Ascension Changelog

View all of our changes in a minimal format.

Sorted in chronological order.

2023/10/17

General

Change

[Necromancer] Removed the slow effect from Frost Fog

Change

[Necromancer] Decoupled the physical damage reduction and the absorb effect on Glacial Ward so that popping the Magic Damage shield doesn't remove the damage reduction

Change

[Necromancer] Increased the cooldown of Glacial Ward to 30 seconds, removed the Deathchill effect, and increased the Physical damage reduction.

Change

[Necromancer] Updated all capstone options for Rime

Change

[Necromancer] Catch a Cold updated and adjusted to now reduce movement speed on top of its regular effects

Change

[Necromancer] Crown's Call increases Icecrown's critical strike chance rather than reducing its tick rate

Change

[Necromancer] Icecrown now has an increased tickrate baseline

Change

[Necromancer] Flow of Frost now also reduces the cooldown of Winds of Northrend slightly

Change

[Necromancer] Winds of Northrend now has an 8yd radius, up from 5yd

Change

[Necromancer] Icequake no longer has a cooldown

Change

[Necromancer] Cold Winds moved up in the tree so that it is no longer a capstone

Change

[Necromancer] Avalanche now increases the damage of Winds of Northrend and Icequake rather than reducing the CD of Icequake

Change

[Necromancer] Reworked Cloak of Ice so that it no longer gives a bland 5% reduced magic damage taken

Change

[Necromancer] Improved Lichfrost (previously Improved Glacial Dagger) is now a 2 point node

Change

[Necromancer] Black Ice's cooldown reduced from 40 sec to 30 sec

Change

[Necromancer] Removed the Refridgerate talent and reduces the runic power cost of Snap Freeze baseline to 0

Change

[Necromancer] Permafrost now works with Snap Freeze

Change

[Necromancer] Snap Freezes cooldown reduced by 30 sec

Change

[Necromancer] Black Ice moved up from the capstone position and is now pickable as a switch node

Change

[Necromancer] Blight's grounded effect was replaced

Change

[Necromancer] Icequake now has the previous effect from Lichfrost

Change

[Necromancer] Glacial Dagger renamed to Lichfrost, but maintains its original effects

Change

[Necromancer] Gravechill moved to the class tree

Change

[Necromancer] Frozen Shadows moved to the Rime tree

Change

[Necromancer] Consolidated Frigid Tether into the base spell effect for Icecrown

Change

[Necromancer] Cast time of Arctic Blast reduced to 2s from 3s

Change

[Necromancer] Arctic Blast now has a 15 sec cooldown up from 8

Change

[Necromancer] Shatterfrost is now a capstone

Change

[Necromancer] Arctic Blast moved to the Rime tree

Change

[Necromancer] Combined Bonefreeze and Winter's Approach effects, and neither are capstones

Change

[Necromancer] Re-arranged the Rime tree

Change

[Necromancer] Reworked Lifetaker

Change

[Necromancer] Reworked Bone Armor talent in the class tree

Change

[Necromancer] Created switch nodes for class tree Raise spells in the 4th row

Change

[Necromancer] Created switch nodes for Animation tree Raise spells in the 2nd row

Change

[Necromancer] Unrelenting Army tooltip redone for clarity

Change

[Tinker] Clockwork Knight is now in the Mechanics spec tree with its associated class tree nodes

Change

[Necromancer] Undead Tenacity damage increase up from 1% to 2%

Change

[Venomancer] Facemelter now does Plague damage (Shadow + Nature) rather than just Nature

2023/10/14

General

Change

[Barbarian] Bloodfury is now applied baseline to Berserker Rush rather than talenting into it

Change

[Witch Doctor] Effectiveness of Dark Loyalty reduced to 30%.

Change

[Son of Arugal] Plague Sweep connected to

Change

[Witch Doctor] Voodoo Creep value reduced to 3% per stack from 5% per stack.

Change

[Son of Arugal] Shadows in the Night now increases proc chance to call Shadow Worgen.

Change

[Son of Arugal] Switch node added with Plague Sweep a single target alternative.

Change

[Son of Arugal] Shadow Worgen are no longer targetable and do not show a nameplate.

Change

[Son of Arugal] Goldrinn's Resolve scaling increased. Threat increased.

Change

[Son of Arugal] Massacre threat increased.

Change

[Son of Arugal] Infected Claw initial damage increased. Threat increased.

Change

[Son of Arugal] Bite Wound damage increased. Threat increased.

Change

[Son of Arugal] Cursed Bites proc chance doubled.

Change

[Son of Arugal] Instinctual Reflexes fixed and ICD lowered. Stamina scaling introduced.

Change

[Sun Cleric] Fixed a bug where Solar Wrath was not consuming a Sunset charge

Change

[Reaper] Underwalk no longer has a weapon requirement, but the health regen has been taken off of it baseline and put in the Soul spec

Change

[Sun Cleric] Fixed a bug where Solar Ray shared a cooldown with Solar Wrath

Change

[Barbarian] Lowered the damage of Headhunter's Spear

Change

[Barbarian] Leroys Legacy and Whirling Death are now a switch node

Change

[All] Added exclusivity rules for all of the standardised debuffs that classes can apply (E.G the increased spell crit taken on Radiant Mark, Frigid Tether, Wave of Magic & Pressuring Storms - these effects will not stack with eachother in a raid/group setting)

Change

[All] Added standardised raidwide aura buffs to every class and added proper exclusivity rules so that they cannot stack with eachother

Change

[Demon Hunter] Inevitable Doom now grants 30% reduced cast time and 20% increased damage down from 50% and 50%

Change

[All] Applied some custom AP/SP coefficient standardisation based on research into WOTLK scaling paradigms - we have a backup of previous coefficients and will monitor this but it should help us get a lot closer to where things should be

Change

[Demon Hunter] Reworked Demonic Attunement

Change

[Tinker] Replaced Telescopic Focusing Lens with a switch node between itself and a passive that boosts shotgun damage

Change

[Tinker] Replaced Combat Dash with a switch node between itself and a passive that boosts your speed by 15% for 3 sec for each enemy (up to 3) damaged by your sticky bomb explosion

Change

[Tinker] Combat Dash now stacks 2 times down from 3

Change

[Tinker] Combat Dash now costs 50 energy up from 25

Change

[Tinker] Combat Dash now boost speed by 25% up from 15%

Change

[Tinker] Replaced Take Aim with a switch node between itself and a passive that boosts the firing rate of BPS

Change

[Tinker] Replaced Ammo Clip with a switch node between itself and a passive that passively regenerates ammo over time

Change

[Tinker] Speed Clip's effect now changes based on whether you pick Ammo Clip or the passive

Change

[Guardian] Banner of Recovery is now a switch node between itself and a passive that boosts healing taken and reduces damage taken

Change

[Guardian] Warquake is now a switch node between itself and a passive that reduces the CD of Linebreaker and causes it to deal 100% of its initial damage over the next 10 sec to affected enemies

Change

[Guardian] Shake It Off is now a switch node between itself and a passive that reduces the duration of slows and reduces the CD of Thundering Charge

Change

[Sun Cleric] Staff of the Sun is now limited to the 10 nearest allies within 40yd instead of all allies within 40yd

Change

[KOX] Fixed tooltip of Unleash Hellfire

Change

[Barbarian] Replaced Ancestral Combat with a switch node between itself and a passive that gives all auto attacks a 5% chance to grant Fill Level

Change

[Barbarian] Entrails' proc now reduces the remaining CD of Gutspiller by 3 sec up from 2 sec

Change

[Barbarian] Pet's Grab spell now boosts damage of next Keg Smash or Breath of the North by 25% down from 100%

Change

[Barbarian] Entrails now procs from Berserker Axe instead of Axe Throw

Change

[Barbarian] Fixed a bug where Headhunter's Spear would not regenerate energy

Change

[Barbarian] Improved Headhunter's Spear now increases its damage instead of crit chance

Change

[Barbarian] Gutspiller no longer scales with missing HP

Change

[Barbarian] Gutspiller base damage increased

Change

[Barbarian] Gutspiller now costs 40 Energy up from 30

Change

[SoA] Dark Intent now reduces the CD of Aneurysm by 6 sec and boosts its duration by 2 sec

Change

[Barbarian] Fixed a bug causing Savage Smash's offhand attack to not deal the correct amount of weapon damage

Change

[SoA] Increased base CD of Aneurysm to 30 sec

2023/10/13

General

Change

[Chronomancer] Fate Guard CD increased to 45s from 20s

Change

[Witch Doctor] Reclaim Soul cast time now in line with other resurrection abilities.

Change

[General] Auras providing crit chance to party/raid fixed.

Change

[Tinker] Biomechanical Enhancements renamed Cynbernetic Augmentations.

Change

[Barbarian] Whirling Death is now tracked by a debuff on a player.

Change

[Demon Hunter] Glaivestorm CD increased.

Change

[Demon Hunter] Glaivestorm tick rate reduced, now pacifies you but makes you immune to cc besides disarm.

Change

[Demon Hunter] Felsworn Grit remade into Felfire Cascade, allowing Felglare to hit additional enemies.

Change

[Demon Hunter] Spite's AP per stack reduced to 3% and damage increase to 2%.

Change

[Demon Hunter] Felblood spec passive now makes Felstrikes generate 8 Rage instead of 15.

Change

[Demon Hunter] Felblood spec passive now gives 100% crit damage mod.

Change

[Necromancer] Rotten reworked to no longer give additional runic power to Putrefy

Change

[Necromancer] Gravekeeper now summons a Rotling