch] 1.87??? *nekro loVe + banshee nerf* [img:0000000
BeitragVerfasst: Fr 8. Dez 2006, 10:25 

geilo:
<p><blockquote><font size="1" face="Verdana, Arial">Quote:</font><hr>- Roleplay hat recipes are now available for armorcrafting and tailoring in all realms. Recipes range from level 31 to 51, including specialty recipes for hats with the predetermined fifth slot bonus. The available hats are listed below:

Albion

- Woodsman’s Cap, Jester Hat, Tarboosh - Available for all armor types.<hr></blockquote></p>


das bedeutet: man kann sich die rollenspiel-Mützen als Rüstungsteil craften lassen.
Bild



<p><blockquote><font size="1" face="Verdana, Arial">Quote:</font><hr>- The level cap on each of the Necromancer's pets has been removed. All of the summon spells should now summon a pet at 88% of the casters level, so that the Necromancer may use any pet they wish at any level like other pet casters. The one exception is the level 1 version of the summon, as it will summon a 100% pet with a cap of level 2. This is being left in place so that the Necromancer is viable until level 4 when they receive the second summoning spell.

The choices are: fiery sword, icy sword, poisonous sword, flaming mace, frozen mace and venomous mace. There are two base weapons: two-handed sword and two-handed mace. The three other choices are a fire proc, cold proc and poison (body damage) proc and the weapons have appropriate glow effects representing their damage proc. Primary weapon damage is slash and crush. <hr></blockquote></p>

und der nekro wird ja mal richtig goil: jedes pet ist gleich stark (also nicht mehr zwingend dens chrecken nutzen) und man kann die waffe des pets frei auswählen (+proc)


hoffentlich wird dieser patch wirklich so online gehen Bild




:troll:
Offline Teno



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Hallo, mein Name ist Teno.
Hallo, mein Name ist Teno.

12 10 12

Beiträge: 12638
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 Betreff des Beitrags: Re: [patch] 1.87??? *nekro loVe + banshee nerf* [img:0000000
BeitragVerfasst: Fr 8. Dez 2006, 22:40 

Bild




:troll:
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