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Patch 1.0.5 - The Combat & Careers patch
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Author:  Jeka [ Thu Nov 06, 2008 3:22 AM ]
Post subject:  Patch 1.0.5 - The Combat & Careers patch

http://www.warhammeralliance.com/forums ... p?t=181483

Not too much info yet, full patch notes supposed to come in the morning. Electromagnet/Chaotic Rift getting the nerf bat. Squig herder getting some major love. They want to reduce the amount of CC in game as well apparently.

Author:  Draconi [ Thu Nov 06, 2008 6:34 AM ]
Post subject:  Re: Patch 1.0.5 - The Combat & Careers patch

IDK what destruction will do now !?!?

they're a 1 trick pony, who mostly won't even come RVR or run scenarios if they don't have their

Magus/Sorc combo.

Author:  Masjaun [ Thu Nov 06, 2008 6:39 AM ]
Post subject:  Re: Patch 1.0.5 - The Combat & Careers patch

Oooh, I love to target those little goblin guys and beat the snot out of them, maybe now they will have a few more tricks in thier bags or be able to successfully 2 vs 1 me instead of me killing two and still walking away with half my life bar.

Author:  Tay Silvermoon [ Thu Nov 06, 2008 11:55 AM ]
Post subject:  Re: Patch 1.0.5 - The Combat & Careers patch

On the server I'm playing on - Order will only run Tor Anroc Scenario ...

It would be nice to be able to get into some of the others at times without a 3 hour wait. I'm really not sure what the fascination is with that one as shoving people into lava gets really old really quickly.

Author:  MuliganVanJurai [ Thu Nov 06, 2008 12:03 PM ]
Post subject:  Re: Patch 1.0.5 - The Combat & Careers patch

T1-3 everyone just picks the quickest Scenarios. You can do Artifact (or whatever the item is in each tier) 2 -1 compared to the others. T2-T3 we average 6-8 minutes to complete those types of scenarios compared to 15 pacifies or flags themed scenarios.

I just hate to see everyone utilizing scenarios as "the quickest way" to level. It really saddens me that people are not taking advantage of PQ's and questing. Everyone is grinding their way through and not enjoying the game. However, I guess people would like to see what's at the end of the road and also take some keeps/cities.

Author:  Jeka [ Thu Nov 06, 2008 4:34 PM ]
Post subject:  Re: Patch 1.0.5 - The Combat & Careers patch

http://vnboards.ign.com/warhammer_onlin ... 186/p1/?48

I'll just link. The list is HUGE.

What I see as important, I may miss stuff due to not knowing a given class


GENERAL CHANGES

*The following classes have a free (and forced) respec due to changes:

* Black Orc
* Bright Wizard
* Chosen
* Engineer
* Ironbreaker
* Magus
* Shadow Warrior
* Sorcerer
* Squig Herder
* Swordmaster


*Morale abilities- more responsive and cooldowns more accurate

*Fixes to scenario launching, so we may see more than just SP

WARDS

*All keeps now drop at least 1 gold bag

*Wards now effect damage done to a boss as well as taken

ROOTS

*Non-morale roots now cause a 5s root immunity when broken, and cannot stack

*All damage, including DOTs, now can break roots

BLACK ORC

*Their snare loses its cooldown and deals DD instead of a DOT, making it spammable as a Gud Plan if you're willing to pay the cost.

*Their ws debuff skill cooldown is lowered, increasing their effectiveness against melee

*Skull Thumper now makes players take extra damage from crits. If this works with sorcs, it could make a nice combo

BRIGHT WIZARD

*Their PBAOE now builds half the combustion it used to. This will cause a dot speced BW to have some difficulty building power early in a fight.

*Playing with fire now does not effect HOTs

*Playing with fire had it's crit chance removed (it had a fucking crit chance?!?!?!?!)

*Root cooldown increased

CHOSEN

*Supression- parry buff no longer stacks with itself.

DISCIPLE

*Covenant of Vitality- fixed

*Bloodthirst- snare removed

ENGINEER

*Damage buff but a cost increase to match, looks like burst/AP may be equal but dps increased while they have strong AP

*Turret damage buffed, cost nerfed, level is now equal to Engineer level

*Magnet has a build time, cannot be used on the move, and grants knockback immunity. Longer cooldown

*Pet abilities now get buffs from masteries

IRONBREAKER

*Can no longer knockdown Unstoppable Juggernauted targets

*Oathfriend armor buff no longer stacks with other buffs

*Grudge generation via oathfriend appears to be nerfed

*Str and will buffs from oathfriending no longer stacks

MAGUS

*Damage increased along with cost, it looks like burst/AP might be constant but dps increased

*Pets do more damage, lower cost, will be magus's level

*Instability- Removed an AP drain, replaced it with a knockdown

*Pet abilities effected by mastery

MARAUDER

*Deadly clutch- reduced to 50%. 25% of healing done after debuff will also heal the marauder

SHADOW WARRIOR

*+Ballistics count as +str in melee stance, they will do significantly more melee damage from this

*Damage buff on everything

SORCERER

*Surging Pain builds 10 DM. This will make non-agony builds take a lot longer to build DM

*Triumphant blasting now grants knockback immunity

*Root cd increased

SQUIG HERDER

*Ard Noggin cd removed

*If you have a spiked squig, you can ranged autoattack while moving

*What Blocka debuffs armor and block chance

*Squig armor converts +ballistic skill to +str, increasing damage significantly in this form

*Overall damage buff

WITCH ELF

*Elixir of insane power nerfed to 50% armor

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