
Просмотрите все наши изменения в минимальном формате.
Сортировка в хронологическом порядке.
Общее
Righteous Flames: Increased damage and scaling on Holy Fire (Righteous Flames) by 10%
Inducing Trauma now fully refreshes the duration of Rend instead of adding 4 seconds to it. In addition, Mutilate now also refreshes the duration of Rend.
Invocation now grants Stun immunity while active.
The absorb effectiveness of Mana-forged Barrier is now halved against magic damage. This is intended to bring Mana-forged Barrier tanks' magic mitigation more in line with that of other tank archetypes.
Mana-forged Barrier no longer grants permanent Stun immunity.
Thunder Slam: Lightning Blade no longer applies 20% Nature damage taken debuff, it now copies behavior of Stormstrike
Wind Rager: Wind Strike no longer applies 20% Nature damage taken debuff, it now copies behavior of Stormstrike
Added New Talent: Battlemage - Your melee attacks have a chance to restore 7%/14%/20% of your base mana and grant Replenishment to your party. This effect can only occur once every 10 seconds. Capstone Bonus: With the final rank of this talent you can weave melee attacks inbetween your casted spells with no reset. This talent will be used for Int users to still be able to have cast time not reset swing timer with investment.
Elemental Frost from Elemental Lord now causes your tethered elemental to restore 1% maximum mana to the owner, down from 3%.
Elemental Aftershock now lasts for 3 seconds, down from 4 seconds, instead the base and scaling of Elemental Aftershock has been increased by approximately 40%, while also increasing the level scaling significantly.
Elemental Lord: Fixed a bug where the instant part of Flame Shock would not have a chance to reset Lava Burst if you already didn't have the Elemental Lava buff from casting an empowered Flame Shock already.
Elemental Lord can now also trigger the Elemental buffs from critical hits from Lava Burst. In addition, the chance to reset the Lava Burst when casting the empowered Flame Shock has been increased to 60%, while the periodic proc chance remains at 20%.
Elemental Lord now also increases your damage with the selected shock ability by 100%.
Devouring: Devouring Epic Enchant now reduces the duration of Devouring Plague by 6 seconds. From 24 down to 18 seconds. The application of your Warlock damage over time effects now resets the duration of your Devouring Plague spell on the target.
Fixed an issue where the Dragon Fury buff from Dragon Warrior was being consumed by Dragon Roar.
The proc from Master of Shadows now inherits the critical strike chance from the triggering ability. The Shadow damage proc will now only critically hit when your abilities critically hit. This incentivises pushing for higher critical strike chance, and keeps the build invested into Agility like before.
Controlled Burn now fully refreshes the duration of Immolate instead of adding 6 seconds to it. This is to correct unintended snapshotting behavior. It will now “recast” the immolate every time it is refreshed.
Reduced the base mana cost of Delirium by 15% to compensate for the loss of 15% total intellect scaling granted by Mana Fiend, allowing for more Legendary Mystic Enchantment options available for Mana-Forged-Barrier tanks to choose from.
Mana Fiend now no longer grants 15% more Intellect.
Mana-Charged Strike now triggers after spell casts, rather than on your next melee swing. Opening up more weapon options to explore, such as using staves for 10% haste and getting quicker spell casts out without losing out on the opportunity of triggering Mana-Charged Strikes and thus getting into delirium quicker. Previously Mana Fiend users would have to choose weapons with appropriate weapon swing speeds to be able to Mana-Charged strike quicker to get more damage from the Strike itself but also have a faster rate of triggering Delirium.
Manafiend’s Delirium now stacks every 2 seconds, up from 1 second. This doubles the uptime of Delirium and reduces the time spent in the low power Recovery phase, making damage be less bursty but more sustained.
Manafiend: You now get 5% of your intellect as spell damage per stack, down from 10%.
Added 20% weapon damage scaling to the triggered direct damage of Seal of Vengeance. This means it will benefit from attack power as well as spell power. With this change its scaling extreme weapon speed is also reduced, making its power more consistent.
Counterattack has had its base damage increased by 10%.
Expunge now allows your Mongoose Bite to add a stack of the Cobra Venom debuff to a target that already has an existing Cobra Venom debuff.
Improved Counterattack capstone has now been replaced with - Your Mongoose Bite and Raptor Strike critical hits now lower the internal cooldown of Killer Instinct.
Improved Counterattack now also grants an additional 5/10/15% Counterattack damage.
Added a new talent Hunting for Sport - This talent increases your Counterattack, Mongoose Bite and Raptor Strike damage by 5/10/15%.
Point of No Escape Mystic Enchant now grants 2% increased damage on targets afflicted by Black Arrow, Counterattack, Concussive Shot, Frost Trap, Freezing Trap and Freezing Arrow.
Point of No Escape is now a 3 point talent, granting 2% increased damage on targets afflicted by Black Arrow, Counterattack, Concussive Shot, Frost Trap, Freezing Trap and Freezing Arrow.
Additionally the Savage Strikes mystic enchantment has been reduced to 3% critical strike chance to Counterattack, Mongoose Bite, Raptor Strike and Wing Clip from 4%.
Savage Strikes now has 3 talent ranks each which grants increased critical strike chance of Counterattack, Mongoose Bite, Raptor Strike and Wing Clip by 7%/14%/20%.
Shadow Waste Bolt now has a 15% reduced base damage and scaling, but Waste base damage over time and scaling has been increased by 50%. This was just a better version of Shadow Bolt. Now, successfully weaving in Shadow Waste Bolts into your rotation should increase your overall damage.
Invigoration: Now also has the Replenishment effect to increase options for mana maintenance.
Improved Drain Soul: Now also Increases damage of Drain Soul by 5/10%.
Dark Pact: Removed the shared cooldown with Life Tap.
Stoicism: Now also has 1/2/3% reduced chance to be critically hit.
Healing Grace: Now gives 1/2/3% critical strike chance. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
Subtlety: Now also gives 1/2/3% haste. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
Shadow Affinity: Now reduces the mana cost of all your Shadow spells by 2/4/6%. Capstone Bonus: Reduces threat generated by 20%. This does not stack with other similar capstone bonuses.
Mana Feed: Now also gives 5% missing mana to the pet every 5 sec.
Improved Expose Armor: Increased the armor penetration to 3%, up from 2%.
Improved Berserker Rage: Capstone now grants 50 rage, up from 30.
Absolution: Now also Increase radius of mass dispel 2/4/5 yards.
Increased the coefficient of Venomous Fury by 100%. From 0.06 AP/SP to 0.12 AP/SP.
Harbinger of Pestilence disease bonus damage changed to 15% per stack, down from 20%.
Shadow Power: Deep Shadow now increases damage done to the target by 6%, down from 12, but now lasts 4 seconds, up from 3 seconds.
Improved Curse of Agony now increases the damage of Curse of Agony by 10/20/30%, up from 5/10/15%.
Improved Curse of Agony now longer increases critical strike damage bonus. The capstone now only enables the ability to critically hit. This talent was actually not intended to provide this crit mod post caster rework and only enable critical hits of the spell.
Endless Agony: Now provides 5% and 4% damage increase to Curse of Doom and Curse of Agony, up from 4% and 3% per stack.
Fixed an issue where Armor mods were not affecting Ranged Physical attacks.
Burning Darkness: Shadowburn damage bonus has been increased from 10% to 25%.
Burning Darkness no longer increases the damage of Corruption.
Decreased the scaling of Shadowflame. It previously had unintendedly high scaling coefficients.
Talent: Mental Dexterity now gives 7/14/20% Intellect to ranged and melee haste rating. Capstone: Increases the spell critical rating granted by Agility by an additional 10% and the melee critical strike rating granted by Intellect by an additional 10%. This rework aims to make it a strong pick for melee hybrids wearing items with Intellect and avoid the issues that could arise with extremely unintuitive gearing strategies.
Orc racial ability Blood Fury attack power and spell power reduced by 50%. With the co-efficient hybridization changes this is slightly stronger than it was before.
Arcane Arrows range increased from 30 to 35.
Arcane Arrows can now be triggered by ranged abilities.
Benediction (Tier 1 Retribution talent) internal cooldown has been reduced to 3 seconds from 5 seconds.
Mortal Shots reduced to 5/10/15% critical strike damage bonus, down from 7/14/20%. This comes in tandem with the opening up of the primary stat bonus that adds 20% critical strike damage to ranged, so this is still net gain critical damage done potential.
Piercing Shots now provides a bleed equivalent to 8/16/25% from 10/20/30%. The talent is largely unchanged.
New Talent: Sidearm Specialization. Replaces Dual-Wield Specialization in Fury Warrior tree. Now increases your armor penetration by 3/6/9% and your chance to hit with spells and abilities by 1/2/3%.
Fixed a bug where Freezing Strikes worked with any rank of Fingers of Frost. It now correctly requires the final rank.
Snowblind: Ice Prism Shatter ICD reduced to 1 second, down from 2 seconds.
Clarified the tooltip of Freezing Strikes that Fingers of Frost from this caps at 2 stacks.
Lowered Freezing Strike Frostbrand Weapon bonus damage from from 30% to 15%. With the hybrid overhaul, Frostbrand Weapon has become more powerful with the Hybridization Update and this enchantment would become non-choice for those wanting to incorporate Frostbrand into their build in a meaningful way.
Frozen Power talent now increases your Fire, Nature, and Frost damage by 3/6/9% on targets affected by your Frostbrand Weapon, down from 4/8/12%.
Knight of the Eclipse: Lunar Knight AND Solar Knight damage bonus buffed from 50% to 80%.
Consecrated Strikes: No longer provides bonus spell damage based on your Strength. Systemically removing conversions from these Mystic Enchantments with the Hybrid Overhaul in mind.
Spell Shredder: Increased the attack power and spell power coefficients of the Elemental Rends of Spell Shredder.
Mace of the Dragon Knight reduced haste per stack from 67 to 42. With the rework, this item became far too powerful.
Added a Mind Flay Bonus damage mode to Goldrinn's Fury to add a lever for balance and make up for loss of conversion.
Added New Talent Dual Wield Mastery. This Tier 1 Fury talent increases your melee attack speed by 2/4/6/8/10%. It has a capstone effect that makes off-hand attacks deal full damage.
Off-Hand attacks now deal 75% damage baseline up from 50% baseline. Additionally, talents that increase off-hand damage no longer stack. If you wanted to dual wield, these talents were non-choice.
Divine Strength Capstone effect has been changed to: Divine Strength now gives 2/4/6% Strength and 1/2/3% Stamina. This talent was non-choice.
Combat Experience now grants 1/2/3% critical strike chance instead of 2/4/6% intellect. Its capstone has been changed and now gives +0.5 Intellect per level (30 Intellect at level 60, 35 Intellect at level 70). This should make it more relevant for those with less Intellect on their gear and more specialised for them.
Channelled Rage now extends the duration of Shamanistic Rage by 3 seconds when critically striking with spells and has a 5 second internal cooldown. Melee critical strikes now reduces the cooldown of Shamanistic Rage by 5 seconds and has no internal cooldown.
The Improved Stormstrike effect is now increasing Nature, Fire, and Frost damage by 10%. Down from 20% Nature, and 10% Fire/Frost.
Stormstrike Nature, Fire, Frost damage from Stormstrike has been moved into the Improved Stormstrike Talent. This is to ensure Stormstrike does not become a default for anyone utilizing Nature, Fire, Frost damage in the new hybrid paradigm.
Versatile Power now gives 2% Spell critical strike chance when Expose Weakness is active. This was a conversion to Mystic Enchant and most are being reworked.
Disabled Swashbuckling in Shapeshift forms. This caused too many balance and design problems due to how feral weapon mechanics work.
Fixed an issue where Good Fortune Mystic Enchantment in combination with Light's Grace and Serendipity would cause your Prayer of Preservation to not correctly tick 3 times per channel.
Fixed an issue where in the scenario there was more than one user of Prayer of Preservation in a group, you could consume each other's Preservation buffs. You will now only be able to consume the preservations that you cast yourself.
Reduced the level scaling of Preservation heal by 10%. This is to counterbalance the power provided by the heal now correctly prioritizing low health allies, to ensure the rotation of healing doesn't feel skewed towards Preservation rather than Prayer of Preservation.
Fixed an issue where smart targeting on the Preservation heal from the Prayer of Preservation legendary enchant wasn't working properly. It should now properly prioritize healing low health allies.
Fixed an Issue where Prayer of Preservation could tick more than 3 times during its channel time. This caused the heal to be far more powerful than intended.
Systemically buffed caster weapon DPS to be more comparable to melee weapon DPS. Caster weapons often didn't have properly scaling weapon DPS at all. This change aims to enhance variety in item choice. This means using a spell power weapon is no longer a detrimental DPS loss for hybrids and can be now even favorable in some situations like spell-heavy hybrid rotations.
Fixed an issue where Pets were not really gaining any default mana regen at all, they now receive a portion of stamina and intellect as MP5.
Fixed an issue where spells that refreshed the duration of DoT/HoT effects behaved differently. All spells now follow the most common behavior of recalculating AP/SP and haste when they are refreshed.
Ammo now stacks up to 5000.
Rebalanced Hybrid gear to ensure the margins are there to not be overly useful for Pure Melee. To accomplish this the AP from Strength, Agility or attack power was lowered and Spell Power has been increased. This also aims to balance out Hybrid DPS to be more balanced towards spells over just sheer auto attacks. Hybrids will be balanced with these changes in mind.
Primary Stat: Agility allocation now also makes Agility increase your critical strike damage bonus by a percentage equal to your agility divided by your level. If you for example have 300 agility and are level 60, you gain 300/60 = 5% increased critical strike damage bonus.
Strength allocation now grants 1 attack power per level instead of 1 Agility per level. This is to facilitate a greater identity between Strength and Agility.
Agility allocation now grants 1 attack power per level instead of 1 Strength per level. This is to facilitate a greater identity between Strength and Agility.
Added 1 Spirit per level to Hero Class. Reduced Spirit per level from Int and Spirit Primary Stat allocation from 2 to 1 per level. Implication of this is Agility/Strength should have slightly less mana problems, especially while levelling.
Added 3% Crit to Held in off-hand items (like Jin’do’s Bag of Wammies). This will happen instead of letting them be enchanted right now due to some client restrictions that will require some more time to work around.
Increased Spell Power on Held in off-hand items to balance out the removal of the Spell and Healing % increase that used to be on them.
Staff Mastery 10% Haste has been removed and baked into the Primary stat Intellect bonuses at a greater value. This will allow you to get 12% spell haste using any 2-handed weapon when using Intellect.
Spiritual Acceleration - Spirit 2-Handed Bonus: When wielding a Two-Handed weapon, your spell haste is increased by 10% and spell critical strike chance by 3%.
Empowered Mending - Spirit 1-Handed Bonus: When wielding a One-Handed weapon, your healing is increased by 5%.