
Mira todos nuestros cambios en un formato minimalista.
Ordenado en orden cronológico.
General
[Pyromancer] The Flameweaving tree has been overhauled. It now focuses more on the Phoenix pet gameplay, slower powerful heals, unique AoE healing tools, and absorption effects
[Pyromancer] The Incineration tree has been overhauled. It now has a bit heavier active DoT focus than previous iterations.
[Pyromancer] The Draconic spec tree has been completely reworked. It is now a 40 yd, slow casting but hard-hitting, hardcaster instead of a 15 yd cast while moving bruiser.
[Pyromancer] A new resource system has been added to Pyromancer: Embers and Heat. Pending a new visual UI to display the resources, but available for testing. The Pyromancer class has been overhauled.
[Primalist] Quaking Thane added as a switch node with Seismic Crash
[Primalist] Spiritbound added as a switch node with Earthbound
[Primalist] Rock Tomb reworked
[Primalist] Earthen Avatar now costs mana instead of rage
[Primalist] Rock Solid added as a switch node with Earthenforged Barrier
[Primalist] Thane’s Rage now also increases Stamina
[Primalist] Rupturer now also works with Seismic Crash
[Primalist] Wild Rage added as a switch node with Primal Rage
[General] The M+ scaling curve has been updated. Check the #changelog channel in the CoA discord for more details.
General
[Venomancer] Enduring Exoskeleton now has a switch node Relentless, increasing energy regeneration rate.
[Venomancer] Stalking Level 40 and 50 Passives added.
[Venomancer] Venom Fang no longer applies a damage over time.
[Venomancer] Stalker Form no longer generates resource when attacking from behind.
[Venomancer] Serpent Lord no longer causes Venom Fang to generate resource.
[Venomancer] Stalking - Level 20 Passive now affects Facemelter instead of Venomtip Poison.
[Venomancer] Venomtip Poison now requires Scorpid Form.
[Venomancer] Leg Strike now costs mana and generates both Rage and Energy.
[Venomancer] Venom Fang, Widowmaker, Nerubian Poison and Withering Venom now cost Energy.
[Venomancer] Stalker Form now uses Energy instead of Rage.
[Tinker] Scrapper has been added to the Mechanics tree
[Tinker] Scrap Shot now transforms to Gatling Gun while in your Mechsuit
[Tinker] Blackpowder Shot has been reflavored to Scrap Shot
[Tinker] Augmentor has been reworked
[Tinker] Offensive Utility added as a switch node with Defensive Utility
[Tinker] Sprocket Loaded has been reworked
[Tinker] Clockwork Guardians now also spawn when you use Upgrade!
[Tinker] Clockwork Titan now has a 2min cd up from 1min, but the damage values from its procs have been increased
[Tinker] Upgrade now has a 1min cd up from 30 sec
[Tinker] Engine Augmentation has been reworked
[Tinker] Mechanics level 20 passive has been reworked
[Tinker] Mechanics level 30 passive has been reworked
[Tinker] Grinding Gears is now the Mechanics level 50 passive
[Tinker] Nano-Repair Tech talent added to the Mechanics tree
[Tinker] Hydraulic Charge has been reworked to Mechsuit: Activate Jets
[Tinker] Scrappy is now called Overload and values reduced to 25% and it now triggers from Mechsuit abilities
[Tinker] Core Overload is now called Shock Factor
[Tinker] Mechsuit no longer costs 100 Scrap and instead drains Scrap over time. Reaching 0 Scrap removes you from the Mechsuit. The playstyle plays around a significantly higher uptime on Mechsuit if you can maintain it.
[Tinker] Self-Sustaining Technology talent added to Invention
[Tinker] Med Pack now has ranks
[Tinker] Scrapshielding has taken the spot of Med Pack as a pre-capstone
[Tinker] Icy Spanner is now Concussive Spanner with a reworked effect
[Tinker] Mechanics Tinker is now a 30 yd Cast While Moving playstyle instead of a melee spec and its spells have been reflavored with this in mind
[Tinker] Clockwork Ingenuity now increases the health of your summons
[Tinker] I’m the Creator Now and Mechaplating now work with summons attacks
[Tinker] Quick Thinking reworked
[Tinker] Basic Intuition has been reworked and moved to the class tree
[Tinker] New switch node added to the class tree Medical Degree/Enhanced Procedures
[Tinker] Med Pack is no longer a capstone
[Tinker] Napalm and Molotov have been consolidated into just a Napalm DoT
[Tinker] Bomb on A Stick now works only with Scrap Shots, but now affects your next 2
[TInker] Demolition Level 20 Passive reworked and replaced with the old Re-Spark effect
[Tinker] Incendiary Bullets talent reworked
[Tinker] Rockadier talent now deals 100% of the damage dealt by Scrap Shot or Rocket Launcher
[Tinker] Short Fuse talent reworked
[Tinker] Rocket Barrage talent reworked
[Tinker] Stim Shots talent added to the Invention tree
[Tinker] Invention level 40/50 passives added to the Invention tree
[Tinker] Nanobot Shield is now Nanobot Swarm
[Tinker] Mana Capacitors talent added to the Invention tree
[Tinker] Graftbolts talent added to the Invention tree
[Tinker] Build: ZIGGI-6K has been reworked
[Tinker] Scraptron replaced with Scrapmaw.
[Tinker] Now has different pets class wide. Some abilities (ex: Freeze Ray, Arcanoreflector, Blasting Charge) have been put into the pet kits and removed from the class tree.
[Tinker] The Tinker class has gone through a small overhaul of some talents and abilities.
[Runemaster] The Transcriptions from the Manuscription chapters now deal 20% reduced damage for each target hit past the initial.
[Runemaster] Primordial Pulse SP scaling reduced by 10%.
[Runemaster] Earthbrand SP scaling reduced by 4%.
[Runemaster] Earth Engraving SP scaling reduced by 3%.
[Runemaster] Coldrune Fusion now deals 50% reduced damage for each target hit past the initial (like chain lightning logic). Note: Coldrune Fusion was vastly overperforming in AoE, to the point where it outperformed the actual AoE intended abilities like Primordial Pulse and the optimal rotation was just to do full single target into a coldrune blast affected enemy. This was not the design intent, so we are reigning in the AoE of Fusion. Damage in single target remains unchanged.
[Runemaster] Coldrune Fusion now hits only 5 targets.
[Runemaster] Waveforged duration increased from 3 sec to 4 sec.
[Runemaster] Damage profiles for the Runemaster specs have been adjusted across the board
[Runemaster] Devastating Flames reworked
[Runemaster] Earthen Endurance reworked
[Runemaster] Wind Surge no longer has a conditional requirement for the proc
[Runemaster] Flames of Fury now gives you 3 additional instances of damage with Fire Sigil
[Runemaster] Runelord reworked to have Zenith synergy
[Runemaster] Echoes of Eternity reworked
[Runemaster] Magic Etchings now provides a buff to Runeblade instead of chip damage
[Runemaster] Attunement Master is now the level 50 Engravement spec passive
[Runemaster] New talent added to Engravement: Wind Walker
[Runemaster] Runic Tempest has been reworked to have Fist of the Ancients synergy
[Runemaster] Ley Power now has a 1.5min cd down from 3 min and its damage dealt has been increased
[Runemaster] Volcanic Etching reworked
[Runemaster] Steam Conjurer reworked
[Runemaster] Wild Steam now has 2 charges and a 14 sec recharge and no longer deals periodic damage, instead dealing a larger amount of direct damage
[Runemaster] Earthen Wind is now a passive and part of the reworked Earth, Wind, and Fire talent
[Runemaster] Fist of the Ancients base damage across ranks increased by ~240
[Runemaster] Waterbrand healing reduction reduced to 30% from 50% baseline
[Runemaster] Water Runes reworked to now allow Hurricane to also apply Waterbrand and increase the healing reduction effect of it by 20%
[Runemaster] Surging Slash base damage increased across all ranks, but its AoE damage now decreases with each target struck
[Runemaster] Hypothermia reworked to Elements, Heed My Call!
[Runemaster] Primordial Fury no longer gives chip damage procs, but now allows Runeblade to strike 2 additional targets (now 5 total)
[Runemaster] Sigil Strike base damage increased by ~125
[Runemaster] Runic Obliteration has been moved to the level 50 spec passive for Glyphic
[Runemaster] Residual Power reworked