Consultez tous nos changements dans un format minimal.
Trié par ordre chronologique.
Général
[Son of Arugal] Pathing and node placement in the Blood tree has been altered.
[Son of Arugal] Fleshweaver node has been redesigned.
[Son of Arugal] A new passive node, Gifts of Lana'thel, which converts spirit into healing spell power and intellect into spell haste, has been introduced to the Blood tree.
[Son of Arugal] Life Anew has been moved from Blood to Spec tree in place of Crimson Hymn.
[Son of Arugal] Redpox has been moved to a position under Improved Lifedrinker.
[Son of Arugal] A new passive node which makes Consume heal allies affected by Blood Rituals, named Consolidation, has been added to the class tree in place previously opened by Panacea.
[Son of Arugal] A new passive node, called Legion of Darkness, which makes Sanguine Shield apply to allies near the target has been introduced into the Blood tree.
[Son of Arugal] A new active node, Feast, which leeches health from nearby corposes, has been introduced to the Blood tree.
[Son of Arugal] Shadow Hemorrhage is now a passive node which makes Bloodmoon Blast apply Shadow Hemorrhage.
[Son of Arugal] Shadow Craze has been moved to a lower position in the tree.
[Son of Arugal] Vestigial Muck has been moved to the class tree, along with Lingering Muck.
[Son of Arugal] Shadow Craze no longer regenerates health and it's cooldown has been increased.
[Witch Doctor] Phrasing of Bloodspill has been adjusted to more accurately reflect the effect.
[Cultist] Devour Curse is now learned as a core spell at level 15. Pathing adjusted accordingly.
[Stormbringer] Spellzap is now learned as a core spell at level 15. Pathing adjusted accordingly.
[Stormbringer] Introduced a new node into the Wind tree to fill the pathing gap left by Spellzap.
[Venomancer] Antivenom is now learned as a core spell at level 15. Pathing adjusted accordingly
[Chronomancer] Fizzle is now learned as a core spell at level 15. Pathing adjusted accordingly
[Tinker] E.M.P is now learned as a core spell at level 15. Pathing adjusted accordingly
[Primalist] Spellshake is now learned as a core spell at level 15. Pathing adjusted accordingly
[Venomancer] Burrow has been moved to a more central position in the Class Tree along with it's directly related node.
[Sun Cleric] Shatter Curse is now learned as a core spell at 15. Pathing adjusted accordingly
[Witch Doctor] Hexbreak is now learned as a core spell at 15. Pathing adjusted accordingly
[Son of Arugal] Panacea is now learned as a core spell at level 15. Pathing adjusted accordingly
[Starcaller] Wash is now learned as a core spell at level 15. Pathing adjusted accordingly
[Primalist] Being interrupted while casting Body of Stone no longer locks you out of using the ability till logout. (pending patch)
[Primalist] Updated the sfx/vfx for Hand of the Earthmother
[Knight of Xoroth] Moved Oath of Defiance to the Defiance tree
[Cultist] Moved Herald of Y'shaarj to the Godblade tree
[Sun Cleric] Moved Seraphim's Oath to the Seraphim tree
Général
[Witch Doctor] Updated the vfx/sfx of Dark Mojo Crash
[Ranger] Added spell ranks to Cure Leather spells on the Book of Ascension
Général
[Monk] Changed the name of Maiming Strike in the core Monk tree
[Monk] Changed the name for Tyr's Claw to fit the class fantasy
[Monk] Changed the name for Maiming Claw to fit the class fantasy
[Monk] Updated the icon and name of Eradicator
[Monk] Updated the icon and name of Ambidextrous
[Monk] Updated the icon for Decisive Strike
[Monk] Decisive Strike now gives 10% critical strike damage bonus at Rank 1 and 20% at rank 2, rather than giving 20% for both ranks.
Blade of the Serpent now procs off all auto attacks, rather than just melee auto attacks.
Primal Weapons: Bestial Might now has an animation and sound effect when used.
Fixed a tooltip error with Improved Hand of the Earthmother to reflect its actual values
[Venomancer] Lifeblood no longer has a cost.
[Venomancer] Lifeblood's cooldown has been set at 90sec up from 50sec.
[Sun Cleric] Solar Wrath's scaling has been reduced.
[Sun Cleric] Solar Wrath Is now off the global cooldown
[Sun Cleric] Solar Guidance can no longer be applied through LoS
[Witch Doctor] Removed Colour from Hexing Strike.
[Venomancer] Removed Colour from Poison Spit.
[Venomancer] Nerubian Sting Tooltip updated to display correct value.
[Venomancer] Leech Poison now only consumes one stack of Lethal Toxin.
[Venomancer] Lifeblood now applies a 30% damage reduction for 6 sec.
[Venomancer] Lifeblood's cooldown increaed to 50sec up from 3sec.
[Venomancer] Lifeblood now heals for 20% of your max health up from 12%
[Venomancer] Lifeblood can no longer crit.
[Witch Doctor] Shadowbite Hex consumption damage scaling has been increased.
[Sun Cleric] Ancient Rites talent fixed.
[Witch Doctor] Bloodspill talent in Voodoo now additionally makes you gain a mana regen buff after a successful proc.
(pending patch)
[Reaper] Fixed an issue where Soulwarden's Resolve couldn't be used without a target
[Knight of Xoroth] Added two new nodes to the class tree.
[Starcaller] Changed Warden Training so that it reduces the remaining cooldown of Astral Blade by 1 sec instead of resetting it.
[Runemaster] Overflowing Mana now increases your spell critical strike damage bonus by 50%.
[Monk] Renamed Wing Chun to Decisive Strike and changed its icon to something more suitable
[Stormbringer] Arcane Lightning now increases your spell critical strike damage bonus by 60%.
[Son of Arugal] Atherann's Anguish now increases your spell critical strike damage bonus by 100%.
[Pyromancer] Disaster's critical strike damage bonus was increased to 100%.
[Demon Hunter] Felblood Demon Hunter's critical strike damage bonus only affects Felstrike.
[Chronomancer] Fixed a bug where Balance of Power was giving increased critical strike damage bonus.
[Demon Hunter] Felblood Demon Hunter's critical strike damage bonus reduced to 20%.
[Barbarian] Brutal Axes critical strike damage bonus reduced to 20%.
[Ranger] Adaptation: Crossbow's ranged haste reduction was reduced to 25%.
[Witch Doctor] Fixed an issue where Healing Ward was having issues healing targets outside of LoS
[Ranger] Adaptation: Crossbow's critical strike damage bonus was reduced to 25%.
[Witch Hunter] Headshot critical strike damage bonus was reduced to 20%.
[Witch Doctor] Glory of Zandalar now only effects spells.
[Witch Hunter] Heartseekers critical strike damage bonus was reduced to 10%.
[Chronomancer] Added 70% increased critical strike damage bonus to Black Hole.
[Cultist] Updated Cultist's Lightbreaker talent to only effect spell critical strike damage bonus.
Général
[Sun Cleric] Guidance: Sanctify's distance reduced from 100 yds down to 40yds
[Sun Cleric] Guidance: Intervention's distance reduced from 100 yds down to 40yds
[Sun Cleric] Guidance: Calamity's distance reduced from 100 yds down to 40yds
[Sun Cleric] Guidance: Safeguard's distance reduced from 100 yds down to 40yds
[Sun Cleric] Guidance: Zealous Trance's distance reduced from 100 yds down to 40yds
[Sun Cleric] Solar Guidance's distance reduced from 100 yds down to 40yds
[Sun Cleric] Guidance: Tough of Light's distance reduced from 100 yds down to 40yds
[Monk] Blademaster Monk (Spec Passive) value has been reduced from 50% to 25%. (pending restart)
[Barbarian] Splash Zone now additionally increases Spell Power (pending restart after goose)
Général
[Monk] Tyr's Claw weapon damage has been reduced from 150% to 125%. (This change is live, forgot to changelog it earlier.)
[Demon Hunter] Tyrant's Gaze now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Witch Doctor] Dreadful Screech now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Guardian] Torn Tendon's Root effect now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Guardian] Challenge's Fear effect now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Guardian] Gladiator's Net now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Cultist] Cosmic Ooze now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Cultist] Sow Fear now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Cultist] Abyssal Ward's Fear effect now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Son of Arugal] Liquify's Fear effect now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Runemaster] Sorcerer's Cage now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance
[Necromancer] Ghoulify now breaks after a percentage of the target's maximum health is taken in damage, instead of having a random chance