View all of our changes in a minimal format.
Sorted in chronological order.
Talents & Abilities
[Necromancer] Necromancer class and Animation trees adjusted slightly
[Necromancer] Added dynamic scaling tooltips to Animation Necromancer abilities/talents where they didn't exist, showing their true damage/healing values
[Necromancer] Gift of Death now has a slightly higher proc chance at 10% from 6%, but now generates less maximum mana
[Necromancer] You no longer need a target for Animate: Zombies, due to recent changes to how Necromancer minion AI works that gives you more control through your stances
[Necromancer] Foul Bidding: Protect now allows your minions to periodically taunt enemies, allowing them to more reliably pull threat
[Necromancer] Adjusted Command: Revenant to give slightly less Runic Power, and to increase survivability slightly, cooldown reduced by 5 sec
[Necromancer] Zombies summoned through other means, such as through Gravekeeper, now last 10 sec down from 15
[Necromancer] The Revenants passive effect will now reduce the cost of spells rather than passively generate Runic Power
[Necromancer] Animate: Knight of Decay adjusted to have an additional effect
[Necromancer] Baseline Zombies summoned through Animate: Zombie now last 20 sec up from 15
[Necromancer] Fixed a bug where Bonestorm was doing 4x more damage than intended :skull:
[Necromancer] Glacial Pact now costs 25 Runic Power, down from 40
[Necromancer] Undead Commander adjusted, and is now pickable
[Necromancer] Zombie damage scaling adjusted
[Necromancer] Bone Legion is now in the class tree
[Witch Doctor] Shadow Glaive now does Physical Damage
[Necromancer] Unholy Champion reworked
[Witch Hunter] Blasting Powder bonus for Witchblaster reduced by 5%.
[Witch Hunter] Blasting Powder no longer affects Flintlock Shot.
[Witch Hunter] Silver Bullets now make Quickdraw ignore 30% of targets armor, down from 100%.
[Witch Hunter] Sharpshooter value reduced by 3% per stack.
[Witch Hunter] Witchblaster base damage reduced and RAP scaling reduced by 2%.
[Witch Hunter] Anguish tick rate increased to 2 from 1.5.
[Witch Hunter] Anguish RAP scaling reduced by 4%.
[Runemaster] Duration of Dazzling Spray reduced to 3 sec up from 5
[Witch Hunter] Shadewalker AP to SP conversion reduced to 15%.
General
[Tinker] Class tree adjusted
[Reaper] Capstones adjusted in the class and Harvest trees
[Ranger] Whipping Pressure adjusted
[Primalist] Primal Warriors Mask now also regenerates 1% max mana
[Primalist] Rock Beats Everything now also regenerates 3% max mana
[Necromancer] Putrification now also works with Ice Barrage
[Necromancer] Evolved Diseases now also works with Icecrown
[Necromancer] Increased the cooldown of Tomb King to 3min up from 1.5min
[Necromancer] Fixed a bug where Bone Legion didn't have proper scaling attached to it
[Necromancer] Zombies will now only strike with Zombie Plague once per Zombie
[Necromancer] Death Knight now also increases the runic power cost of Knight of Decay by 20
[Necromancer] Corpse Wagon changed to increase the effectiveness of Cryptfury
[Necromancer] Desecrator changed to allow Command spells and damage dealt by Crypt Swarm to extend the duration of Flesh to Worms and Harvest Plague
[Necromancer] Spectral Decay switched with Toxic Plagues
[Necromancer] Increased the recharge time of Animate Zombies/Rotlings by 5 sec
[Necromancer] Animation spec damage profile adjusted
[Venomancer] Greatly improved the HP scaling logic when shifting into Scorpid Form
Talents & Abilities
[Witch Hunter] Scaling has been adjusted across the board for the Boltslinger spec
[Witch Hunter] Vault no longer scales with movement speed and now always gets 10 yds
[Witch Hunter] Reduced the cooldown of Caltrops by 15 sec
[Witch Hunter] Vault now costs 10 rage down from 20 baseline
[Witch Hunter] Witchbane now costs 35 rage up from 15
[Witch Hunter] Witchbane now has a short cast time, and deals Twilight Damage
[Witch Hunter] Bolts now generate significantly less rage
[Witch Hunter] Boltslinger capstones have been adjusted
[Witch Hunter] Boltslinger tree has been adjusted, talents adjusted with PvE in mind (PvP-oriented utility and talents unchanged)
[Witch Hunter] Repeater Bolt is now Heartseeker Bolt and has been reimagined
[Guardian] Centurion Strike is no longer a capstone and is now pickable
[Guardian] Tactical Combat no longer gives AoE synergy and instead increases the chance to crit with Pulverize
[Guardian] Valiant Cleave renamed and now works with Sunder instead of Valiant Strike
[Guardian] Impale now hits 5 targets baseline
[Guardian] Pulverize Motivation effect changed to reset the cooldown of Ram
[Guardian] Sunder no longer has a Motivation effect, its Motivation effect was moved to Ram
[Guardian] Pulverize adjusted, has no cd and increased energy cost
[Guardian] Gladiators 50% chance to reset the cd of Ram on crit has been removed
[Guardian] Gladiator tree pathing adjusted, talents adjusted with PvE in mind (PvP-oriented utilty and talents unchanged)
Talents & Abilities
[Templar] Class, Crusader and Zealot trees adjusted for better pathing and clarity with the above QoL changes in mind
[Templar] Benediction now heals by a flat amount rather than a percentage of maximum health, but now also scales with Stamina.
[Templar] Tyr's Strike no longer requires a 2Handed weapon
[Templar] Crippling Blow is now passive and in the class tree
[Templar] Precision Strikes reworked to Righteousness
[Templar] Disciplined Combat now allows you to dodge and parry while channeling Righteous Tempest or Thousand Blades
[Templar] Quenching Blow is now passive
[Templar] Tyr's Strike is now the first node pick for Crusader in the class tree
[Templar] Righteous Lunge (Crusader) removed. All nodes associated with it now work with the new baseline Righteous Lunge
[Templar] New talent added: Radiant Blade to the Crusader tree, augmenting the combo effect of Righteous Lunge
[Templar] Radiant Blade is now called Righteous Lunge and is usable with all weapons
General
[Witch Hunter] Witch Hunter Inquisition talent adjusted to work with Pursuit and not Slash
[Son of Arugal] Ferocity spec tree adjusted
[Runemaster] Issue where enemies killed by the Runic Familiar would not drop loot or XP has been fixed
[Son of Arugal] Lunge now generates rage, and does not cost Rage
[Necromancer] Issue where you would not receive XP or loot from enemies killed by Animates and Summons fixed
[Sun Cleric] Guidance spells now correctly display as greyed out if the guided ally is not within range and if you do not have a guided ally.
[Tinker] Tinkering Tools removed, some spells put in new locations in the tree/made baseline
[Primalist] Earthen Avatar slight vfx changes
[Tinker] Mechanics tree positioning adjusted
[Cultist] Tale of Woe is now a passive
[Tinker] Mechanics capstones adjusted
[Venomancer] Lethal Toxin can no longer be consumed by other Venomancers
[Venomancer] Baseline regular ressurect added to Venomancers
General
[Stormbringer] Lightning Cage reworked
[Witch Hunter] Each bolt ability now starts auto shot
[Witch Hunter] Shadowblast now starts auto shot
[Ranger] Quick Shot now starts auto shot
[Ranger] Commander now gives 100% more effectiveness up from 30%
[Ranger] Added Command Aura to Farstrider tree
[General] Added some custom lore-nugget NPCs and unique vendors hidden throughout the world
[Templar] Added more holy VFX to spells
[General] Added new custom vendors, with new custom items, to most towns between levels 5-40
General
[Guardian] Linebreaker CD reduced by 10 sec.
[Guardian] Valiant Efford CD refund reduced by 2 sec.
[Guardian] Arcing Strike now named Sunder, no longer deal cleave damage.
[Ranger] New node Coordination added to Farstrider tree.
[Guardian] New node Indimidation added to Inspiration tree.