Consultez tous nos changements dans un format minimal.
Trié par ordre chronologique.
Général
[Necromancer] Ray of Rot chains up to 5 enemies baseline now, and the node that did this was replaced
[Necromancer] Increased the base cast time of Putrefy to 1.8 seconds from 1.5 seconds
[Necromancer] New talent in the class tree: Disciple of Kel'thuzad
[Necromancer] Increased the duration of Icecrown from 15 to 20sec
[Necromancer] New talent in the class tree: Putrification
[Necromancer] Increased the baseline cooldown of Gravechill to 2min
[Necromancer] Improved Glacial Tap now reduces the cooldown of Glacial Tap by 20 seconds, up from 15, and also reduces the cooldown of Gravechill by 30 sec. Renamed to reflect this.
[Necromancer] Permafrost slow duration reduced to 15 seconds from 30 seconds
[Necromancer] New talent in the class tree: Game of Bones
[Necromancer] Refreshing Chil no longer reduces the cost of Arctic Blast or causes it to incur no cooldown, and instead resets its cooldown on proc and still makes it instant
[Necromancer] Refreshing Chill now causes your next Arctic Blast to be instant and incur no cooldown on Icecrown proc, rather than any Frost Damage
[Necromancer] Slightly increased the amount of magic damage absorbed by Glacial Ward at all ranks
[Necromancer] Removed the slow effect from Frost Fog
[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
[Necromancer] Increased the cooldown of Glacial Ward to 30 seconds, removed the Deathchill effect, and increased the Physical damage reduction.
[Necromancer] Updated all capstone options for Rime
[Necromancer] Catch a Cold updated and adjusted to now reduce movement speed on top of its regular effects
[Necromancer] Crown's Call increases Icecrown's critical strike chance rather than reducing its tick rate
[Necromancer] Icecrown now has an increased tickrate baseline
[Necromancer] Flow of Frost now also reduces the cooldown of Winds of Northrend slightly
[Necromancer] Winds of Northrend now has an 8yd radius, up from 5yd
[Necromancer] Icequake no longer has a cooldown
[Necromancer] Cold Winds moved up in the tree so that it is no longer a capstone
[Necromancer] Avalanche now increases the damage of Winds of Northrend and Icequake rather than reducing the CD of Icequake
[Necromancer] Reworked Cloak of Ice so that it no longer gives a bland 5% reduced magic damage taken
[Necromancer] Improved Lichfrost (previously Improved Glacial Dagger) is now a 2 point node
[Necromancer] Black Ice's cooldown reduced from 40 sec to 30 sec
[Necromancer] Removed the Refridgerate talent and reduces the runic power cost of Snap Freeze baseline to 0
[Necromancer] Permafrost now works with Snap Freeze
[Necromancer] Snap Freezes cooldown reduced by 30 sec
[Necromancer] Black Ice moved up from the capstone position and is now pickable as a switch node
[Necromancer] Blight's grounded effect was replaced
[Necromancer] Icequake now has the previous effect from Lichfrost
[Necromancer] Glacial Dagger renamed to Lichfrost, but maintains its original effects
[Necromancer] Gravechill moved to the class tree
[Necromancer] Frozen Shadows moved to the Rime tree
[Necromancer] Consolidated Frigid Tether into the base spell effect for Icecrown
[Necromancer] Cast time of Arctic Blast reduced to 2s from 3s
[Necromancer] Arctic Blast now has a 15 sec cooldown up from 8
[Necromancer] Shatterfrost is now a capstone
[Necromancer] Arctic Blast moved to the Rime tree
[Necromancer] Combined Bonefreeze and Winter's Approach effects, and neither are capstones
[Necromancer] Re-arranged the Rime tree
[Necromancer] Reworked Lifetaker
[Necromancer] Reworked Bone Armor talent in the class tree
[Necromancer] Created switch nodes for class tree Raise spells in the 4th row
[Necromancer] Created switch nodes for Animation tree Raise spells in the 2nd row
[Necromancer] Unrelenting Army tooltip redone for clarity
[Tinker] Clockwork Knight is now in the Mechanics spec tree with its associated class tree nodes
[Necromancer] Undead Tenacity damage increase up from 1% to 2%
[Venomancer] Facemelter now does Plague damage (Shadow + Nature) rather than just Nature
Général
[Barbarian] Bloodfury is now applied baseline to Berserker Rush rather than talenting into it
[Witch Doctor] Effectiveness of Dark Loyalty reduced to 30%.
[Son of Arugal] Plague Sweep connected to
[Witch Doctor] Voodoo Creep value reduced to 3% per stack from 5% per stack.
[Son of Arugal] Shadows in the Night now increases proc chance to call Shadow Worgen.
[Son of Arugal] Switch node added with Plague Sweep a single target alternative.
[Son of Arugal] Shadow Worgen are no longer targetable and do not show a nameplate.
[Son of Arugal] Goldrinn's Resolve scaling increased. Threat increased.
[Son of Arugal] Massacre threat increased.
[Son of Arugal] Infected Claw initial damage increased. Threat increased.
[Son of Arugal] Bite Wound damage increased. Threat increased.
[Son of Arugal] Cursed Bites proc chance doubled.
[Son of Arugal] Instinctual Reflexes fixed and ICD lowered. Stamina scaling introduced.
[Sun Cleric] Fixed a bug where Solar Wrath was not consuming a Sunset charge
[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
[Sun Cleric] Fixed a bug where Solar Ray shared a cooldown with Solar Wrath
[Barbarian] Lowered the damage of Headhunter's Spear
[Barbarian] Leroys Legacy and Whirling Death are now a switch node
[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)
[All] Added standardised raidwide aura buffs to every class and added proper exclusivity rules so that they cannot stack with eachother
[Demon Hunter] Inevitable Doom now grants 30% reduced cast time and 20% increased damage down from 50% and 50%
[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
[Demon Hunter] Reworked Demonic Attunement
[Tinker] Replaced Telescopic Focusing Lens with a switch node between itself and a passive that boosts shotgun damage
[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
[Tinker] Combat Dash now stacks 2 times down from 3
[Tinker] Combat Dash now costs 50 energy up from 25
[Tinker] Combat Dash now boost speed by 25% up from 15%
[Tinker] Replaced Take Aim with a switch node between itself and a passive that boosts the firing rate of BPS
[Tinker] Replaced Ammo Clip with a switch node between itself and a passive that passively regenerates ammo over time
[Tinker] Speed Clip's effect now changes based on whether you pick Ammo Clip or the passive
[Guardian] Banner of Recovery is now a switch node between itself and a passive that boosts healing taken and reduces damage taken
[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
[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
[Sun Cleric] Staff of the Sun is now limited to the 10 nearest allies within 40yd instead of all allies within 40yd
[KOX] Fixed tooltip of Unleash Hellfire
[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
[Barbarian] Entrails' proc now reduces the remaining CD of Gutspiller by 3 sec up from 2 sec
[Barbarian] Pet's Grab spell now boosts damage of next Keg Smash or Breath of the North by 25% down from 100%
[Barbarian] Entrails now procs from Berserker Axe instead of Axe Throw
[Barbarian] Fixed a bug where Headhunter's Spear would not regenerate energy
[Barbarian] Improved Headhunter's Spear now increases its damage instead of crit chance
[Barbarian] Gutspiller no longer scales with missing HP
[Barbarian] Gutspiller base damage increased
[Barbarian] Gutspiller now costs 40 Energy up from 30
[SoA] Dark Intent now reduces the CD of Aneurysm by 6 sec and boosts its duration by 2 sec
[Barbarian] Fixed a bug causing Savage Smash's offhand attack to not deal the correct amount of weapon damage
[SoA] Increased base CD of Aneurysm to 30 sec
Général
[Chronomancer] Fate Guard CD increased to 45s from 20s