1.121 Live Patch Notes

Highlights


  • Display your valor at keep and tower sieges and be rewarded with our new contribution–based reward system!
  • Buffing and support classes have been given more active tools to control and impact the battle!
  • Alpha–striking is back on Assassins! Try out their improved Envenom and Stealth lines too!
  • Skald, Minstrel, and Bard classes have new speed–based buffs to dazzle their realm–mates with!
  • Light Tank stances and a charge class-ability allow them new utility and prowess on the battlefield!
  • Crafting has been sped up and simplified and SIegecrafting has been improved!
  • Crowd control has been given more potency as well as new counters to go along with it!
  • Several underused specializations have been given major facelifts on classes including Bainshees, Animists, Cabalists, Bonedancers, Paladins, Clerics, Druids, Shaman, and many more!
  • More Class Balance changes, along with several bug fixes, than could fit in the Highlights await those brave enough to venture onward through the notes!

Producer’s note:

Friends,

This patch is one of our most ambitious yet – and that’s saying something with a whole new zone and campaign launched just two patches ago! We’ve taken a look at almost every single one of the 45 classes in the game and many of those have received significant updates. If your class is one of the few not in these notes, fret not, we’ll be looking at it closely next patch. We haven’t just stopped at classes either, we’ve delivered a brand new keep–warfare contribution system, siege system overhaul and widespread improvements to crafting as well!

Many of these ideas were cultivated by you, the community, through your work and feedback on the class and RvR podcasts over the past half year and during our testing phase on Pendragon. We couldn’t be happier with how the notes have turned out. Our team is delighted to bring you an EPIC update to the game – we’ll see you on the battlefield!

Onward,

John Thornhil
Producer
Dark Age of Camelot

 

Realm vs Realm


Frontier Outpost Reward System


  • A new individual contribution system will replace the flat bonuses received for attacking and defending keeps and towers.
  • This new individual contribution system will instead tie the bonus RPs to the RPs earned (through kills or rezzes only) by a player within a keep or tower’s area.
    • This means attackers and defenders will get bonus RPs when a keep or tower is taken or when a keep or tower is successfully defended.
      • Dead defenders will still be rewarded when a keep or tower is taken
      • Dead attackers will still be rewarded when a keep or tower is defended
      • The defense bonus is triggered when no alive enemy–realm players are left within the immediate region of an under–siege outpost and that outpost’s “flame” icon disappears from the /realmwar map.
      • The attack bonus is triggered as soon as an enemy successfully kills the outpost’s lord.
    • Bonus RPs will now be earned every time a player (or their group) earns RPs (through kills/rezzes only) within a keep or tower’s region that is currently under siege.
      • A keep or tower’s region is defined by the “you enter/leave <outpost name>” messages.
      • A keep or tower becomes under siege when it has the “flame” icon on the /realmwar map. Bonus RPs will not be earned until the keep goes under siege.
      • The bonus RPs will take into account kills made by the player’s group and will be placed into an individual contribution pool for that player as follows:
        • 50% of RPs earned through kills/rezzes at a keep will be added to a player’s individual contribution pool
        • 20% of RPs earned through kills/rezzes at a tower will be added to a player’s individual contribution pool
      • For example:
        • If Player A earns 1,000 RPs over the course of a keep siege (through kills/rezzes only) they will receive 500 RPs when that keep is taken or successfully defended.
        • If Player B earned 10,000 RPs over the course of the same keep siege, they will earn 5,000 RPs.
        • If Player C arrives just as the keep is taken or defended and earned 0 RPs within the keep’s immediate region prior to that, they will receive no bonus RPs.
        • If Player D earns 1,000 RPs over the course of a tower siege, they will receive 200 bonus RPs when that tower is taken or successfully defended.
      • So long as players are within 8000 in–game units of the outpost when it is taken or defended, they will be rewarded.
        • Again, contribution is only earned within the immediate outpost region but awarded as long as the player is still within 8000 in–game units.
        • Players that leave the 8000 in–game unit radius will have their contribution totals saved for 10 minutes before their accumulated bonus RPs are lost.
      • Players will be capped at earning 10x their individual character’s realm–point value.
        • This means a player worth 2000 RPs for a solo kill will be able to earn up to 20,000 RPs from this new reward system. In other words, if that player is able to earn more than 40,000 RPs at a keep siege, they will only get 20,000 bonus RPs instead of 50% of the amount over 40,000.
          • RP bonus items, spells, and zone/region bonuses will allow players to achieve values over this cap.
        • Ruined keeps and towers will not be part of this new reward system.
          • Ruined outposts will no longer grant any bonus RPs when taken or defended.

World Changes


  • Combat dummies are now available for target practice in each realm’s Portal Keep courtyard.
Resource Crates
  • Resource crates have been located around each of the Coastal Keeps and are ready to be gathered!
    • There are 9 locations at each of the 6 keeps.
      • The first 3 locations begin spawning at keep level 3, for a total of 3 locations at a given keep.
      • The second 3 locations begin spawning at keep level 6, for a total of 6 locations at a given keep.
      • The last 3 locations begin spawning at keep level 9, for a total of 9 locations at a given keep.
      • The spawn rates become faster as the keep levels up.
    • Each crate has a chance to drop the following items:
      • A key for the nearby Keep’s supply chest
      • 100 duskwood
      • Rare Alchemy Components
      • Otherworldy Essence
      • Otherworldly Ore
      • Crates may only be picked up by the realm that controls the keep.

Crafting


General


  • Crafting timers have been normalized which has resulted in dramatically reduced crafting times.
    • There are a few select recipes which have had their crafting timer increased but this is only to keep with the normalization and are very low level recipes.
    • Crafting timers are in seconds and are truncated after the first decimal. For example: 4.57 will simply be 4.5 seconds.
    • Material Level starts at 1 and goes to 10. Bronze is 1, Iron is 2, etc.
  • Any item that can be used for crafting, now has a delve stating that it can be used for crafting.

 

Armorcrafting, Fletching, Spellcrafting, Tailoring, Weaponcrafting


  • Crafting timer has been normalized for all recipes.
    • Timer = 3 + Material Level + ( Recipe Level / 100 )
      • The net change is that recipes craft faster than before.
    • Fletching Ammo (arrows and bolts, although they are infrequently used) have also had their crafting timers changed.
      • Timer = 4 + ( Recipe Level / 200 )
        • The net change is that recipes are faster than before.
      • This behaves as if all ammo recipes have a Material Level of 1.
      • The recipe level has less effect on the increment of the timer.

Alchemy


  • Crafting timer has been normalized for all recipes.
    • Timer = 4 + ( Recipe Level / 200 )
    • This behaves as if all Alchemy recipes have a Material Level of 1.
    • The recipe level has less effect on the increment of the timer.
      • The net change is that recipes are faster than before.
    • Removed all craftable poisons from Alchemy. All existing poisons will no longer work.
    • Removed poisons and items used to craft poisons from merchants.
      • Existing poisons in a player’s pack can be sold to any merchant at-cost.

Siegecraft


  • Crafting timer has been normalized for all recipes.
    • Timer = 13 + ( Recipe Level / 100 )
    • This behaves as if all Siegecraft recipes have a Material Level of 10.
    • The recipe level has the same effect on the increment of the timer as normal crafting (such as Armor/weapon, Tailor, or Spellcrafting).
  • The Siegecraft list has been re-organized so that players can find the recipe they want much faster.
    • Ram deployment recipes are now under the header “Ram Deployment”
    • All non-ram deployment recipes are now under the header “Siege Deployment”
    • Ammunition recipes are broken out into headers that identify the siege weapon type associated with the ammo
    • Apparatus recipes are broken out into headers that identify the siege weapon type associated with the apparatus
  • Made crafting siege weapons simpler by removing the need to craft siege parts. Instead, the materials for the siege parts have been rolled into the apparatus recipe.
    • Players need only craft the apparatus recipe now before being able to craft to deploy a siege weapon.
  • Reduced the number of craftable siege weapons.
    • Players will choose between Field or Fortified siege weapons now, the rest of the siege weapons can no longer be crafted.
      • NPCs in battlegrounds can still drop the battleground-level appropriate siege weapons.
    • “Field” level siege does not require a siege tent and can be deployed anywhere:
      • Field War Ram –more hit points, does more damage than Siege Ram, requires 12 players to swing at full speed
      • Field Catapult – good vs players (AoE)
      • Field Trebuchet – good vs keep walls
      • Field Ballista – good vs players (single-target)
      • Field Palintone – good vs other siege weapons
    • “Fortified” level siege still requires a siege tent:
      • Fortified War Ram –more hit points, does more damage than Siege Ram, requires 12 players to swing at full speed, provides riders with 10% damage resistance
      • Fortified Catapult – good vs players (AoE)
      • Fortified Trebuchet – good vs keep walls
      • Fortified Ballista – good vs players (single-target)
      • Fortified Palintone – good vs other siege weapons
    • “Field” level siege now all give 50 RPs for destroying them.
    • “Fortified” level siege now all give 100 RPs for destroying them.
  • All siege options have been removed from keep and tower siege hookpoint stores except for field versions (fortified versions were never sold on these stores).
  • Reduced the number of craftable siege ammo.
    • Specialty siege ammo has been reduced to only 2 choices instead of 3.
      • Catapult specialty ammo:
        • Stone Shot – high damage, small radius
        • Ice Ball – medium damage, snares, large radius
      • Trebuchet specialty ammo:
        • Lava Stone – high damage, small radius
        • Boulder – medium damage, large radius
      • Ballista specialty ammo:
        • Field Bolt – high damage, small radius, resist debuff
        • Serrated Bolt – medium damage, large radius
      • Palintone specialty ammo:
        • Heavy Bolt – high damage, small radius
        • Lethal Bolt – medium damage, large radius, damage-over-time (only affects player targets)
      • Specialty siege ammo delves have been updated to include the type of siege weapon used to fire the ammo.
    • Specialty ammunition damages have been adjusted as follows for all siege types:
      • Ammo with special effects have had their damage adjusted to be 25% higher than the Siege Weapon’s default values
      • Ammo with no special effects have had their damage adjusted to be 50% higher than the Siege Weapon’s default values
    • Siege damage as a whole has been reduced, both default and special ammunition damage, in order to make sieges last longer and allow more time for defenders to get inside besieged objectives.
      • Default siege ammunition damage has been reduced as follows:
        • Field Catapult default damage decreased 10%
        • Fortified Catapult default damage decreased 25%
        • Field Trebuchet default damage decreased 15%
        • Fortified Trebuchet default damage decreased 30%
        • Field Ballista default damage decreased 5%
        • Fortified Ballista default damage decreased 20%
        • Field Palintone default damage decreased 10%
        • Fortified Palintone default damage decreased 30%
        • Fortified War Ram default damage decreased 15%
      • Overall, the potential siege damage (using the highest available ammunition) has been adjusted as follows:
        • Catapults – 2% less damage potential
        • Ballista – 15% more damage potential
        • Trebuchets – 15% less damage potential
        • Palintones – 15% less damage potential
        • Rams – 15% less damage potential
      • Removed siege parts from merchants.
        • Players that have these can sell them to merchants at cost.
      • Due to the extensive culling of recipes in the Siegecraft tradeskill, players now only need 200-250 Siegecraft in order to craft everything in the line.
      • Oil damage has been increased.

User Interface


Changes


  • Borders of spell, ability, and style icons have had their saturation and width increased slightly.
    • This should make it easier to distinguish among the different levels (green, blue, yellow, and pink) of abilities on your quickbars and as buffs/debuffs.
  • Some spell and style icons have been made less “busy” so that their pictures are more easily discerned.
  • Several new spell icons have been added to accommodate and message many of the new abilities found throughout the notes.
    • Many of the place-holder spell effects on Pendragon have been replaced with their final effect and icon combinations.
    • Several widgets on existing and new spell icons have been corrected and updated.

 

Class Balance


General Changes


  • All root and mesmerization spells in all realms have had their damage types changed as follows:
    • Albion: Changed to Energy damage type
    • Midgard: Changed to Body damage type
    • Hibernia: Changed to Spirit damage type
  • New, instant–cast resist debuffs have been added (see class–specific sections below) to each realm that debuff their realm’s new CC damage type.
  • Champion Level disease spells have had their range reduced from 1500 to 1000.
  • All classes can maintain up to 8 pulses at once now.
    • Adjustments to individual pulses are in the class–specific sections below.
  • All magic resistance debuffs have been increased from 25% to 30% for the middle tier, and from 40% to 50% for the highest tier.
  • All list-caster, instant-cast stat debuff spells have had their RUT reduced to 7 seconds, down from 10 seconds. Values and durations remain unchanged.
  • Spells with self-targeting restrictions and other unique requirements now display a corresponding error message when attempting to use the spell in fail-cases.
  • Anytime, positional, and some reactionary styles have had their damages adjusted.
    • Specific style changes are noted in detail within their respective class sections.
      • If the damage was increased or decreased to a new tier, the notes will say “the damage was increased from Medium to High”, etc.
      • If damage was increased or decreased in behind-the-scenes values but still retained its in-game value of “Low”, “Medium”, “High”, “Very High”, etc. the notes will only say the “the damage was increased/decreased slightly/significantly.”
    • All buff shears have had their impact on earning realm points from sheared targets significantly reduced.
      • This should result in a more even distribution of realm points between a group that does most of the damage to an enemy player and an out-of-group realm ally who shears the same enemy player.
      • Additionally, all buff shear types (dex, con, acuity, etc.) are now worth the same amount of RPs within their given tier (blue, yellow, red).

 

Items


  • The Cruel Malaise bedazzling melee fumble debuff on several CL15 weapons has been changed to a 10% weapon skill debuff that lasts 20s.

 

Battlemaster Master Level


  • Grapple now has a 1 minute duration immunity timer when the effect fades.
    • New grapple types (outlined in class–specific sections below) have separate immunities from the other grapple types.
      • Battlemaster grapple – grappled target is immune to melee damage but can be hit by spell damage.
      • New grapple (outlined below) – grappled target is immune to both melee and spell damage.
    • The Battlemaster ML styles have had their damage values adjusted as following:
      • Essence Flames has had its damage decreased slightly
      • Essence Shatter has had its damage decreased slightly

 

Spymaster Master Level


  • Enduring Poison (ML3) has been changed to a self-buff essence resist buff:
    • Essence Armor – 25% essence resist buff – self-target – 20-minute duration
  • Essence Flare (ML9, Mez Poison) is now a self-buff that converts your melee damage type to essence damage:
    • Essence Blades – 5 min RUT – instant cast – 10 sec duration

 

Convoker Master Level
 

  • Convoker ML2 Prescience Node now has a 2s cast time, 5 minute RUT, and 5 minute duration.
    • Prescience Node no longer casts via ground-target but instead casts on the caster’s location.

 

Stealth Detection


  • The minimum stealth distance required to be away from enemies has been removed. Stealth classes can now stealth so long as they are not in combat.
  • The introduction of new +detection abilities has changed the overall stealth detection values. As such, we'd like to issue some clarity on how stealth detection will function going forward:
    • Please note that the only real change to detection code involves the Shadow Seek buffs in Assassin stealth specialization factoring in +stealth skill over level 50.
      • From an overall stealth detection standpoint, the values at which classes can see each other have changed across the board but the rest of the detection code remains the same.
  • Assassins at 50 stealth specialization (with Shadow Seek IX) will detect other Assassins with 50 stealth specialization (with Shadow Seek IX) between 325 and 500 in-game units.
    • This value can be influenced by the detected assassin’s +stealth skill over level 50.
      • In other words, +stealth skill over level 50 will increase the ability for an assassin to hide from all stealthers using a stealth detection bonus like Mastery of Stealth, Shadow Seek, or Track; +stealth skill does not give any bonus to detection.
      • A 50+24 stealth specced assassin will be detected at 325 units by other 50 spec assassins using Shadow Seek IX.
      • A 50+11 stealth specced assassin will be detected at 425 units by other 50 spec assassins using Shadow Seek IX.
      • A 50+0 stealth specced assassin will be detected at 500 units by other 50 spec assassins using Shadow Seek IX.
  • Assassins at 50 stealth specialization will detect Archers with composite 50 stealth specialization (and free MOS9) at around 400 in-game units.
    • This detection value is not influenced by +stealth skill over level 50 for either party.
  • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect other Archers at around 725 in-game units.
    • Archers using the level 50 Track ability will detect other Archers at around 1000 in-game units.
  • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect Assassins with 50 stealth specialization between 675 and 750 in-game units.
    • These values are influenced by the detected Assassins +stealth skill over level 50:
      • A 50+24 stealth specced assassin will be detected at 675 units by MOS9 archers with 50 composite stealth spec.
      • A 50+11 stealth specced assassin will be detected at 713 units by MOS9 archers with 50 composite stealth spec.
      • A 50+0 stealth specced assassin will be detected at 750 units by MOS9 archers with 50 composite stealth spec.
  • Archers using the level 50 Archery Track ability will detect Assassins between 950 and 1175 in-game units.
    • These values are influenced by the detected Assassins +stealth skill over level 50:
      • A 50+24 stealth specced assassin will be detected at 950 units by MOS9 archers with 50 composite stealth spec.
      • A 50+11 stealth specced assassin will be detected at 1063 units by MOS9 archers with 50 composite stealth spec.
      • A 50+0 stealth specced assassin will be detected at 1175 units by MOS9 archers with 50 composite stealth spec.
  • All non-assassin and non-archer classes will detect 50 composite stealth spec stealthers at around 125 in-game units.
    • This is the same as on Live currently.
  • All non-assassin and non-archer classes will detect assassins with 50 stealth specialization (with Shadow Seek IX) between 90 and 125 in-game units.
    • A 50+24 stealth specced assassin will be detected at 90 units by all non-assassin and non-archer classes.
    • A 50+11 stealth specced assassin will be detected at 108 units by all non-assassin and non-archer classes.
    • A 50+0 stealth specced assassin will be detected at 125 units by all non-assassin and non-archer classes.

 
Animist


  • Animists have been given a forced full skill respec

Arboreal Path baseline

  • The level 45 lifedrain in baseline Arboreal Path has had its damage increased from 164 to 179.

Arboreal Mastery specialization

  • A slow–moving bomber that does massive damage upon impact has been added to Arb spec.
    • This bomber can be killed or stopped with stun spells before it reaches its target. It can also be killed with confuse.
    • All slow bombers are 1875 range, 5s cast time, 5 min duration, have a 2 min RUT, and cannot be quickcast.
      • Level 13 – Heavy Spirit. 99 body damage.
      • Level 23 – Plump Spirit. 199 body damage
      • Level 33 – Inflated Spirit. 329 body damage.
      • Level 45 – Bulging Spirit. 449 body damage.

Creeping Mastery specialization

  • A new matter damage bomber–spell has been added at the following levels and values:
    • Level 7 – Spirit of Deceit – 2.8s cast – 1500 range – 34 matter damage – 5 power cost
    • Level 16 – Spirit of Cunning – 2.8s cast – 1500 range – 68 matter damage – 10 power cost
    • Level 27 – Spirit of Trickery – 2.8s cast – 1500 range – 122 matter damage – 13 power cost
    • Level 38 – Spirit of Deception – 2.8s cast – 1500 range – 153 matter damage – 25 power cost
    • Level 47 – Spirit of Guile – 2.8s cast – 1500 range – 199 matter damage – 31 power cost
  • A new ground–targeted fire–and–forget healing shroom has been added at the following levels and values:
    • Level 9 – Grove Sibyl – 5s cast – 1500 range – 120s duration – 16 power cost – 20 hit point heal, 850 range
    • Level 21 – Grove Augur – 5s cast – 1500 range – 120s duration – 38 power cost – 55 hit point heal, 850 range
    • Level 32 – Grove Oracle – 5s cast – 1500 range – 120s duration – 50 power cost – 100 hit point heal, 850 range
    • Level 42 – Grove Druid – 5s cast – 1500 range – 120s duration – 65 power cost – 215 hit point heal, 850 range
  • A new ground–targeted fire–and–forget diseasing shroom has been added at the following levels and values:
    • Level 5 – Forest’s Blight – 5s cast – 1500 range – 120s duration – 8 power cost – 10s duration disease, 850 range, disease potency: 5 str debuff, 3% snare
    • Level 14 – Forest’s Curse – 5s cast – 1500 range – 120s duration – 16 power cost – 15s duration disease, 850 range, disease potency: 10 str debuff, 6% snare
    • Level 20 – Forest’s Scourge – 5s cast – 1500 range – 120s duration – 34 power cost – 30s duration disease, 850 range, disease potency: 15 str debuff, 9% snare
    • Level 31 – Forest’s Torment – 5s cast – 1500 range – 120s duration – 50 power cost – 30s duration disease, 850 range, disease potency: 20 str debuff, 12% snare
    • Level 41 – Forest’s Menace – 5s cast – 1500 range – 120s duration – 65 power cost – 30s duration disease, 850 range, disease potency: 25 str debuff, 15% snare
  • A new instant–cast, ground–targeted fire–and–forget healing shroom has been added at level 50 with the following values:
    • Level 50 – Shroom of Life – instant cast – 10s duration – 30 power – 400 pbaoe hit point heal, 350 range
  • The AoE root spells have had their range increased from 1500 to the following values:
    • Level 12 – 1500 range
    • Level 18 – 1575 range
    • Level 26 – 1655 range
    • Level 34 – 1765 range
    • Level 44 – 1875 range
  • The Body resistance debuff and PBAoE melee DPS debuff fire and forget pets in Creeping specialization have been removed.

 

Armsman


Polearm Specialization

  • Level 25 – Phalanx – Rear positional – Damage increased from Medium to High
  • Level 34 - Defender’s Rage – Anytime – Damage decreased to Medium
  • Level 39 – Poleaxe – Side positional – Damage increased slightly
  • Level 44 – Defender’s Revenge – Phalanx rear positional followup – Damage increased from High to Very High
  • Level 50 – Defender’s Aegis – Poleaxe side positional followup – Damage increased from High to Very High

Two Handed Specialization

  • Level 34 - Obfuscate – Anytime – Damage decreased to Medium
  • Level 44 – Two Moons – Onslaught side positional followup – Damage increased from High to Very High
  • Level 50 – Sun and Moon – Doubler rear positional followup – Damage increased from High to Very High

 

Bainshee


  • Bainshees have been given a forced full skill respec

Spectral Guard baseline

  • Single–target root has been removed and moved to the Spectral Force specialization.

Spectral Force specialization

  • The Group Pulse magic ablative chant has had its levels changed as follows:
    • Audible Barrier moved from Level 30 to 20.
    • Tumultuous Barrier moved from Level 40 to 30.
    • Resounding Barrier moved from Level 50 to 40.
  • The single–target root in Spectral Guard baseline has been moved to Spectral Force at levels 6, 12, 21, 28, 35, 43, and 49 specialization

Phantasmal Wail specialization

  • The single–target Dex–Qui Debuff / Body direct damage spell has been changed into an AoE Body direct damage / 10% body debuff spell with the following damage value changes:
    • Level 3 – 9 to 3 body damage, 0 to 350 radius
    • Level 7 – 26 to 25 body damage, 0 to 350 radius
    • Level 13 – 52 to 44 body damage, 0 to 350 radius
    • Level 19 – 77 to 64 body damage, 0 to 350 radius
    • Level 27 – 111 to 89 body damage, 0 to 350 radius
    • Level 35 – 145 to 110 body damage, 0 to 350 radius
    • Level 43 – 178 to 120 body damage, 0 to 350 radius
    • Level 48 – 199 to 141 body damage, 0 to 350 radius
  • Single–target shears have been added to the specialization at the following levels:
    • Level 33 – Strength shear
    • Level 34 – Constitution shear
    • Level 36 – Dexterity shear
    • Level 37 – Acuity shear
    • Level 38 – Str/Con shear
    • Level 39 – Dex/Qui shear
  • A new single–target random shear has been added at level 50 PW specialization with a 2-minute RUT, 1500 range, and 4s cast time.

Ethereal Shriek specialization

  • A new single–target cold–based nuke has been added at the following levels and values:
    • Level 7 – Frosty Torment – 2.8s cast – 1500 range – 4 power – 34 cold damage
    • Level 17 – Bleak Torment – 2.8s cast – 1500 range – 9 power – 68 cold damage
    • Level 27 – Chilled Torment – 2.8s cast – 1500 range – 17 power – 122 cold damage
    • Level 37 – Icy Torment – 2.8s cast – 1500 range – 22 power – 153 cold damage
    • Level 47 – Frigid Torment – 2.8s cast – 1500 range – 29 power – 199 cold damage
  • The AoE nuke and AoE bolt have had their damage types changed from Body to Cold damage.
  • A new AoE pet–scare ability has been added with the following values:
    • Level 50 – 1250 radius – 20s duration – 5s cast time – 5-minute RUT
  • A new single–target mesmerization cure ability has been added at the following values:
    • Level 26 – Alarming Screech – 3s cast time – 1500 range – 6% power cost

 

Bard


  • Bards have been given a forced full skill respec

Regrowth baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4s cast time.

Music specialization

  • Added Crescendo, a realm–targeted, 2.8s cast, 7s duration, 130% speed buff at 34 Music.
    • Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • Great Crescendo, a realm– targeted, 2.8s cast, 9s duration, 160% speed buff at 44 music.
    • Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.

Nurture specialization

  • Resist songs have been replaced by a new single-target resistance buff has been added at the following levels and values:
    • Level 27 – Hymn of Soul Guarding – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 8%.
    • Level 46 – Hymn of Soul Protection – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 12%.
    • Does not co-exist or stack with CL resist buffs (the higher version of either will take precedence).
    • Co-exists but not stacks with Druid and Warden resist buffs.

 

Berserker


  • Berserkers have been given a forced full skill respec
  • Berserkers have been given a forced realm ability respec
  • The Charge realm ability has been removed from Berserker’s trainable realm abilities and they instead get it for free at the following class levels:
    • Level 30 – Charge 1
    • Level 35 – Charge 2
    • Level 40 – Charge 3
    • Level 45 – Charge 4
    • Level 50 – Charge 5

 Light Tank Stances

  • Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.
    • These stance proc buffs will not interfere with item-based offensive proc buffs
  • All stances cost 60% of base, max endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful.
    • War Stance
      • Default Stance. Gained at level 5.
      • Accuracy is increased by 10%.
      • No penalties.
    • Wild Stance
      • Damage Stance. Gained at level 30.
      • Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Wild Stance.
      • All melee swings will always ignore bladeturn spells.
      • Increases chance of a critical hit by 20%.
      • Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability).
      • All damage taken from enemy melee and magical attacks is increased by 25%.
    • Frenzy Stance
      • Mobile Stance. Gained at level 45.
      • Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps.
      • Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds.
        • Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets.
      • All melee damage dealt is reduced by 75%.
      • Pet procs from stances cannot be applied with thrown weapons (Berserkers) or bow attacks.
        • The Thrown Weapon Battlemaster ML ability will still have a chance to proc the pets.

Left Axe specialization

  • Level 4 – Doubler – Front positional – Bleed changed to a 16% attack speed debuff, damage increased slightly
  • Level 12 – Atrophy – Ravager anytime style followup – 12 hinder changed to a 21%, 20s attack speed debuff
  • Level 21 – Scathing Blade – Doubler frontal style followup – Attack speed debuff changed to a 12s hinder
  • Level 29 – Snowsquall - Rear positional – Rear snare removed, damage increased slightly
  • Level 34 - Doublefrost – Anytime – Damage decreased to Medium
  • Level 39 – Frosty Gaze – Comeback followup – Damage increased from High to Very High
  • Level 44 – Icy Brilliance – Snowsquall rear style followup – 30% attack speed debuff replaced with 7s stun, damage increased significantly
  • Level 50 – Aurora Borealis – Side positional followup – Damage increased slightly

Axe specialization

  • Level 15 – Evernight – Rear positional – Rear snare removed, damage increased slightly
  • Level 29 – Havoc – Anytime – Damage decreased to Medium
  • Level 39 – Glacial Movement – Side positional – damage increased from Medium to High
  • Level 44 – Arctic Rift – Evernight followup – damage increased from High to Very High
  • Level 50 – Tyr’s Fury – Glacial Movement followup – damage increased slightly

Hammer specialization

  • Level 18 – Demolish – Frost Hammer followup – Damage increased from Medium to High
  • Level 29 – Conquer – Rear positional – rear snare removed, damage increased slightly
  • Level 32 – Comminute – Anytime – Damage decreased to Medium
  • Level 44 – Sledgehammer – Conquer rear positional followup – damage increased from High to Very High

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 29 – Rush – Parry reactionary followup is now a first-in-chain side positional – 21% attack speed debuff effect replaced with a 15s hinder
  • Level 34 – Polar Rift – Anytime – Damage decreased to Medium
  • Level 50 – Ragnarok – Rear positional – rear snare removed, damage increased from High to Very High

 

Blademaster


  • Blademasters have been given a forced full skill respec
  • Blademasters have been given a forced realm ability respec
  • The Charge realm ability has been removed from Blademaster’s trainable realm abilities and they instead get it for free at the following class levels:
    • Level 30 – Charge 1
    • Level 35 – Charge 2
    • Level 40 – Charge 3
    • Level 45 – Charge 4
    • Level 50 – Charge 5

Light Tank Stances

  • Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.
    • These stance proc buffs will not interfere with item-based offensive proc buffs
  • All stances cost 60% of base, max endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful.
    • Balanced Blades
      • Default Stance. Gained at level 5.
      • Accuracy is increased by 10%.
      • No penalties.
    • Punishing Blades
      • Damage Stance. Gained at level 30.
      • Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Punishing Blades stance.
      • All melee swings will always ignore bladeturn spells.
      • Increases chance of a critical hit by 20%.
      • Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability).
      • All damage taken from enemy melee and magical attacks is increased by 25%.
    • Dancing Blades
      • Mobile Stance. Gained at level 45.
      • Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps.
      • Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds.
        • Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets.
      • All melee damage dealt is reduced by 75%.
      • Pet procs from stances cannot be applied with thrown weapons (Berserkers) or bow attacks.
        • The Thrown Weapon Battlemaster ML ability will still have a chance to proc the pets.

Celtic Dual specialization

  • Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and growth rate reduced to bring in line with other detaunt styles
  • Level 21 – Hurricane – Rear positional – Rear snare removed, damage increased
  • Level 29 – Tempest – Ice Storm followup – Damage increased from High to Very High
  • Level 34 – Meteor Shower – Anytime – Damage decreased to Medium
  • Level 44 – Twin Star – Tornado followup – Damage increased from High to Very High
  • Level 50 – Supernova – Hurricane rear positional followup – 34% attack speed debuff replaced with 7s stun, growth rate increased

Blunt specialization

  • Level 25 – Back Crush – Rear positional – rear snare removed, damage increased slightly
  • Level 34 – Mauler – Anytime – Damage decreased to Medium
  • Level 39 – Stunning Blow – Parry style – Attack speed debuff replaced with 15s hinder effect

Piercing specialization

  • Level 12 – Black Widow – Rear positional – Rear snare removed, damage increased slightly
  • Level 34 – Asp’s Bite – Anytime – Damage decreased to Medium

Blades specialization

  • Level 34 – Revenging Blade – Rear positional – Rear snare removed, damage increased slightly
  • Level 44 – Prismatic Blade – Anytime – Damage decreased to Medium

 

Bonedancer


  • Bonedancers have been given a forced full skill respec

Bone Army baseline

  • A new level 40 version of the baseline Skeletal Commanders has been added. This is now the only Skeletal Commander with the Charge ability, all other Skeletal Commanders have had it removed.

Suppression specialization

  • The Shards of Bone damage–shield buff cast from the fossil guardians has been removed.
  • Added a new pet–type, fossil conjurer, that performs a spirit–based nuke at levels 34 and 44.
  • Removed the single–target ABS buff from the line.

Bone Army specialization

  • The Bone Army archer commander at level 40 specialization has been moved to level 50.
    • The commander is now called Bone Army General and is yellow–con to level 50s.
    • The commander is able to support up to 6 sub–pets instead of 4.
    • The commander is able to have his sub–pets assist or not assist him.
  • Several abilities in Bone Army specialization have had their levels changed to compensate for these changes:
    • Damage Add moved from level 50 to 48.
    • Fossil Warrior sub–pet moved from level 48 to 46.
    • Taunt spell moved from level 46 to 43.
    • Str/Con buff moved from level 43 to 40.
  • All Bone Army melee sub-pets have lost their Charge ability.
  • The endurance and power drain totem has had its values increased t0 20% power / 50% endurance from 10% / 25%.
    • These values drain the current end/power values of the target, not their max values.

 

Cabalist


  • Cabalists have been given a forced full skill respec

Body Destruction specialization

  • The level 45 lifetap, Abduct Lifeforce, has had its damage increased from 174 to 199.

Matter Magic baseline

  • Added a new baseline matter direct damage spell at the following levels and values:
    • Level 3 – Earth Pyre – 2.6s – 13 matter damage – 1500 range – 3 power
    • Level 11 – Heat Pyre – 2.6s – 49 matter damage – 1500 range –6 power
    • Level 24 – Burning Earth – 2.6s – 85 matter damage – 1500 range – 14 power
    • Level 35 – Molten Earth – 2.6s – 126 matter damage – 1500 range – 21 power
    • Level 45 – Magma Crush – 2.6s – 184 matter damage – 1500 range – 30 power

Matter Manipulation specialization

  • A new matter damage PBAoE has been added at the following levels and values:
    • Level 8 – Minor Earth Tremble – 52 damage – 300 radius – 5 power -
    • Level 18 – Earth Tremble – 111 damage – 300 radius – 9 power
    • Level 28 – Major Earth Tremble – 176 damage – 300 radius – 16 power
    • Level 38 – Upheaval – 260 damage – 300 radius – 23 power
    • Level 48 – Earthquake – 325 damage – 300 radius – 31 power
  • Several spells have been consolidated to make room for the new PBAoE. Their values remained unchanged:
    • Level 2 – Lesser Decrepify – Removed.
    • Level 3 – Decrepify – Moved to level 2.
    • Level 4 – Reflect Blow – Removed.
    • Level 6 – Reflect Damage – Moved to level 4.
    • Level 10 – Lesser Contamination – Removed.
    • Level 13 – Contamination – Moved to level 10.
    • Level 16 – Lesser Devolution – Moved to level 14.
    • Level 18 – Punctured Spirit – Moved to level 17.
    • Level 36 – Drill Spirit – Moved to level 34.
    • Level 46 – Lance Spirit – Moved to level 45.
  • Added a new AoE matter direct damage spell at the following levels and values:
    • Level 6 – Earth Shatter – 3.0s – 28 matter damage – 1500 range – 350 radius – 5 power
    • Level 16 – Earth Break – 3.0s – 72 matter damage – 1500 range – 350 radius – 12 power
    • Level 26 – Earth Crush – 3.0s – 95 matter damage – 1500 range – 350 radius – 16 power
    • Level 33 – Stone Break – 3.0s – 123 matter damage – 1500 range – 350 radius – 21 power
    • Level 46 – Stone Shatter – 3.0s – 158 matter damage – 1500 range – 350 radius – 28 power

Essence Manipulation (Body) specialization

  • Added a new instant–cast Energy resistance debuff at the following levels and values:
    • Level 22 – Energy Wither – 15% energy debuff – 1500 range – 10 power
    • Level 34 – Energy Siphon – 30% energy debuff –1500 range – 16 power
    • Level 46 – Energy Void – 50% energy debuff – 1500 range – 24 power
  • Moved the following spells to compensate for the new energy debuff:
    • Level 22 disease spell moved to level 20
    • Level 34 disease spell moved to level 30
    • Level 46 life transfer spell moved to level 41

Spirit Animation specialization

  • Added a pet-targeted mesmerization cure at level 16.

 

Champion


  • Champions have been given a forced full skill respec
  • Badge of Valor Realm Rank 5 ability has had its RUT reduced from 15 to 10 minutes.

Valor Specialization

  • All direct damage shouts have been changed from body to energy damage.
  • The Dex/Qui debuff now links to a self–secondary magic resistance buff that lasts 20s.
  • The Str/Con debuff now dispels the current bladeturn or next bladeturn pulse on the target.
  • The Haste debuff now also increases the champion’s critical hit chance by 3% for 20s.
  • The Acuity debuff now also restores the Champion’s power pool.
  • A new spell has been added to Valor that allows the Champion to change the damage type of themselves and their allies to Energy damage for a short duration. Also casts a self–offensive proc on the Champion:
    • Level 50 – Champion’s Call – Changes ally damage type to Energy damage – 600 radius – 30s duration – Only affects melee/archery damage – 10 minute RUT; also casts:
      • Level 50 – Call of the Champion – 30s duration – 10 minute RUT – 100% chance to proc a 30% energy resistance debuff – only affects Champion

Large Weaponry specialization

  • Level 15 – Domination – Side positional – Damage increased from Low to High
  • Level 34 – Demolish – Anytime – Damage decreased to Medium
  • Level 39 – Shatter – Hibernian Force followup – Damage increased from High to Very High
  • Level 50 – Annihilation – Rear positional – Damage increased from High to Very High

 

Cleric


  • Clerics have been given a forced full skill respec

Rejuvenation baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4s cast time.

Enhancements specialization

  • Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • These tri–resist pulses will co–exist but not stack with CL and Paladin tri–resist buffs.
      • Level 13 – Energy Shield – Increases Spirit/Energy/Body resists by 12%.
      • Level 30 – Energy Guard – Increases Spirit/Energy/Body resists by 18%.
      • Level 40 – Energy Barrier – Increases Spirit/Energy/Body resists by 24%.
    • Hand of God single–target focus damage shell has been changed as follows:
      • Reduced from 85% to 50% damage reduction, no longer focus and the target of the spell can now enter melee combat and cast without the effect fading.
        • 5s cast, 10s duration, 60s RUT, 25% power cost
        • Moved from level 46 to 45 specialization

Smite specialization

  • Moved Minor Deliverance (PBAoE snare) from 7 to 6 Smite.
  • Added a single–target mez:
    • Level 9 – Heavenly Slumber – 28s duration – 3s cast – 1500 range – 5 power
    • Level 14 – Graceful Slumber – 34s duration – 3s cast – 1500 range – 8 power
    • Level 23 – Hallowed Slumber – 40s duration – 3s cast – 1500 range – 11 power
    • Level 31 – Divine Slumber – 50s duration – 3s cast – 1500 range – 15 power
    • Level 41 – Holy Slumber – 60s duration – 3s cast – 1500 range – 19 power
  • Added a single–target Instant heal:
    • Level 7 – Divine Light – 60 sec RUT – Heals for 15% – 2000 range – 40% power
    • Level 28 – Holy Light – 60 sec RUT – Heals for 25% – 2000 range – 40% power
    • Level 46 – Pure Light – 60 sec RUT – Heals for 45% – 2000 range – 40% power
  • Added a root cure spell, Blessing of Movement, at level 13 specialization.
    • 5 min RUT, 3.0 sec cast, 1500 range, 10% power.
    • Cannot be used on self.

 

Druid


  • Druids have been given a forced full skill respec
  • All self-buff spells used by druid pets are unable to be overwritten by players. The buff values have been adjusted to match the values of a 25% Buff Effectiveness buff of the same value.

Regrowth baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4s cast time.

Nurture specialization

  • Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • These tri–resist pulses will co–exist but not stack with CL and Bard tri–resist buffs.
      • Level 13 – Warmth of the Badger – Increases Heat/Matter/Cold resists by 12%.
      • Level 30 – Warmth of the Wolf – Increases Heat/Matter/Cold resists by 18%.
      • Level 40 – Warmth of the Bear – Increases Heat/Matter/Cold resists by 24%.
    • Nature’s Cocoon single–target focus damage shell has been changed as follows:
      • Reduced from 90% to 50% damage reduction, no longer focus and the target of the spell can now enter melee combat and cast without the effect fading.
        • 5s cast, 10s duration, 60s RUT, 25% power cost
        • Moved from level 47 to 45 specialization

Nature baseline

  • All summonable Nature specialization pets have been moved to Nature baseline at the same levels.
    • The final level 40 pet will cap at level 40 (green con to a level 50 player).

Nature specialization

  • Removed existing pet summon spells
  • Removed the AoE damage shield buff
  • Added a single–target, ranged grapple:
    • Level 14 – Forest’s Pull - 1000 range – Target is unable to melee, be meleed, or be damaged by spells – 5s duration – 5 minute RUT – 3s cast – stuns the Druid for 6 seconds
    • Level 35 – Forest’s Reach - 1000 range – Target is unable to melee, be meleed, or be damaged by spells – 8s duration – 5 minute RUT – 3s cast – stuns the Druid for 9 seconds
  • Added a new summoned pet at level 42, Call Nature Sage.
    • Level 50 nature sage (yellow con to a level 50 player) pet with a self-targeted melee–haste and str/con buff that is cast upon summoning.
      • Level 42 – Call Nature Sage – A tree pet that has rabies and applies it at a higher chance than other nature pets, a 1% chance to evade attacks, a slight offensive and defensive bonus, and a 2% chance to double attack. The sage also has all of the proccing abilities of each baseline pet family (bleed, armor wither, bladeturn).
    • Druids get the following new Nature’s Frenzy spell at level 2 Nature specialization:
      • Level 2 – Nature’s Frenzy – Instant cast – pet-targeted 50% celerity buff, 25% damage done buff, and -25% absorption debuff on their pet. 30s duration, 60s RUT.
        • Druids no longer have the option of commanding their pet to go into “Frenzy” mode via the monster’s pet commands.
      • Added a targeted AoE Instant heal to Nature:
        • Level 15 – 60s RUT – Heals for 15%, 1500 range, 250 radius.
        • Level 45 – 60s RUT – Heals for 45%, 1500 range, 250 radius.
      • Added a root cure spell, Free Wind, at level 13 specialization.
        • 5 min RUT, 3.0 sec cast, 1500 range, 10% power.
        • Cannot be used on self.

 

Eldritch


  • Eldritches have been given a forced full skill respec
  • Eldritches have been given a forced realm ability respec
  • Ichor of the Deep has been added to the Eldritch’s list of trainable realm abilities.

Mana Magic specialization

  • The level 2 PBAoE has been removed.
  • The level 8 strength/constitution debuff has been replaced with the level 12 version.
  • The level 32 PBAoE, Mana Billow, has moved to level 31.
  • A new single target root has been added at the following levels and values:
    • Level 2 – Soul Grasp – 2.5s cast – 1500 range – 15s duration – 3 power – Roots the target in place.
    • Level 12 – Soul Clutch – 2.5s cast – 1500 range – 23s duration – 7 power – Roots the target in place.
    • Level 22 – Soul Hold – 2.5s cast – 1500 range – 44s duration – 17 power – Roots the target in place.
    • Level 32 – Soul Embrace – 2.5s cast – 1500 range – 57s duration – 23 power – Roots the target in place.
    • Level 42 – Soul Restraint – 2.5s cast – 1500 range – 69s duration – 29 power – Roots the target in place.

Light Magic specialization

  • The level 40 nearsight, Abrogate Sight, has been moved to level 41.
  • The level 22 cold nuke, Shadowcrash, has moved to level 21.
  • The level 46 dexterity/quickness debuff, Extinguish Coordination, has moved to level 44.
  • A new spirit resistance debuff has been added at the following levels and values:
    • Level 22 – Crumble Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s spirit resistance by 15%.
    • Level 34 – Fade Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s spirit resistance by 30%.
    • Level 46 – Vanquish Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s spirit resistance by 50%.

 

Enchanter


  • Enchanters have been given a forced skill respec

Mana Magic specialization

  • A new single target instant haste debuff has been added at the following levels and values:
    • Level 5 - Distracting Scintillation – Instant cast – 1500 range – 45s duration – 5 power – Decreases the target’s attack speed by 14%.
    • Level 17 - Blinding Scintillation – Instant cast – 1500 range – 45s duration – 12 power – Decreases the target’s attack speed by 22%.
    • Level 25 - Disturbing Scintillation – Instant cast – 1500 range – 45s duration – 17 power – Decreases the target’s attack speed by 24%.
    • Level 37 - Perturbing Scintillation – Instant cast – 1500 range – 45s duration – 23 power – Decreases the target’s attack speed by 31%.
    • Level 48 - Agitating Scintillation – Instant cast – 1500 range – 45s duration – 31 power – Decreases the target’s attack speed by 38%.

Light Magic specialization

  • The single target instant haste debuff has moved to mana magic. The instant AoE haste debuff remains.

 

Friar


  • Friars have been given a forced full skill respec

 Rejuvenation baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Rejuvenation specialization

  • A new single–target mesmerization cure ability has been added at the following values:
    • Level 26 – Awaken Soul – 3s cast time – 1500 range – 6% power cost
  • • A new single target pulsing poison cure has been added at the following levels and values:
    • Level 14 – Pulsing Cure Poison I – 3.5s cast – 2000 range – 20 power – All damage over time effects are removed from the target.
    • Level 28 – Pulsing Cure Poison II – 3.7s cast – 2000 range – 25 power – All damage over time effects are removed from the target.
  • A new single target pulsing disease cure has been added at the following levels and values:
    • Level 18 – Pulsing Cure Disease I – 3.5s cast – 2000 range – 20 power – All disease effects are removed from the target.
    • Level 36 – Pulsing Cure Disease II – 3.7s cast – 2000 range – 28 power – All disease effects are removed from the target.

Enhancements specialization

  • Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • These tri–resist pulses will co–exist but not stack with CL and Bard tri–resist buffs.
      • Level 13 – Golestandt's Fire – Increases Heat/Matter/Cold resists by 12%.
      • Level 31 – Golestandt's Breath – Increases Heat/Matter/Cold resists by 18%.
      • Level 46 – Golestandt's Heart – Increases Heat/Matter/Cold resists by 24%.

Staff specialization

  • Friar’s base Staff specialization damage table has been increased to the same value as other melee-hybrids.
  • Friar’s Staff specialization styles have had the following changes made:
    • Level 4 – Figure Eight – Frontal positional style – 14 damage bleed replaces group heal effect
    • Level 15 – Double Strike – Figure Eight followup is now a first-in-chain side positional style – 21% attack speed debuff replaced by a 5s stun
    • Level 21 – Counter Evade – Off evade style – 14s hinder effect replaced with 21% attack speed debuf, increased damage slightly
    • Level 25 – Banish – Friar’s Friend followup is now a Double Strike followup – replaced PBAoE heal effect with a PBAOE 175 direct damage (spirit)
    • Level 34 – Holy Staff – Anytime – Damage decreased slightly
    • Level 39 – Friar’s Fury – Counter Evade followup – replaced FAE heal with 14s hinder
    • Level 42 – Dancing Staff – Holy Staff followup – Increases the movement speed of group members within 1000 range of the Friar by 15% for 4s. This speed bonus persists through combat and speedwarps.
    • Level 50 – Excommunicate – Holy Staff followup – 150 direct damage proc replaces dd+heal effect. Damage changed from energy to spirit.

 

Healer


  • Healers have been given a forced full skill respec
  • Healers have been given a forced realm ability respec

Mending Baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Augmentation Spec

  • Removed the mesmerize reduction self-buffs.
  • Group resistance buffs are now group–targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • These tri–resist pulses will co–exist but not stack with CL and Bard tri–resist buffs.
      • Level 13 – Gods’ Health – Increases Spirit/Energy/Body resists by 12%.
      • Level 30 – Gods’ Vigor – Increases Spirit/Energy/Body resists by 18%.
      • Level 40 – Gods’ Potency – Increases Spirit/Energy/Body resists by 24%.

Pacification Specialization

  • Added a single–target Instant heal:
    • Level 33 – Healing Surge – 50 sec RUT – Heals for 20% – 1000 range – 40% power
    • Level 43 – Restorative Surge – 50 sec RUT – Heals for 45% – 1000 range – 40% power

 

Heretic


  • Heretics have been given a forced full skill respec
  • Heretics have been given a forced realm ability respec
  • Ichor of the Deep has been added to the Heretic’s list of trainable realm abilities.

Rejuvenation baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Rejuvenation specialization

  • Reanimate Corpse (monster rez) has received the following changes:
    • Now resurrects targets at 50% hitpoints/power/endurance instead of 100%.
    • Still clears resurrection sickness.
    • No longer prevents healing or buffing of resurrected characters
    • Resurrected characters can now cast and perform normal combat actions.
    • Resurrected characters will receive a 75% damage reduction, 20s duration buff as before but will no longer get an AoE damage-over-time interrupt.
      • Instead, the resurrected target will be diseased.
      • Curing this disease will result in the shapeshift + damage reduction buff dropping from them as well.
  • A new single-target matter-based nuke has been added at the following levels and values:
    • Level 2 – Dark Ashes – 2.6s cast – 1500 range – 4 power – 13 matter damage.
    • Level 17 – Dark Obsidian – 2.6s cast – 1500 range – 9 power – 67 matter damage.
    • Level 24 – Dark Slag – 2.6s cast – 1500 range – 14 power – 89 matter damage.
    • Level 35 – Dark Basalt – 2.6s cast – 1500 range – 28 power – 146 matter damage.
    • Level 45 – Dark Magma – 2.6s cast – 1500 range – 44 power – 184 matter damage.
  • The AoE focus snare-nuke has had its range increased to 1750 at all levels.

Enhancement specialization

  • A new base constitution debuff has been added at the following levels and values:
    • Level 4 – Dark Horror – 2.8s cast – 1750 range – 45s duration – 5 power – Decreases constitution by 11.
    • Level 20 – Mind Horror – 2.8s cast – 1750 range – 45s duration – 14 power – Decreases constitution by 25.
    • Level 31 – Evil Horror – 2.8s cast – 1750 range – 45s duration – 18 power – Decreases constitution by 31.
    • Level 42 – Demon Horror – 2.8s cast – 1750 range – 45s duration – 22 power – Decreases constitution by 41.
  • A new base strength debuff has been added at the following levels and values:
    • Level 3 – Soften Joints – 2.8s cast – 1750 range – 45s duration – 5 power – Decreases strength by 11.
    • Level 13 – Soften Limbs – 2.8s cast – 1750 range – 45s duration – 9 power – Decreases strength by 16.
    • Level 22 – Soften Bones – 2.8s cast – 1750 range – 45s duration – 14 power – Decreases strength by 25.
    • Level 34 – Soften Muscle – 2.8s cast – 1750 range – 45s duration – 18 power – Decreases strength by 31.
    • Level 44 – Soften Strength – 2.8s cast – 1750 range – 45s duration – 22 power – Decreases strength by 41.
  • A new base dexterity debuff has been added at the following levels and values:
    • Level 6 – Heat Wave – 2.8s cast – 1750 range – 45s duration – 5 power – Decreases dexterity by 11.
    • Level 16 – Heat Rush – 2.8s cast – 1750 range – 45s duration – 9 power – Decreases dexterity by 16.
    • Level 25 – Heal Swell – 2.8s cast – 1750 range – 45s duration – 14 power – Decreases dexterity by 25.
    • Level 35 – Heat Coil – 2.8s cast – 1750 range – 45s duration – 18 power – Decreases dexterity by 31.
    • Level 45 – Heat Flux – 2.8s cast – 1750 range – 45s duration – 22 power – Decreases dexterity by 41.
  • A new single-target strength/constitution shear has been added at the following levels and values:
    • Level 36 – Endowment Seize – 3.0s cast – 1750 range – 12 power
  • The single-target damage shield spells have been removed.
  • The group-target damage shield spells have been removed.
  • The group-target reactive buff shear proc has been removed.
  • The level 36 self damage add, Infernal Tear, has moved to level 37.
  • The following self melee-absorb buffs have moved from baseline to specline:
    • Buffer of Warmth from level 9 base to spec.
    • Buffer of Heat from level 21 base to spec.

Crush Specialization

  • Level 39 – Bone Crusher – Concussion follow-up – Damage increased from High to Very High.

 

Hero


Celtic Spear specialization

  • Level 15 – Hunter’s Lance – Hunter’s Boon followup – Damage increased from Medium to High
  • Level 34 – Eagle Talon – Anytime – Damage decreased to Medium
  • Level 44 – Dragon Talon – Side positional – Damage increased slightly
  • Level 50 – Cuchulain’s Revenge – Dragon Talon followup – Damage increased from High to Very High

Large Weaponry specialization

  • Level 15 – Domination – Side positional – Damage increased from Low to High
  • Level 34 – Demolish – Anytime – Damage decreased to Medium
  • Level 39 – Shatter – Hibernian Force followup – Damage increased from High to Very High
  • Level 50 – Annihilation – Gigantic Blow followup – Damage increased from High to Very High

 

Hunter


  • Hunters have been given a forced full skill respec
  • Hunters have been given a forced realm ability respec
  • All archers now receive the Remedy Realm Ability free at level 50
    • Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s
  • Mastery of Stealth is now given to Archers for free at the following character levels:
    • Level 10 - Mastery of Stealth 1
    • Level 15 - Mastery of Stealth 2
    • Level 20 - Mastery of Stealth 3
    • Level 25 - Mastery of Stealth 4
    • Level 30 - Mastery of Stealth 5
    • Level 35 - Mastery of Stealth 6
    • Level 40 - Mastery of Stealth 7
    • Level 45 - Mastery of Stealth 8
    • Level 50 - Mastery of Stealth 9
    • Mastery of Stealth is no longer available as a trainable realm ability for Archers.
  • Mastery of Stealth movement speed values have been decreased as follows:
    • Mastery of Stealth 1 movement speed remains at +10%
    • Mastery of Stealth 2 movement speed decreased from +15% to +13%
    • Mastery of Stealth 3 movement speed decreased from +20% to +16%
    • Mastery of Stealth 4 movement speed decreased from +25% to +19%
    • Mastery of Stealth 5 movement speed decreased from +30% to +22%
    • Mastery of Stealth 6 movement speed decreased from +35% to +25%
    • Mastery of Stealth 7 movement speed decreased from +40% to +28%
    • Mastery of Stealth 8 movement speed decreased from +45% to +31%
    • Mastery of Stealth 9 movement speed decreased from +50% to +34%
      • Archers with 50 composite stealth spec and the MOS9 free ability will move at 80% to non-sprint, normal run speed while stealthed.

Archery specialization

  • The damage add spells have been removed.
  • Critical Shot’s damage has been increased to the following values:
    • Critical Shot 1 damage increased from 12 to 15
    • Critical Shot 2 damage increased from 38 to 50
    • Critical Shot 3 damage increased from 79 to 90
    • Critical Shot 4 damage increased from 106 to 129
    • Critical Shot 5 damage increased from 132 to 168
    • Critical Shot 6 damage increased from 185 to 209
    • Critical Shot 7 damage increased from 212 to 248
    • Critical Shot 8 damage increased from 239 to 288
    • Critical Shot 9 damage increased from 265 to 308
  • Critical Shot’s archer damage immunity penalty has been increased from -50% damage to -75%.
  • Standard Shots have had their cast speed reduced from 5.0s to 4.0s.
  • Elemental Shots have had their cast times reduced from 7.0s to 5.0s and damage types changed across the realms as follows:
    • Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots.
    • Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots.
    • Scout: Now gets Lithic (matter) and Somatic (body) shots.
  • Power shot has had its cast time reduced from 6s to 3.5s and is now modifiable by dexterity.
    • Power Shot has had its damage increased to the following values:
      • Power Shot 1 damage increased from 12 to 15
      • Power Shot 2 damage increased from 38 to 50
      • Power Shot 3 damage increased from 79 to 90
      • Power Shot 4 damage increased from 106 to 129
      • Power Shot 5 damage increased from 132 to 168
      • Power Shot 6 damage increased from 185 to 209
      • Power Shot 7 damage increased from 212 to 248
      • Power Shot 8 damage increased from 239 to 288
    • Power Shot now ignores and pops bladeturn and cannot be blocked or intercepted
    • Power shot now has a 20s RUT
    • Power shot now checks and sets archer damage immunity
  • Rapid Fire shots have been changed to a 90-degree frontal cone AoE (FAE)
    • 700 radius, same damage, same cast speed
  • A new root shot has been added at the following levels:
    • Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range – 20s RUT
    • Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range – 20s RUT
    • Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range – 20s RUT
    • Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range – 20s RUT
  • A new snare shot has been added at the following level:
    • Level 45 – Patella Shot – 15s duration melee hinder – 15s RUT – 4s cast – 2100 range
  • Point Blank Shots have been removed and replaced with three new versions of Point Blank shot that cannot be blocked or intercepted:
    • Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a self bladeturn pulsing spell for 30s, 10s frequency and a 22% haste buff that co-exists with casted haste buffs.
    • Level 28 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a self bladeturn pulsing spell for 30s, 8s frequency and a 30% haste buff that co-exists with casted haste buffs.
    • Level 40 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a self bladeturn pulsing spell for 30s, 6s frequency and a 39% haste buff that co-exists with casted haste buffs.
  • Poison shots have been removed.
  • Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.
  • Siege Shots have had their damage increased:
    • Siege Shot 1 – Damage increased from 2 to 7
    • Siege Shot 2 – Damage increased from 7 to 21
    • Siege Shot 3 – Damage increased from 15 to 42
    • Siege Shot 4 – Damage increased from 21 to 60
    • Siege Shot 5 – Damage increased from 26 to 75
    • Siege Shot 6 – Damage increased from 37 to 90
    • Siege Shot 7 – Damage increased from 42 to 105
    • Siege Shot 8 – Damage increased from 47 to 125
  • Long Shots now have a cast-speed debuff linked to them at the following values:
    • Long Shot 1 – 3% cast speed debuff – 40s duration
    • Long Shot 2 – 6% cast speed debuff – 40s duration
    • Long Shot 3 – 9% cast speed debuff – 40s duration
    • Long Shot 4 – 12% cast speed debuff – 40s duration
    • Long Shot 5 – 15% cast speed debuff – 40s duration
    • Long Shot 6 – 18% cast speed debuff – 40s duration
    • Long Shot 7 – 21% cast speed debuff – 40s duration
    • Long Shot 8 – 24% cast speed debuff – 40s duration
  • A new spell, Track, has been added at the following levels and values in the Archery specialization:
    • Level 20 – 15% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 30 – 25% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 40 – 35% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 50 – 45% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast

Beastcraft specialization

  • All self-buff spells used by hunter pets are unable to be overwritten by players. The buff values have been adjusted to match the values of a 25% Buff Effectiveness buff of the same value.
  • Hunter pets now automatically cast their self-str/con buff when summoned.
    • Hunters have lost the pet-targeted self str/con buff from the Beastcraft specialization.
  • Hunter pets now have a self-haste buff that is cast when they are summoned.
  • Hunter’s Avatar, Elder Protector, and Elder Avatar pets now utilize a different version of Critical Strike styles that still allow the pet a chance to anytime snare and side stun.
    • Hunter’s Protector pet (level 20) now also uses these melee styles.
  • Hunters now get a new pet-casted, unbreakable snare at the following levels and values in Beastcraft specialization:
    • Level 20 – Gleipnir’s Wish – instant cast – within 1500 range of pet – 60s pet buff – next attack procs a 40% unbreakable snare – 2s duration – 90s RUT
    • Level 35 – Gleipnir’s Will – instant cast – within 1500 range of pet – 60s pet buff – next attack procs a 40% unbreakable snare – 4s duration – 90s RUT
    • Level 50 – Gleipnir’s Command – instant cast – within 1500 range of pet – 60s pet buff – next attack procs a 40% unbreakable snare – 6s duration – 90s RUT
  • Hunters get the following new Wolfen Frenzy spell at level 2 Beastcraft specialization:
    • Level 2 – Wolfen Frenzy – Instant cast – pet-targeted 50% celerity buff, 25% damage done buff, and -25% absorption debuff on their pet. 30s duration, 60s RUT.
    • Hunters no longer have the option of commanding their pet to go into “Frenzy” mode via the monster’s pet commands.
  • The RUT on the summonable pet has changed as follows:
    • Level 32 – Hunter’s Avatar – 1 minute and 45 seconds RUT.
    • Level 40 – Hunter’s Elder Protector – 90 second RUT.
    • Level 50 – Hunter’s Elder Avatar – 60 second RUT.
    • All lower pets remain at a 2 min RUT.

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 29 – Rush – Evade reactionary followup is now a first-in-chain side positional – 21% attack speed debuff effect replaced with a 15s hinder
  • Level 50 – Ragnarok – Rear positional – Damage increased significantly

 

Infiltrator


  • Infiltrators have been given a forced full skill respec
  • Infiltrators have been given a forced realm ability respec
  • Infiltrators have had their spec points increased from 2.5 to 2.9 spec points.
  • Infiltrators can now train for Mastery of Magery realm ability.
  • Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization (outlined in Stealth specialization section).
  • Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Seek ability (outlined in Stealth specialization section).
  • Assassins may now spec for the Determination and Strike Prediction realm abilities.
  • Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.
  • Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.
  • The Viper realm ability has had its values reduced as follows:
    • Level 1 – 10% to 5%
    • Level 2 – 20% to 10%
    • Level 3 – 35% to 20%
    • Level 4 – 50% to 30%
    • Level 5 – 75% to 40%

Stealth specialization

  • Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged.
    • A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values:
      • Level 10 – Shadow Seek I – instant cast – Permanent duration – 5% detection bonus
      • Level 15 – Shadow Seek II – instant cast – Permanent duration – 10% detection bonus
      • Level 20 – Shadow Seek III – instant cast – Permanent duration – 15% detection bonus
      • Level 25 – Shadow Seek IV – instant cast – Permanent duration – 20% detection bonus
      • Level 30 – Shadow Seek V – instant cast – Permanent duration – 25% detection bonus
      • Level 35 – Shadow Seek VI – instant cast – Permanent duration – 30% detection bonus
      • Level 40 – Shadow Seek VII – instant cast – Permanent duration – 35% detection bonus
        • Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed
      • Level 45 – Shadow Seek VIII – instant cast – Permanent duration – 40% detection bonus
        • Also casts Shadow Run II – 85% normal run speed while stealthed
      • Level 50 – Shadow Seek IX – instant cast – Permanent duration – 45% detection bonus
        • Also casts Shadow Run III – 100% normal run speed while stealthed
      • Detect Hidden and Assassinate abilities have been removed from the specialization
      • Save Fall V has been moved from 50 to 48 specialization
      • A new ability, Overshadow, has been added at level 49 specialization
        • Stealth an ally – 10s duration – Can be used on allies in or out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action.
      • The Vanish realm ability is now available at the following levels and values:
        • Vanish 1 is now available at 29 stealth specialization and is on a 15-minute RUT.
        • Vanish 2 is now available at 39 stealth specialization and is on a 15-minute RUT.
        • Vanish 3 is now available at 49 stealth specialization and is on a 10-minute RUT.
        • Vanish now applies a poison cure on removal of its stealth bonus effect
        • Vanish’s disarm duration is now 15s to be in-line with the silence duration.
      • A new ability, Blur, has been added at level 50 specialization
        • Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage inherently – Cannot be used on targets 275 in-game units above or 800 in-game units below the assassin.

Envenom specialization

  • Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Envenom specialization.
    • These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire, cannot be resisted, and will always last their full duration.
    • These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them.
    • When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.
    • Poison proc buffs will not interfere with other item-based offensive proc buffs
    • Poison procs will not fire when using crossbows or thrown weapons.
      • The Thrown Weapon Battlemaster ML ability will still proc poisons.
      • The Shadowblade’s new Throw-Weapon styles Decapitate and Tomahawk will still proc the new poisons, but their normal, ranged thrown weapons will not.
    • Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise.
      • Poisons cannot be resisted and will always land for their full duration and value on the target.
    • There are 5 poison proc buff types:
      • Effectiveness poison: melee dps + attack speed debuff
      • Withering poison: disease + melee resistance debuff
      • Stat debuff poison: weapon skill + all stats debuff
      • Damaging poison: damage-over-times
      • Shadowbind poison: snare
      • Tranquilizing poison: mesmerization
    • All poisons have a shared RUT of 7s except for the Shadowbind and Tranquilizing poison.
      • Shadowbind and Tranquilizing poison have unique RUTs of 7 seconds and 25 seconds, respectively.
    • Effectiveness Poison:
      • Debuffs the target’s effectiveness. Lowers the target’s damage dealt with all melee attacks and reduces their attack speed. This poison lasts 20 seconds.
        • 3 Envenom – Minor Essence of Lethargy. Lowers melee damage dealt by 4% and attack speed by 5%.
        • 13 Envenom – Weak Essence of Lethargy. Lowers melee damage dealt by 6% and attack speed by 10%.
        • 23 Envenom – Essence of Lethargy. Lowers melee damage dealt by 10% and attack speed by 15%.
        • 33 Envenom – Major Essence of Lethargy. Lowers melee damage dealt by 15% and attack speed by 20%.
        • 43 Envenom – Swordbreaker. Lowers melee damage dealt by 20% and attack speed by 25%.
      • Withering Poison:
        • Applies a disease to the target that inhibits healing and lowers melee resistances. Diseased targets received heals are reduced by 50% and are snared. Disease prevents health regen. This poison lasts 15 seconds.
          • 4 Envenom – Minor Widow Sting. Diseased, 15% slow and reduces strength by 5.
          • 16 Envenom – Widow Sting. Diseased, 15% slow and reduces strength by 10.
          • 26 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 15, and lowers resistances to melee attacks by 5%.
          • 36 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 20, and lowers resistances to melee attacks by 10%.
          • 48 Envenom – Widow Venom. Diseased, 15% slow, reduces strength by 25, and lowers resistances to melee attacks by 20%.
        • Stat debuff Poison:
          • Debuffs the target’s stats. The stats debuffed are Weaponskill, Dexterity, Strength, and Constitution. This poison will debuff all four stats with on application. This poisons lasts 30 seconds.
            • 7 Envenom – Weakening Poison. Debuffs WS by 5% and stats by 13.
            • 17 Envenom – Inhibiting Poison. Debuffs WS by 8% and stats by 24.
            • 27 Envenom – Enervating Poison. Debuffs WS by 10% and stats by 30.
            • 37 Envenom – Unnerving Poison. Debuffs WS by 14% and stats by 41.
            • 47 Envenom – Touch of Death. Debuffs WS by 19% and stats by 60.
          • Snare Poison:
            • Snares the applied target for a set duration. This snare ignores root or snare immunities on the target and always applies for its full duration. This snare does not break upon damage. Unlike other poisons, snare poison can be reapplied to the target before its current duration has ended.
              • 9 Envenom – Crippling Toxin. Snares the target by 15% for 4 seconds.
              • 29 Envenom – Snaring Toxin. Snares the target by 35% for 6 seconds.
              • 49 Envenom – Shadowbind. Snares the target by 60% for 9 seconds.
            • Mez Poison
              • Removed from Spymaster and added to Envenom. Mez poison has its own RUT of 25 seconds and does not share a RUT with any other poison. This poison will interrupt through bodyguard. Mez poison has a 500 radius and will always last its full duration on all targets, not counting dropoff duration reduction. Unlike other poisons, mez poison can be reapplied to the target before its current duration has ended.
                • 18 Envenom – Tranquilizing Gas - 5s duration PBAoE mez.
                • 46 Envenom – Tranquilizing Miasma – 15s duration PBAoE mez.
              • Damage-over-Time Poison:
                • Applies a poison that does damage over time to the target. This poison lasts 20 seconds.
                  • 1 Envenom – Minor Lethal Poison. The target takes 9 body damage every 3.9 seconds.
                  • 5 Envenom – Lesser Lethal Poison. The target takes 15 body damage every 3.9 seconds.
                  • 10 Envenom – Lethal Poison. The target takes 22 body damage every 3.9 seconds.
                  • 15 Envenom – Major Lethal Poison. The target takes 29 body damage every 3.9 seconds.
                  • 20 Envenom – Greater Lethal Poison. The target takes 36 body damage every 3.9 seconds.
                  • 25 Envenom – Minor Lethal Venom. The target takes 36 body damage every 3.9 seconds. A second poison is applied that does 14 matter damage every 3.9 seconds
                  • 30 Envenom – Lesser Lethal Venom. The target takes 38 body damage every 3.9 seconds. A second poison is applied that does 22 matter damage every 3.9 seconds
                  • 35 Envenom – Major Lethal Venom. The target takes 42 body damage every 3.9 seconds. A second poison is applied that does 30 matter damage every 3.9 seconds
                  • 40 Envenom – Greater Lethal Venom. The target takes 50 body damage every 3.9 seconds. A second poison is applied that does 39 matter damage every 3.9 seconds.
                  • 45 Envenom – Insidious Lethal Venom. The target takes 72 body damage every 3.9 seconds. A second poison is applied that does 48 matter damage every 3.9 seconds.
                  • 50 Envenom – Lifebane. The target takes 88 body damage every 3.9 seconds. A second poison is applied that does 55 matter damage every 3.9 seconds.

Critical Strike specialization

  • Armor Wither effects can no longer be resisted and last their full duration.
  • Level 8 – Pincer – Side positional – 1% ABS debuff replaced with 4s melee stun
  • Level 10 – Backstab 2 – Rear positional stealth opener – Damage has been increased slightly
  • Level 12 – Hamstring – Evade reactionary – bleed effect replaced with a 20% attack speed debuff, damage increased slightly
  • Level 18 – Garrote – Anytime – snare effect replaced with 14 damage bleed, damage decreased to Medium
  • Level 21 – Perforate Artery – Frontal stealth opener –10s duration armor wither effect added, damage increased significantly
  • Level 25 – Achilles Heel – Now a rear positional – Attack speed debuff effect replaced with 10s duration armor wither, damage increased from Medium to High
  • Level 29 – Leaper – Now follows Pincer style – Bleed effect changed to 1% ABS debuff, damage increased slightly
  • Level 39 – Stunning Stab – Follows Creeping Death style – Bleed effect replaced with 3% ABS debuff
  • Level 44 – Rib Separation – Now follows Achilles Heel style – Armor wither effect replaced with 7s melee stun, damage increased slightly
  • Level 45 – Incapacitate style removed
  • Level 46 – Neck Shot – Now an anytime style – damage has been reduced slightly, targets helm armor slot most of the time
  • Level 47 – Rib Shot – Now an anytime style – damage has been reduced slightly, targets chest armor slot most of the time
  • Level 48 – Hip Shot – Now an anytime style – damage has been reduced slightly, targets leggings armor slot most of the time
  • Level 50 – Ripper – Now follow Garrote style – Applies a 20s duration armor wither, damage increased slightly

Dual Wield Specialization

  • Level 21 – Penumbra – Rear positional – rear snare removed, 26% attack speed debuff added, growth rate increased
  • Level 34 – Dark Tendrils – Anytime – Damage decreased to Medium
  • Level 39 – Shadow’s Rain – Flank followup – Damage increased slightly
  • Level 50 – Dual Shadows – Frontal positional – Damage increased slightly

Slash Specialization

  • Level 34 – Amethyst Slash – Anytime – Damage decreased to Medium
  • Level 39 – Backslash – Rear positional – rear snare removed, damage increased slightly

Thrust Specialization

  • Level 29 – Pierce – Rear positional – rear snare removed, damage increased slightly
  • Level 34 – Liontooth – Anytime – Damage decreased to Medium

 

Mentalist


  • Mentalists have been given a forced skill respec

Mana Magic Specialization

  • Added group versions of all power regen spells that didn’t exist.
  • Moved the level 25 DoT Lesser Mind Melt to 27.

Mentalism Specialization

  • The spec single target mez has changed:
    • The level 23 mez has been lowered to 40 sec.
    • The level 31 mez has been lowered to 50 sec.
    • The level 41 mez has been lowered to 60 sec.
    • The level 50 mez, Unmake Mind, has been removed.

 

Mercenary


  • Mercenaries have been given a forced full skill respec
  • Mercenaries have been given a forced realm ability respec
  • The Charge realm ability has been removed from Mercenary’s trainable realm abilities and they instead get it for free at the following class levels:
    • Level 30 – Charge 1
    • Level 35 – Charge 2
    • Level 40 – Charge 3
    • Level 45 – Charge 4
    • Level 50 – Charge 5

Light Tank Stances

  • Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.
    • These stance proc buffs will not interfere with item-based offensive proc buffs
  • All stances cost 60% of base, max endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful.
    • Way of the Mercenary
      • Default Stance. Gained at level 5.
      • Accuracy is increased by 10%.
      • No penalties.
    • Way of the Soldier
      • Damage Stance. Gained at level 30.
      • Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Wild Stance.
      • All melee swings will always ignore bladeturn spells.
      • Increases chance of a critical hit by 20%.
      • Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability).
      • All damage taken from enemy melee and magical attacks is increased by 25%.
    • Way of the Rogue
      • Mobile Stance. Gained at level 45.
      • Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps.
      • Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds.
        • Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets.
      • All melee damage dealt is reduced by 75%.
      • Pet procs from stances cannot be applied with thrown weapons (Berserkers) or bow attacks.
        • The Thrown Weapon Battlemaster ML ability will still have a chance to proc the pets.

Dual Wield Specialization

  • Level 21 – Penumbra – Rear positional – rear snare removed, 26% attack speed debuff added, damage increased slightly
  • Level 29 – Misty Gloom – Flank followup – Damage increased from High to Very High
  • Level 34 – Dark Tendrils – Anytime – Damage decreased to Medium
  • Level 39 – Shadow’s Rain – Side positional – Damage increased slightly
  • Level 44 – Hypnotic Darkness – Reflection followup – Damage increased from High to Very High
    • The High Offensive Bonus has been decreased to a Medium Offensive Bonus.
    • It now has a Low Defensive Bonus.
  • Level 50 – Dark Shadows – Penumbra rear positional followup – 30% attack speed debuff replaced with 7s stun, growth rate increased

Slash Specialization

  • Level 34 – Amethyst Slash – Anytime -Damage decreased to Medium
  • Level 39 – Backslash – Rear positional – rear snare removed, damage increased slightly

Thrust Specialization

  • Level 29 – Pierce – Rear positional – rear snare removed, growth rate increased
  • Level 34 – Liontooth – Anytime -Damage decreased to Medium

Crush Specialization

  • Level 21 – Protector – Anytime – Damage decreased to Medium
  • Level 25 – Divine Hammer – Rear positional – rear snare removed, damage increased slightly

 

Minstrel


  • Minstrels have been given a forced full skill respec

Instruments specialization

  • Added Crescendo, a realm–targeted, instant–cast, 7s duration, 130% speed buff at 34 Music.
    • Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • Great Crescendo, a realm– targeted, instant–cast, 9s duration, 160% speed buff at 44 music.
    • Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • The single target flute mez has had its duration reduced by 33% at all levels
    • Level 50: from 29 to 20 seconds.
    • Level 36: from 26 to 18 seconds.
    • Level 24: from 20 to 14 seconds.
    • Level 18: from 17 to 12 seconds.
    • Level 9 : from 12 to 8 seconds.
    • Please note that the flute mez spells effectively double their listed delve when determining spell duration. For instance, the level 50 version listed at 20s will apply a 40s duration mez.

 

Necromancer


  • Necromancers have been given a forced full skill respec

Death Servant specialization

  • A new shade–cast PBAoE spell has been added as follows to the Death Servant specialization:
    • Level 47 – Necrotic Conduit – 225 damage, 350 radius PBAoE – 20% power cost – 3s shade–cast, instant–cast by pet – shade must be within 250 range of pet
    • The traditional level 47 PBAoE spell, Channeled Frenzy, is now trained at level 46 Death Servant specialization.

 

Nightshade


  • Nightshades have been given a forced full skill respec
  • Nightshades have been given a forced realm ability respec
  • Nightshades have had their spec points increased from 2.2 to 2.8 spec points.
  • Nightshades may no longer train the Wild Power realm ability.
  • Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization (outlined in Stealth specialization section).
  • Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Seek ability (outlined in Stealth specialization section).
  • Assassins may now spec for the Determination and Strike Prediction realm abilities.
  • Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.
  • Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.
  • The Viper realm ability has had its values reduced as follows:
    • Level 1 – 10% to 5%
    • Level 2 – 20% to 10%
    • Level 3 – 35% to 20%
    • Level 4 – 50% to 30%
    • Level 5 – 75% to 40%

Stealth specialization

  • Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged.
    • A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values:
      • Level 10 – Shadow Seek I – instant cast – Permanent duration – 5% detection bonus
      • Level 15 – Shadow Seek II – instant cast – Permanent duration – 10% detection bonus
      • Level 20 – Shadow Seek III – instant cast – Permanent duration – 15% detection bonus
      • Level 25 – Shadow Seek IV – instant cast – Permanent duration – 20% detection bonus
      • Level 30 – Shadow Seek V – instant cast – Permanent duration – 25% detection bonus
      • Level 35 – Shadow Seek VI – instant cast – Permanent duration – 30% detection bonus
      • Level 40 – Shadow Seek VII – instant cast – Permanent duration – 35% detection bonus
        • Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed
      • Level 45 – Shadow Seek VIII – instant cast – Permanent duration – 40% detection bonus
        • Also casts Shadow Run II – 85% normal run speed while stealthed
      • Level 50 – Shadow Seek IX – instant cast – Permanent duration – 45% detection bonus
        • Also casts Shadow Run III – 100% normal run speed while stealthed
      • Detect Hidden and Assassinate abilities have been removed from the specialization
      • Save Fall V has been moved from 50 to 48 specialization
      • A new ability, Overshadow, has been added at level 49 specialization
        • Stealth an ally – 10s duration – Can be used on allies in or out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action.
      • The Vanish realm ability is now available at the following levels and values:
        • Vanish 1 is now available at 29 stealth specialization and is on a 15-minute RUT.
        • Vanish 2 is now available at 39 stealth specialization and is on a 15-minute RUT.
        • Vanish 3 is now available at 49 stealth specialization and is on a 10-minute RUT.
        • Vanish now applies a poison cure on removal of its stealth bonus effect
      • A new ability, Blur, has been added at level 50 specialization
        • Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage inherently – Cannot be used on targets 275 in-game units above or 800 in-game units below the assassin.

Envenom specialization

  • Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Envenom specialization.
    • These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire, cannot be resisted, and will always last their full duration.
    • These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them.
    • When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.
    • Poison proc buffs will not interfere with other item-based offensive proc buffs
    • Poison procs will not fire when using crossbows or thrown weapons.
      • The Thrown Weapon Battlemaster ML ability will still proc poisons.
      • The Shadowblade’s new Throw-Weapon styles Decapitate and Tomahawk will still proc the new poisons, but their normal, ranged thrown weapons will not.
    • Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise.
      • Poisons cannot be resisted and will always land for their full duration and value on the target.
    • There are 5 poison proc buff types:
      • Effectiveness poison: melee dps + attack speed debuff
      • Withering poison: disease + melee resistance debuff
      • Stat debuff poison: weapon skill + all stats debuff
      • Damaging poison: damage-over-times
      • Shadowbind poison: snare
      • Tranquilizing poison: mesmerization
    • All poisons have a shared RUT of 7s except for the Shadowbind and Tranquilizing poison.
      • Shadowbind and Tranquilizing poison have unique RUTs of 7 seconds and 25 seconds, respectively.
    • Effectiveness Poison:
      • Debuffs the target’s effectiveness. Lowers the target’s damage dealt with all melee attacks and reduces their attack speed. This poison lasts 20 seconds.
        • 3 Envenom – Minor Essence of Lethargy. Lowers melee damage dealt by 4% and attack speed by 5%.
        • 13 Envenom – Weak Essence of Lethargy. Lowers melee damage dealt by 6% and attack speed by 10%.
        • 23 Envenom – Essence of Lethargy. Lowers melee damage dealt by 10% and attack speed by 15%.
        • 33 Envenom – Major Essence of Lethargy. Lowers melee damage dealt by 15% and attack speed by 20%.
        • 43 Envenom – Swordbreaker. Lowers melee damage dealt by 20% and attack speed by 25%.
      • Withering Poison:
        • Applies a disease to the target that inhibits healing and lowers melee resistances. Diseased targets received heals are reduced by 50% and are snared. Disease prevents health regen. This poison lasts 15 seconds.
          • 4 Envenom – Minor Widow Sting. Diseased, 15% slow and reduces strength by 5.
          • 16 Envenom – Widow Sting. Diseased, 15% slow and reduces strength by 10.
          • 26 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 15, and lowers resistances to melee attacks by 5%.
          • 36 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 20, and lowers resistances to melee attacks by 10%.
          • 48 Envenom – Widow Venom. Diseased, 15% slow, reduces strength by 25, and lowers resistances to melee attacks by 20%.
        • Stat debuff Poison:
          • Debuffs the target’s stats. The stats debuffed are Weaponskill, Dexterity, Strength, and Constitution. This poison will debuff all four stats with on application. This poisons lasts 30 seconds.
            • 7 Envenom – Weakening Poison. Debuffs WS by 5% and stats by 13.
            • 17 Envenom – Inhibiting Poison. Debuffs WS by 8% and stats by 24.
            • 27 Envenom – Enervating Poison. Debuffs WS by 10% and stats by 30.
            • 37 Envenom – Unnerving Poison. Debuffs WS by 14% and stats by 41.
            • 47 Envenom – Touch of Death. Debuffs WS by 19% and stats by 60.
          • Snare Poison:
            • Snares the applied target for a set duration. This snare ignores root or snare immunities on the target and always applies for its full duration. This snare does not break upon damage. Unlike other poisons, snare poison can be reapplied to the target before its current duration has ended.
              • 9 Envenom – Crippling Toxin. Snares the target by 15% for 4 seconds.
              • 29 Envenom – Snaring Toxin. Snares the target by 35% for 6 seconds.
              • 49 Envenom – Shadowbind. Snares the target by 60% for 9 seconds.
            • Mez Poison
              • Removed from Spymaster and added to Envenom. Mez poison has its own RUT of 25 seconds and does not share a RUT with any other poison. This poison will interrupt through bodyguard. Mez poison has a 500 radius and will always last its full duration on all targets, not counting dropoff duration reduction. Unlike other poisons, mez poison can be reapplied to the target before its current duration has ended.
                • 18 Envenom – Tranquilizing Gas - 5s duration PBAoE mez.
                • 46 Envenom – Tranquilizing Miasma – 15s duration PBAoE mez.
              • Damage-over-Time Poison:
                • Applies a poison that does damage over time to the target. This poison lasts 20 seconds.
                  • 1 Envenom – Minor Lethal Poison. The target takes 9 body damage every 3.9 seconds.
                  • 5 Envenom – Lesser Lethal Poison. The target takes 15 body damage every 3.9 seconds.
                  • 10 Envenom – Lethal Poison. The target takes 22 body damage every 3.9 seconds.
                  • 15 Envenom – Major Lethal Poison. The target takes 29 body damage every 3.9 seconds.
                  • 20 Envenom – Greater Lethal Poison. The target takes 36 body damage every 3.9 seconds.
                  • 25 Envenom – Minor Lethal Venom. The target takes 36 body damage every 3.9 seconds. A second poison is applied that does 14 matter damage every 3.9 seconds
                  • 30 Envenom – Lesser Lethal Venom. The target takes 38 body damage every 3.9 seconds. A second poison is applied that does 22 matter damage every 3.9 seconds
                  • 35 Envenom – Major Lethal Venom. The target takes 42 body damage every 3.9 seconds. A second poison is applied that does 30 matter damage every 3.9 seconds
                  • 40 Envenom – Greater Lethal Venom. The target takes 50 body damage every 3.9 seconds. A second poison is applied that does 39 matter damage every 3.9 seconds.
                  • 45 Envenom – Insidious Lethal Venom. The target takes 72 body damage every 3.9 seconds. A second poison is applied that does 48 matter damage every 3.9 seconds.
                  • 50 Envenom – Lifebane. The target takes 88 body damage every 3.9 seconds. A second poison is applied that does 55 matter damage every 3.9 seconds.

Critical Strike specialization

  • Armor Wither effects can no longer be resisted and last their full duration.
  • Level 8 – Pincer – Side positional – 1% ABS debuff replaced with 4s melee stun
  • Level 10 – Backstab 2 – Rear positional stealth opener – Damage has been increased slightly
  • Level 12 – Hamstring – Evade reactionary – bleed effect replaced with a 20% attack speed debuff, damage increased slightly
  • Level 18 – Garrote – Anytime – snare effect replaced with 14 damage bleed, damage decreased to Medium
  • Level 21 – Perforate Artery – Frontal stealth opener –10s duration armor wither effect added, damage increased significantly
  • Level 25 – Achilles Heel – Now a rear positional – Attack speed debuff effect replaced with 10s duration armor wither, damage increased from Medium to High
  • Level 29 – Leaper – Now follows Pincer style – Bleed effect changed to 1% ABS debuff, damage increased slightly
  • Level 39 – Stunning Stab – Follows Creeping Death style – Bleed effect replaced with 3% ABS debuff
  • Level 44 – Rib Separation – Now follows Achilles Heel style – Armor wither effect replaced with 7s melee stun, damage increased slightly
  • Level 45 – Incapacitate style removed
  • Level 46 – Neck Shot – Now an anytime style – damage has been reduced slightly, targets helm armor slot most of the time
  • Level 47 – Rib Shot – Now an anytime style – damage has been reduced slightly, targets chest armor slot most of the time
  • Level 48 – Hip Shot – Now an anytime style – damage has been reduced slightly, targets leggings armor slot most of the time
  • Level 50 – Ripper – Now follow Garrote style – Applies a 20s duration armor wither, damage increased slightly

Celtic Dual specialization

  • Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and damage reduced to bring in line with other detaunt styles
  • Level 21 – Hurricane – Rear positional – Rear snare removed, damage increased slightly
  • Level 29 – Tempest – Ice Storm followup – Damage increased slightly
  • Level 34 - Meteor Shower – Anytime – Damage decreased to Medium
  • Level 50 – Supernova – Hurricane followup – Damage increased slightly, -34% attack speed debuff replaced with 7s stun effect

Pierce specialization

  • Level 12 – Black Widow – Rear positional – Rear snare removed, damage increased slightly
  • Level 34 – Asp’s Bite – Anytime – Damage decreased to Medium

Blades specialization

  • Level 34 – Revenging Blade – Rear positional – Rear snare removed, damage increased slightly
  • Level 44 – Prismatic Blade – Anytime – Damage decreased to Medium

 

Paladin


  • Paladins have been given a forced full skill respec
  • The Mastery of Healing realm ability has been added to Paladin’s list of trainable realm abilities.
  • The Wild Healing realm ability has been added to Paladin’s list of trainable realm abilities.

Shield specialization

  • Level 44 – Immobilize – Requires target’s side – 21s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.
  • Level 46 – Cripple – Requires target’s back – 23s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.

Chants specialization

  • The group endurance buff has changed back to a pulse:
    • Level 2 – Chant of Endurance – Instant cast – 8s RUT – 2000 range – Target regenerates 3 endurance.
    • Level 12 – Chant of Stamina – Instant cast – 8s RUT – 2000 range – Target regenerates 4 endurance.
    • Level 22 – Chant of Persistence – Instant cast – 8s RUT – 2000 range – Target regenerates 5 endurance.
    • Level 32 – Chant of Resilience – Instant cast – 8s RUT – 2000 range – Target regenerates 6 endurance.
    • Level 42 – Chant of Perseverance – Instant cast – 8s RUT – 2000 range – Target regenerates 7 endurance.
  • A new group instant-heal has replaced the existing in-combat heal chant at the following levels and values:
    • Level 2 – Holy Recovery – Instant cast – 60s RUT – 1500 range – 5% power – The target regains 25 hit points.
    • Level 5 – Holy Renewal – Instant cast – 60s RUT – 1500 range – 5% power – The target regains 50 hit points.
    • Level 12 – Holy Refreshment – Instant cast – 60s RUT – 1500 range – 10% power – The target regains 100 hit points.
    • Level 20 – Holy Restoration – Instant cast – 60s RUT – 1500 range – 20% power – The target regains 180 hit points.
    • Level 35 – Holy Rejuvenation – Instant cast – 60s RUT – 1500 range – 25% power – The target regains 250 hit points.
    • Level 45 – Holy Revitalization – Instant cast – 60s RUT – 1500 range – 35% power – The target regains 300 hit points.
  • A new self-target base dexterity buff has been added at the following levels and values:
    • Level 4 – Righteous Dexterity – 3.0s cast – 20m duration – 3 power – Increases dexterity by 12.
    • Level 13 – Righteous Deftness – 3.0s cast – 20m duration – 11 power – Increases dexterity by 22.
    • Level 21 – Righteous Proficiency – 3.0s cast – 20m duration – 16 power – Increases dexterity by 32.
    • Level 31 – Virtuous Agility – 3.0s cast – 20m duration – 25 power – Increases dexterity by 42.
    • Level 47 – Virtuous Fluidity – 3.0s cast – 20m duration – 43 power – Increases dexterity by 52.
  • A new single-target major heal has been added at the following levels and values:
    • Level 5 – Major Restoration – 3.2s cast – 2000 range – 5 power – Target regains 55 hit points.
    • Level 8 – Major Recuperation – 3.1s cast – 2000 range – 7 power – Target regains 82 hit points.
    • Level 11 – Major Renewal – 3.0s cast – 2000 range – 9 power – Target regains 109 hit points.
    • Level 14 – Major Revival – 2.9 s cast – 2000 range – 11 power – Target regains 136 hit points.
    • Level 18 – Major Resuscitation – 2.8s cast – 2000 range – 14 power – Target regains 172 hit points.
    • Level 25 – Major Reviction – 2.7s cast – 2000 range – 19 power – Target regains 235 hit points.
    • Level 33 – Major Refection – 2.6s cast – 2000 range – 24 power – Target regains 307 hit points.
    • Level 43 – Major Refocillation – 2.5s cast – 2000 range – 30 power – Target regains 396 hit points.
  • All group-target resistance chants have been removed.
  • All group-target multi-resist chants have been removed.
  • Resist songs have been replaced by a new single-target resistance buff has been added at the following levels and values:
    • Level 27 – Elemental Ward – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 8%.
    • Level 46 – Elemental Shield – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 12%.
    • Does not co-exist or stack with CL resist buffs (the higher version of either will take precedence).
    • Co-exists but not stacks with Cleric and Friar resist buffs.

 Two-Handed specialization

  • Level 34 - Obfuscate – Anytime – Damage decreased to Medium
  • Level 44 – Two Moons – Onslaught followup – Damage increased from High to Very High
  • Level 50 – Sun and Moon – Doubler followup – Damage increased from High to Very High

 

Ranger


  • Rangers have been given a forced full skill respec
  • Rangers have been given a forced realm ability respec
  • All archers now receive the Remedy Realm Ability free at level 50
    • Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s
  • Mastery of Stealth is now given to Archers for free at the following character levels:
    • Level 10 - Mastery of Stealth 1
    • Level 15 - Mastery of Stealth 2
    • Level 20 - Mastery of Stealth 3
    • Level 25 - Mastery of Stealth 4
    • Level 30 - Mastery of Stealth 5
    • Level 35 - Mastery of Stealth 6
    • Level 40 - Mastery of Stealth 7
    • Level 45 - Mastery of Stealth 8
    • Level 50 - Mastery of Stealth 9
    • Mastery of Stealth is no longer available as a trainable realm ability for Archers.
  • Mastery of Stealth movement speed values have been decreased as follows:
    • Mastery of Stealth 1 movement speed remains at +10%
    • Mastery of Stealth 2 movement speed decreased from +15% to +13%
    • Mastery of Stealth 3 movement speed decreased from +20% to +16%
    • Mastery of Stealth 4 movement speed decreased from +25% to +19%
    • Mastery of Stealth 5 movement speed decreased from +30% to +22%
    • Mastery of Stealth 6 movement speed decreased from +35% to +25%
    • Mastery of Stealth 7 movement speed decreased from +40% to +28%
    • Mastery of Stealth 8 movement speed decreased from +45% to +31%
    • Mastery of Stealth 9 movement speed decreased from +50% to +34%
      • Archers with 50 composite stealth spec and the MOS9 free ability will move at 80% to non-sprint, normal run speed while stealthed.

Archery specialization

  • The damage add spells have been removed.
  • Critical Shot’s damage has been increased to the following values:
    • Critical Shot 1 damage increased from 12 to 15
    • Critical Shot 2 damage increased from 38 to 50
    • Critical Shot 3 damage increased from 79 to 90
    • Critical Shot 4 damage increased from 106 to 129
    • Critical Shot 5 damage increased from 132 to 168
    • Critical Shot 6 damage increased from 185 to 209
    • Critical Shot 7 damage increased from 212 to 248
    • Critical Shot 8 damage increased from 239 to 288
    • Critical Shot 9 damage increased from 265 to 308
  • Critical Shot’s archer damage immunity penalty has been increased from -50% damage to -75%.
  • Standard Shots have had their cast speed reduced from 5.0s to 4.0s.
  • Elemental Shots have had their cast times reduced from 7.0s to 5.0s and damage types changed across the realms as follows:
    • Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots.
    • Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots.
    • Scout: Now gets Lithic (matter) and Somatic (body) shots.
  • Power shot has had its cast time reduced from 6s to 3.5s and is now modifiable by dexterity.
    • Power Shot has had its damage increased to the following values:
      • Power Shot 1 damage increased from 12 to 15
      • Power Shot 2 damage increased from 38 to 50
      • Power Shot 3 damage increased from 79 to 90
      • Power Shot 4 damage increased from 106 to 129
      • Power Shot 5 damage increased from 132 to 168
      • Power Shot 6 damage increased from 185 to 209
      • Power Shot 7 damage increased from 212 to 248
      • Power Shot 8 damage increased from 239 to 288
    • Power Shot now ignores and pops bladeturn and cannot be blocked or intercepted
    • Power shot now has a 20s RUT
    • Power shot now checks and sets archer damage immunity
  • Rapid Fire shots have been changed to a 90-degree frontal cone AoE (FAE)
    • 700 radius, same damage, same cast speed
  • A new root shot has been added at the following levels:
    • Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range – 20s RUT
    • Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range – 20s RUT
    • Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range – 20s RUT
    • Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range – 20s RUT
  • A new snare shot has been added at the following level:
    • Level 45 – Patella Shot – 15s duration melee hinder – 15s RUT – 4s cast – 2100 range
  • Point Blank Shots have been removed and replaced with three new versions of Point Blank shot that cannot be blocked or intercepted:
    • Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 5% weaponskill increase buff, 30s duration.
    • Level 28 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 10% weaponskill increase buff, 30s duration.
    • Level 40 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 15% weaponskill increase buff, 30s duration.
  • Poison shots have been removed.
  • Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.
  • Siege Shots have had their damage increased:
    • Siege Shot 1 – Damage increased from 2 to 7
    • Siege Shot 2 – Damage increased from 7 to 21
    • Siege Shot 3 – Damage increased from 15 to 42
    • Siege Shot 4 – Damage increased from 21 to 60
    • Siege Shot 5 – Damage increased from 26 to 75
    • Siege Shot 6 – Damage increased from 37 to 90
    • Siege Shot 7 – Damage increased from 42 to 105
    • Siege Shot 8 – Damage increased from 47 to 125
  • Long Shots now have a cast-speed debuff linked to them at the following values:
    • Long Shot 1 – 3% cast speed debuff – 40s duration
    • Long Shot 2 – 6% cast speed debuff – 40s duration
    • Long Shot 3 – 9% cast speed debuff – 40s duration
    • Long Shot 4 – 12% cast speed debuff – 40s duration
    • Long Shot 5 – 15% cast speed debuff – 40s duration
    • Long Shot 6 – 18% cast speed debuff – 40s duration
    • Long Shot 7 – 21% cast speed debuff – 40s duration
    • Long Shot 8 – 24% cast speed debuff – 40s duration
  • A new spell, Track, has been added at the following levels and values in the Archery specialization:
    • Level 20 – 15% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 30 – 25% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 40 – 35% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 50 – 45% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast

Celtic Dual specialization

  • Level 15 – Thunderstorm – Detaunt anytime – Defensive bonus and damage reduced to bring it in-line with other detaunt styles
  • Level 29 – Tempest – Ice Storm followup – Damage increased slightly
  • Level 33 – Twin Star I – Tornado followup – Damage increased from High to Very High
  • Level 34 - Meteor Shower – Anytime – Damage decreased to Medium
  • Level 39 – Solar Flare – Side positional changed to Frozen Comet followup – 23s hinder effect replaced with -34% attack speed debuff effect, damage increased from High to Very High
  • Level 50 – Supernova – Hurricane followup – Damage increased significantly

Blades Specialization

  • Level 44 – Prismatic Blade – Anytime – Damage decreased to Medium

Piercing Specialization

  • Level 34 – Asp’s Bite – Anytime – Damage decreased to Medium

 

Reaver


  • Reavers have been given a forced full skill respec

 Soulrending specialization

  • The instant damage over time spell has been removed.
  • A new single-target direct damage nuke has been added at the following levels and values:
    • Level 12 – Soul Rot – Instant cast – 15s RUT – 1000 range – 8 power – 28 spirit damage.
    • Level 24 – Soul Toxin – Instant cast – 15s RUT – 1000 range – 16 power – 62 spirit damage.
    • Level 35 – Soul Venom – Instant cast – 15s RUT – 1000 range – 21 power – 95 spirit damage.
    • Level 49 – Soul Bane – Instant cast – 15s RUT – 1000 range – 30 power – 120 spirit damage.
  • The self-target lifetap offensive proc has been removed.
  • A new single-target lifetap has been added at the following levels and values:
    • Level 3 – Vigor Drain – Instant cast – 20s RUT – 1500 range – 3 power – The target takes 12 body damage and the attacker is healed for 80% of the damage dealt.
    • Level 12 – Health Drain – Instant cast – 20s RUT – 1500 range – 8 power – The target takes 35 body damage and the attacker is healed for 80% of the damage dealt.
    • Level 21 – Vitality Drain – Instant cast – 20s RUT – 1500 range – 13 power – The target takes 55 body damage and the attacker is healed for 80% of the damage dealt.
    • Level 31 – Spirit Drain – Instant cast – 20s RUT – 1500 range – 23 power – The target takes 81 body damage and the attacker is healed for 80% of the damage dealt.
    • Level 45 – Soul Drain – Instant cast – 20s RUT – 1500 range – 30 power – The target takes 109 body damage and the attacker is healed for 80% of the damage dealt.
  • The radius on all levels of the PBAoE damage pulse has been increased to 400.
  • The low-level damage pulsing PBAoE now overwrites itself with higher level versions. This means that there is only one version of the PBAoE damage pulse that can be up at any time.
  • The Pulsing PBAoE Melee DPS debuff has been changed to a single use PBAoE Melee DPS debuff that now lasts 25 seconds. This ability has a 30s second RUT. Values have been unchanged
    • The level 8 Crippling Curse spell has been moved to level 3 under the original name Arthritic Curse. The values remain unchanged.
  • The instant lifetap spell, Life Siphon, has been moved from 41 to 42 Soulrending.
  • A new PBAoE damage nuke has been added at the following levels and values:
    • Level 41 – Circle of Despair – Instant cast – 90s RUT – 750 radius – 15% power – Does 5% spirit damage to the target.
  • A new PBAoE pet scare has been added at the following levels and values:
    • Level 39 – Malefic Horror – Instant cast – 5m RUT – 350 radius – 15s duration – 5% power – Causes enemy pets and monsters to flee in terror.
  • The pulsing PBAoE melee ABS debuff has been changed to a single use PBAoE melee ABS debuff It has been changed at the following levels and values:
    • Level 5 – Aura of Foreboding – Instant Cast – 30s RUT – 350 radius – 25s duration – 2 power – Reduces the target’s ABS by 6%.
    • Level 14 – Aura of Destiny – Instant Cast – 30s RUT – 350 radius – 25s duration – 6 power – Reduces the target’s ABS by 9%.
    • Level 25 – Aura of Fate – Instant Cast – 30s RUT – 350 radius – 25s duration – 10 power – Reduces the target’s ABS by 11%.
    • Level 35 – Aura of Destiny – Instant Cast – 30s RUT – 350 radius – 25s duration – 14 power – Reduces the target’s ABS by 15% (up from 13%).
    • Level 47 – Aura of the Inevitable – Instant Cast – 30s RUT – 350 radius – 25s duration – 20 power – Reduces the target’s ABS by 20% (up from 15%).
  • All levels of the acuity debuff now have a 30% power heal attached to them.
  • A new energy resistance debuff has been added at the following levels and values:
    • Level 20 – Energy Wither – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s energy resistance by 15%.
    • Level 30 – Energy Siphon – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s energy resistance by 30%.
    • Level 40 – Energy Wither – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s energy resistance by 50%.

Flexible Specialization

  • Level 29 – Taipan – Side positional – Damage increased slightly
  • Level 34 – Constrictor – Anytime – Damage decreased from Very High to Medium
  • Level 44 – Cobra – Taipan followup – Damage increased slightly
  • Level 50 – Leviathan – Rear positional – Damage has been increased significantly

 

Runemaster


  • Runemasters have been given a forced full skill respec

Suppression specialization

  • The AoE root’s range has been increased to the following values:
    • Level 30 – 1655 range
    • Level 39 – 1765 range
    • Level 49 – 1875 range
  • The level 26, 36, and 46 Pulsing Bladeturn spells now only show the highest-level trained version in the spell list.
    • Please note that when training they will not show up in the training window but they will appear in a new “Suppression” line when trained.

Runecarving specialization

  • Added a new single–target energy nuke at the following levels and values:
    • Level 6 – Mark of Thunder – 43 energy damage – 2.8s cast – 1500 range – 6 power
    • Level 16 – Insignia of Thunder – 86 energy damage – 2.8s cast – 1500 range – 12 power
    • Level 26 – Seal of Thunder – 133 energy damage – 2.8s cast – 1500 range – 17 power
    • Level 36 – Signet of Thunder – 163 energy damage – 2.8s cast – 1500 range – 22 power
    • Level 46 - Rune of Thunder – 209 energy damage – 2.8s cast – 1500 range – 29 power
  • Several spells have been moved in the Runecarving specialization to compensate the new nuke:
    • Mark of Ruin (GTAoE) has moved from level 19 to level 11f
    • Mark of Havoc (GTAoE) has moved from level 26 to 21
    • Mark of Devastation (GTAoE) moved from level 36 to 31
    • Mark of Undoing (GTAoE) moved from level 43 to 41
    • Moved Vex of Earth from level 46 to 44
    • Moved Odin’s Hatred from level 44 to 43
    • Moved Lesser Sigil of Havoc (bolt) from level 6 to 8

 

Savage


  • Savages have been given a forced full skill respec
  • Savages have been given a forced realm ability respec
  • The Charge realm ability has been removed from Savage’s trainable realm abilities and they instead get it for free at the following class levels:
    • Level 30 – Charge 1
    • Level 35 – Charge 2
    • Level 40 – Charge 3
    • Level 45 – Charge 4
    • Level 50 – Charge 5

 Light Tank Stances

  • Three new intrinsic archetype abilities are being added to Light Tanks this update. These abilities are “stances” that are permanent buffs each with its own benefits and downsides.
    • These stance proc buffs will not interfere with item-based offensive proc buffs
  • All stances cost 60% of base, max endurance to switch in to. This can potentially leave you stuck in a stance if you aren’t careful.
    • War Stance
      • Default Stance. Gained at level 5.
      • Accuracy is increased by 10%.
      • No penalties.
    • Wild Stance
      • Damage Stance. Gained at level 30.
      • Movement speed is reduced by 50%. Stacks with snare and root effects, and is not removed upon being rooted or snared. Always active while in Wild Stance.
      • All melee swings will always ignore bladeturn spells.
      • Increases chance of a critical hit by 20%.
      • Increases melee damage dealt by 15% (this does not stack with Savages damage buff. Savage damage buff is superior and will supercede this ability).
      • All damage taken from enemy melee and magical attacks is increased by 25%.
    • Frenzy Stance
      • Mobile Stance. Gained at level 45.
      • Movement speed is increased by 15% Works in and out of combat, but does not stack with speed spells. Works within speedwarps.
      • Both weapons have a 15% chance to proc a level 44 pet. Pet is killable with confuse and lasts 25 seconds.
        • Weapon-proccing weapons will not proc while in this stance; aside from the stance’s own proc-pets.
      • All melee damage dealt is reduced by 75%.
      • Pet procs from stances cannot be applied with thrown weapons (Berserkers) or bow attacks.
        • The Thrown Weapon Battlemaster ML ability will still have a chance to proc the pets.

 Hand to Hand specialization

  • Level 6 – Wild Call – Anytime – Damage decreased to Medium
  • Level 8 – Clan’s Call – Rear positional – 11s hinder removed, replaced with 5s stun
  • Level 18 – Clan’s Might – Clan’s Call rear positional followup – 5s stun removed, replaced with 11s hinder

Axe specialization

  • Level 15 – Evernight – Rear positional – Rear snare removed, damage increased slightly
  • Level 29 – Havoc – Anytime – Damage decreased to Medium
  • Level 39 – Glacial Movement – Side positional – damage increased from Medium to High
  • Level 44 – Arctic Rfit – Evernight followup – damage increased from High to Very High
  • Level 50 – Tyr’s Fury – Glacial Movement followup – damage increased slightly

Hammer specialization

  • Level 18 – Demolish – Frost Hammer followup – Damage increased from Medium to High
  • Level 29 – Conquer – Rear positional – rear snare removed, damage increased slightly
  • Level 32 – Comminute – Anytime – Damage decreased to Medium
  • Level 44 – Sledgehammer – Conquer followup – Damage increased from High to Very High

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 29 – Rush – Evade reactionary followup is now a first-in-chain side positional – 21% attack speed debuff effect replaced with a 15s hinder
  • Level 34 – Polar Rift – Anytime – Damage decreased to Medium
  • Level 50 – Ragnarok – Rear positional – rear snare removed, damage increased from High to Very High

 

Scout


  • Scouts have been given a forced full skill respec
  • Scouts have been given a forced realm ability respec
  • All archers now receive the Remedy Realm Ability free at level 50
    • Remedy is on a 5 minute RUT, no longer has a hit point cost, and makes the user immune to poisons for 60s
  • Mastery of Stealth is now given to Archers for free at the following character levels:
    • Level 10 - Mastery of Stealth 1
    • Level 15 - Mastery of Stealth 2
    • Level 20 - Mastery of Stealth 3
    • Level 25 - Mastery of Stealth 4
    • Level 30 - Mastery of Stealth 5
    • Level 35 - Mastery of Stealth 6
    • Level 40 - Mastery of Stealth 7
    • Level 45 - Mastery of Stealth 8
    • Level 50 - Mastery of Stealth 9
    • Mastery of Stealth is no longer available as a trainable realm ability for Archers.
  • Mastery of Stealth movement speed values have been decreased as follows:
    • Mastery of Stealth 1 movement speed remains at +10%
    • Mastery of Stealth 2 movement speed decreased from +15% to +13%
    • Mastery of Stealth 3 movement speed decreased from +20% to +16%
    • Mastery of Stealth 4 movement speed decreased from +25% to +19%
    • Mastery of Stealth 5 movement speed decreased from +30% to +22%
    • Mastery of Stealth 6 movement speed decreased from +35% to +25%
    • Mastery of Stealth 7 movement speed decreased from +40% to +28%
    • Mastery of Stealth 8 movement speed decreased from +45% to +31%
    • Mastery of Stealth 9 movement speed decreased from +50% to +34%
      • Archers with 50 composite stealth spec and the MOS9 free ability will move at 80% to non-sprint, normal run speed while stealthed.

Archery specialization

  • The damage add spells have been removed.
  • Critical Shot’s damage has been increased to the following values:
    • Critical Shot 1 damage increased from 12 to 15
    • Critical Shot 2 damage increased from 38 to 50
    • Critical Shot 3 damage increased from 79 to 90
    • Critical Shot 4 damage increased from 106 to 129
    • Critical Shot 5 damage increased from 132 to 168
    • Critical Shot 6 damage increased from 185 to 209
    • Critical Shot 7 damage increased from 212 to 248
    • Critical Shot 8 damage increased from 239 to 288
    • Critical Shot 9 damage increased from 265 to 308
  • Critical Shot’s archer damage immunity penalty has been increased from -50% damage to -75%.
  • Standard Shots have had their cast speed reduced from 5.0s to 4.0s.
  • Elemental Shots have had their cast times reduced from 7.0s to 5.0s and damage types changed across the realms as follows:
    • Hunter: Now gets Benthic (cold) and Tempestuous (spirit) shots.
    • Ranger: Now gets Pyroclasmic (heat) and Entropic (energy) shots.
    • Scout: Now gets Lithic (matter) and Somatic (body) shots.
  • Power shot has had its cast time reduced from 6s to 3.5s and is now modifiable by dexterity.
    • Power Shot has had its damage increased to the following values:
      • Power Shot 1 damage increased from 12 to 15
      • Power Shot 2 damage increased from 38 to 50
      • Power Shot 3 damage increased from 79 to 90
      • Power Shot 4 damage increased from 106 to 129
      • Power Shot 5 damage increased from 132 to 168
      • Power Shot 6 damage increased from 185 to 209
      • Power Shot 7 damage increased from 212 to 248
      • Power Shot 8 damage increased from 239 to 288
    • Power Shot now ignores and pops bladeturn and cannot be blocked or intercepted
    • Power shot now has a 20s RUT
    • Power shot now checks and sets archer damage immunity
  • Rapid Fire shots have been changed to a 90-degree frontal cone AoE (FAE)
    • 700 radius, same damage, same cast speed
  • A new root shot has been added at the following levels:
    • Level 18 - Bola Shot 1 – 12s duration root – 4s cast – 2100 range – 20s RUT
    • Level 28 - Bola Shot 2 – 20s duration root – 4s cast – 2100 range – 20s RUT
    • Level 38 - Bola Shot 3 – 28s duration root– 4s cast – 2100 range – 20s RUT
    • Level 48 - Bola Shot 4 – 36s duration root – 4s cast – 2100 range – 20s RUT
  • A new snare shot has been added at the following level:
    • Level 45 – Patella Shot – 15s duration melee hinder – 15s RUT – 4s cast – 2100 range
  • Point Blank Shots have been removed and replaced with three new versions of Point Blank shot that cannot be blocked or intercepted:
    • Level 16 – Point Blank Shot 1 – 74 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 14% melee damage increase buff, 30s duration.
    • Level 28 – Point Blank Shot 2 – 134 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 21% melee damage increase buff, 30s duration.
    • Level 40 – Point Blank Shot 3 – 195 damage – 2s cast – 90s RUT – 500 range – uninterruptable – Fires a 28% melee damage increase buff, 30s duration.
  • Poison shots have been removed.
  • Acid shots have had their range reduced to 1500 and are now 350 radius AoE shots.
  • Siege Shots have had their damage increased:
    • Siege Shot 1 – Damage increased from 2 to 7
    • Siege Shot 2 – Damage increased from 7 to 21
    • Siege Shot 3 – Damage increased from 15 to 42
    • Siege Shot 4 – Damage increased from 21 to 60
    • Siege Shot 5 – Damage increased from 26 to 75
    • Siege Shot 6 – Damage increased from 37 to 90
    • Siege Shot 7 – Damage increased from 42 to 105
    • Siege Shot 8 – Damage increased from 47 to 125
  • Long Shots now have a cast-speed debuff linked to them at the following values:
    • Long Shot 1 – 3% cast speed debuff – 40s duration
    • Long Shot 2 – 6% cast speed debuff – 40s duration
    • Long Shot 3 – 9% cast speed debuff – 40s duration
    • Long Shot 4 – 12% cast speed debuff – 40s duration
    • Long Shot 5 – 15% cast speed debuff – 40s duration
    • Long Shot 6 – 18% cast speed debuff – 40s duration
    • Long Shot 7 – 21% cast speed debuff – 40s duration
    • Long Shot 8 – 24% cast speed debuff – 40s duration
  • A new spell, Track, has been added at the following levels and values in the Archery specialization:
    • Level 20 – 15% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 30 – 25% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 40 – 35% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast
    • Level 50 – 45% stealth detection bonus – 2s cast – 2s pulse duration, 1.9s frequency, for 15 pulses – Focus spell is broken if caster moves, but not on attacks – Self-target – 30s RUT – Must be stealthed to cast

 

Shadowblade


  • Shadowblades have been given a forced full skill respec
  • Shadowblades have been given a forced realm ability respec
  • Shadowblades have had their spec points increased from 2.2 to 2.8 spec points.
  • Shadowblades can now train for the Mastery of Magery realm ability.
  • Shadowblades’ Blooddrinking RR5 realm ability has had its 20% health return on damage dealt increased to 60% and its duration reduced from 30s to 15s.
  • Vanish is no longer a Realm ability option but has instead been added to the Stealth specialization (outlined in Stealth specialization section).
  • Mastery of Stealth is no longer a Realm ability option but has instead been added to the Stealth specialization in the form of the new Shadow Seek ability (outlined in Stealth specialization section).
  • Assassins may now spec for the Determination and Strike Prediction realm abilities.
  • Assassins have had the Heightened Awareness, Blood Rage, and Subtlety abilities removed.
  • Remedy has been changed to a 5 minute RUT and no longer takes any hit points when used.
  • The Viper realm ability has had its values reduced as follows:
    • Level 1 – 10% to 5%
    • Level 2 – 20% to 10%
    • Level 3 – 35% to 20%
    • Level 4 – 50% to 30%
    • Level 5 – 75% to 40%

Stealth specialization

  • Several changes have been made to the Stealth specialization so that speccing to level 50 is encouraged.
    • A new ability, Shadow Run I-Shadow Run IX has been added at the following levels and values:
      • Level 10 – Shadow Seek I – instant cast – Permanent duration – 5% detection bonus
      • Level 15 – Shadow Seek II – instant cast – Permanent duration – 10% detection bonus
      • Level 20 – Shadow Seek III – instant cast – Permanent duration – 15% detection bonus
      • Level 25 – Shadow Seek IV – instant cast – Permanent duration – 20% detection bonus
      • Level 30 – Shadow Seek V – instant cast – Permanent duration – 25% detection bonus
      • Level 35 – Shadow Seek VI – instant cast – Permanent duration – 30% detection bonus
      • Level 40 – Shadow Seek VII – instant cast – Permanent duration – 35% detection bonus
        • Also casts Shadow Run I – Permanent duration – 70% normal run speed while stealthed
      • Level 45 – Shadow Seek VIII – instant cast – Permanent duration – 40% detection bonus
        • Also casts Shadow Run II – 85% normal run speed while stealthed
      • Level 50 – Shadow Seek IX – instant cast – Permanent duration – 45% detection bonus
        • Also casts Shadow Run III – 100% normal run speed while stealthed
      • Detect Hidden and Assassinate abilities have been removed from the specialization
      • Save Fall V has been moved from 50 to 48 specialization
      • A new ability, Overshadow, has been added at level 49 specialization
        • Stealth an ally – 10s duration – Can be used on allies in or out of combat – Instant cast – 1000 range – Cannot be cast on self – Ally can move around but will unstealth when performing a combat action.
      • The Vanish realm ability is now available at the following levels and values:
        • Vanish 1 is now available at 29 stealth specialization and is on a 15-minute RUT.
        • Vanish 2 is now available at 39 stealth specialization and is on a 15-minute RUT.
        • Vanish 3 is now available at 49 stealth specialization and is on a 10-minute RUT.
        • Vanish now applies a poison cure on removal of its stealth bonus effect
      • A new ability, Blur, has been added at level 50 specialization
        • Jumps to target’s position – Must be a player target (can be enemy or ally) – 1000 range – 90s RUT – Usable while rooted or snared but does not break the CC – Can be used while stealthed or unstealthed – Does no damage inherently – Cannot be used on targets 275 in-game units above or 800 in-game units below the assassin.
      • Shadowblades get two unique thrown-weapon abilities at the following levels and values in the Stealth specialization:
        • Level 46 – Decapitate – Ranged Frontal positional – Low Damage – Very High Endurance – Very High To-Hit Bonus – Very High Defense Penalty – 500 range – 10s disarm – Can proc poison from proc buffs
        • Level 48 – Tomahawk – Ranged Stealth opener – Very Low Damage – Very High Endurance – Low To-Hit Penalty – Very High Defensive Bonus – 1000 range – 10s disarm – Can proc poison from proc buffs

Envenom specialization

  • Poisons are no longer items that are applied to equipped weapons but are now offensive proc abilities trained in the Envenom specialization.
    • These offensive proc poisons will be instant-cast buffs that have a 100% chance to fire, cannot be resisted, and will always last their full duration.
    • These proc buffs can be put up and switched while stealthed and assassins will remain stealthed when casting them.
    • When swinging 2 weapons with a poison proc up, players will only land 1 poison; however, when the poison is applied on the target, the poison proc buff will remain on the assassin – allowing them to switch targets and apply the same poison to the new target without having to put up another poison proc buff.
    • Poison proc buffs will not interfere with other item-based offensive proc buffs
    • Poison procs will not fire when using crossbows or thrown weapons.
      • The Thrown Weapon Battlemaster ML ability will still proc poisons.
      • The Shadowblade’s new Throw-Weapon styles Decapitate and Tomahawk will still proc the new poisons, but their normal, ranged thrown weapons will not.
    • Poisons cannot be reapplied to a target until the previous application has ended or the target purges, unless stated otherwise.
      • Poisons cannot be resisted and will always land for their full duration and value on the target.
    • There are 5 poison proc buff types:
      • Effectiveness poison: melee dps + attack speed debuff
      • Withering poison: disease + melee resistance debuff
      • Stat debuff poison: weapon skill + all stats debuff
      • Damaging poison: damage-over-times
      • Shadowbind poison: snare
      • Tranquilizing poison: mesmerization
    • All poisons have a shared RUT of 7s except for the Shadowbind and Tranquilizing poison.
      • Shadowbind and Tranquilizing poison have unique RUTs of 7 seconds and 25 seconds, respectively.
    • Effectiveness Poison:
      • Debuffs the target’s effectiveness. Lowers the target’s damage dealt with all melee attacks and reduces their attack speed. This poison lasts 20 seconds.
        • 3 Envenom – Minor Essence of Lethargy. Lowers melee damage dealt by 4% and attack speed by 5%.
        • 13 Envenom – Weak Essence of Lethargy. Lowers melee damage dealt by 6% and attack speed by 10%.
        • 23 Envenom – Essence of Lethargy. Lowers melee damage dealt by 10% and attack speed by 15%.
        • 33 Envenom – Major Essence of Lethargy. Lowers melee damage dealt by 15% and attack speed by 20%.
        • 43 Envenom – Swordbreaker. Lowers melee damage dealt by 20% and attack speed by 25%.
      • Withering Poison:
        • Applies a disease to the target that inhibits healing and lowers melee resistances. Diseased targets received heals are reduced by 50% and are snared. Disease prevents health regen. This poison lasts 15 seconds.
          • 4 Envenom – Minor Widow Sting. Diseased, 15% slow and reduces strength by 5.
          • 16 Envenom – Widow Sting. Diseased, 15% slow and reduces strength by 10.
          • 26 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 15, and lowers resistances to melee attacks by 5%.
          • 36 Envenom – Widow Toxin. Diseased, 15% slow, reduces strength by 20, and lowers resistances to melee attacks by 10%.
          • 48 Envenom – Widow Venom. Diseased, 15% slow, reduces strength by 25, and lowers resistances to melee attacks by 20%.
        • Stat debuff Poison:
          • Debuffs the target’s stats. The stats debuffed are Weaponskill, Dexterity, Strength, and Constitution. This poison will debuff all four stats with on application. This poisons lasts 30 seconds.
            • 7 Envenom – Weakening Poison. Debuffs WS by 5% and stats by 13.
            • 17 Envenom – Inhibiting Poison. Debuffs WS by 8% and stats by 24.
            • 27 Envenom – Enervating Poison. Debuffs WS by 10% and stats by 30.
            • 37 Envenom – Unnerving Poison. Debuffs WS by 14% and stats by 41.
            • 47 Envenom – Touch of Death. Debuffs WS by 19% and stats by 60.
          • Snare Poison:
            • Snares the applied target for a set duration. This snare ignores root or snare immunities on the target and always applies for its full duration. This snare does not break upon damage. Unlike other poisons, snare poison can be reapplied to the target before its current duration has ended.
              • 9 Envenom – Crippling Toxin. Snares the target by 15% for 4 seconds.
              • 29 Envenom – Snaring Toxin. Snares the target by 35% for 6 seconds.
              • 49 Envenom – Shadowbind. Snares the target by 60% for 9 seconds.
            • Mez Poison
              • Removed from Spymaster and added to Envenom. Mez poison has its own RUT of 25 seconds and does not share a RUT with any other poison. This poison will interrupt through bodyguard. Mez poison has a 500 radius and will always last its full duration on all targets, not counting dropoff duration reduction. Unlike other poisons, mez poison can be reapplied to the target before its current duration has ended.
                • 18 Envenom – Tranquilizing Gas - 5s duration PBAoE mez.
                • 46 Envenom – Tranquilizing Miasma – 15s duration PBAoE mez.
              • Damage-over-Time Poison:
                • Applies a poison that does damage over time to the target. This poison lasts 20 seconds.
                  • 1 Envenom – Minor Lethal Poison. The target takes 9 body damage every 3.9 seconds.
                  • 5 Envenom – Lesser Lethal Poison. The target takes 15 body damage every 3.9 seconds.
                  • 10 Envenom – Lethal Poison. The target takes 22 body damage every 3.9 seconds.
                  • 15 Envenom – Major Lethal Poison. The target takes 29 body damage every 3.9 seconds.
                  • 20 Envenom – Greater Lethal Poison. The target takes 36 body damage every 3.9 seconds.
                  • 25 Envenom – Minor Lethal Venom. The target takes 36 body damage every 3.9 seconds. A second poison is applied that does 14 matter damage every 3.9 seconds
                  • 30 Envenom – Lesser Lethal Venom. The target takes 38 body damage every 3.9 seconds. A second poison is applied that does 22 matter damage every 3.9 seconds
                  • 35 Envenom – Major Lethal Venom. The target takes 42 body damage every 3.9 seconds. A second poison is applied that does 30 matter damage every 3.9 seconds
                  • 40 Envenom – Greater Lethal Venom. The target takes 50 body damage every 3.9 seconds. A second poison is applied that does 39 matter damage every 3.9 seconds.
                  • 45 Envenom – Insidious Lethal Venom. The target takes 72 body damage every 3.9 seconds. A second poison is applied that does 48 matter damage every 3.9 seconds.
                  • 50 Envenom – Lifebane. The target takes 88 body damage every 3.9 seconds. A second poison is applied that does 55 matter damage every 3.9 seconds.

Critical Strike specialization

  • Armor Wither effects can no longer be resisted and last their full duration.
  • Level 8 – Pincer – Side positional – 1% ABS debuff replaced with 4s melee stun
  • Level 10 – Backstab 2 – Rear positional stealth opener – Damage has been increased slightly
  • Level 12 – Hamstring – Evade reactionary – bleed effect replaced with a 20% attack speed debuff, damage increased slightly
  • Level 18 – Garrote – Anytime – snare effect replaced with 14 damage bleed, damage decreased to Medium
  • Level 21 – Perforate Artery – Frontal stealth opener –10s duration armor wither effect added, damage increased significantly
  • Level 25 – Achilles Heel – Now a rear positional – Attack speed debuff effect replaced with 10s duration armor wither, damage increased from Medium to High
  • Level 29 – Leaper – Now follows Pincer style – Bleed effect changed to 1% ABS debuff, damage increased slightly
  • Level 39 – Stunning Stab – Follows Creeping Death style – Bleed effect replaced with 3% ABS debuff
  • Level 44 – Rib Separation – Now follows Achilles Heel style – Armor wither effect replaced with 7s melee stun, damage increased slightly
  • Level 45 – Incapacitate style removed
  • Level 46 – Neck Shot – Now an anytime style – damage has been reduced slightly, targets helm armor slot most of the time
  • Level 47 – Rib Shot – Now an anytime style – damage has been reduced slightly, targets chest armor slot most of the time
  • Level 48 – Hip Shot – Now an anytime style – damage has been reduced slightly, targets leggings armor slot most of the time
  • Level 50 – Ripper – Now follow Garrote style – Applies a 20s duration armor wither, damage increased slightly

Left Axe specialization

  • Level 12 – Atrophy – Ravager followup – 12 hinder changed to a 21%, 20s attack speed debuff
  • Level 21 – Scathing Blade – Doubler followup – Attack speed debuff changed to a 12s hinder
  • Level 29 – Snowsquall – Moved to Level 39 – Rear positional – Rear snare removed, damage increased from Medium to High
  • Level 39 – Frosty Gaze – Moved to level 29 – Comeback followup – damage decreased slightly, still stuns for 7s
  • Level 34 - Doublefrost – Anytime – Damage decreased to Medium
  • Level 44 – Icy Brilliance – Snowsquall rear style followup – Damage decreased slightly
  • Level 50 – Aurora Borealis – Decaying Rage side style followup – Damage decreased slightly

Axe specialization

  • Level 15 – Evernight – Rear positional – Rear snare removed, damage increased slightly
  • Level 29 – Havoc – Anytime – Damage decreased to Medium
  • Level 39 – Glacial Movement – Side positional – Damage increased from Medium to High
  • Level 44 – Arctic Rift – Evernight followup – Damage increased from High to Very High
  • Level 50 – Tyr’s Fury – Glacial Movement followup – Damage increased slightly

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 34 – Polar Rift – Anytime – Damage decreased to Medium
  • Level 50 – Ragnarok – Rear positional – rear snare removed, damage increased from High to Very High

 

Shaman


  • Shaman have been given a forced full skill respect
  • The Shaman’s RR5 realm ability, Restorative Mend, has had its values changed as follows:
    • Health, End, and Power heal value changed from 5% to 15% per tick, duration reduced from 45s to 20s, and now ticks every 2s instead of 3s.

Mending baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Augmentation specialization

  • A new single target comprehension buff has been added at the following levels and values:
      • This ability stacks with concentration-based acuity buffs.
    • Level 23 – Tribal Clarity – 2.5s cast – 1500 range – 60s RUT – 20s duration – 25% power – Increases the target’s piety by 30.
    • Level 43 – Ancestral Clarity – 2.5s cast – 1500 range – 60s RUT – 20s duration – 25% power – Increases the target’s piety by 62.
  • A new single target melee damage increase buff has been added at the following levels and values:
    • Level 30 – Earthen Power – 3.2s cast – 1500 range – 30s RUT – 10s duration – 20% power – Increases the target’s melee damage by 15%.
  • A new single target melee damage reflection buff has been added at the following levels and values:
    • Level 36 – Caustic Carapace – 3.0s cast – 1500 range – 60s RUT – 15s duration – 20% power – Reflects melee damage back to the attacker at a 150% increased value.
  • Spirit Shell single–target focus damage shell has been changed as follows:
    • Reduced from 70% to 50% damage reduction, no longer focus and the target of the spell can now enter melee combat and cast without the effect fading.
      • 2.5s cast, 10s duration, 60s RUT, 25% power cost
  • A new single target healing-received effectiveness buff has been added at the following levels and values:
    • Level 24 – Frigg’s Grace – 2s cast – 1500 range – 15s RUT – 45s duration – 20% power – Heals cast on the target are 55% more effective.
    • Level 35 – Frigg’s Superior Grace – 2s cast – 1500 range – 15s RUT – 45s duration – 20% power – Heals cast on the target are 100% more effective.
  • A new single target heal over time has been added at the following levels and values:
    • Level 8 – Regenerative Stupor – Instant cast – 1500 range – 10 sec duration – 5% power – Heals the target for 12 HP every second – 30s RUT
    • Level 18 – Regenerative Dream – Instant cast – 1500 range – 10 sec duration – 10% power – Heals the target for 25 HP every second – 30s RUT
    • Level 28 – Regenerative Muse – Instant cast – 1500 range – 10 sec duration – 20% power – Heals the target for 50 HP every second – 30s RUT
    • Level 38 – Regenerative Trance – Instant cast – 1500 range – 10 sec duration – 30% power – Heals the target for 100 HP every second – 30s RUT
    • Level 48 – Regenerative Rapture – Instant cast – 1500 range – 10 sec duration – 40% power – Heals the target for 150 HP every second – 30s RUT
  • Group resistance buffs are now group-targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • The tri-resist pulses will co-exist but not stack with CL and Bard tri-resist buffs.
      • Level 13 – Cavern Unity – Increases Heat/Cold/Matter resists by 12%.
      • Level 30 – Tribal Unity – Increases Heat/Cold/Matter resists by 18%.
      • Level 40 – Shaman Unity – Increases Heat/Cold/Matter resists by 24%.

Cave Magic baseline

  • The low level disease and AOE disease spells are now overwritten by higher versions.

 Cave Magic specialization

  • The damage shield has moved to base Cave Magic. No longer a concentration buff - it now has a duration of 10 minutes.
  • The matter direct damage spell has been consolidated and readjusted to the following levels and values: Level 1 – Fungal Mud – 5 increased to 17 damage
    • Level 11 – Fungal Slush – 41 increased to 57 damage
    • Level 21 – Fungal Ooze -  73 increased to 92 damage
    • Level 31 – Fungal Ichor – 108 increased to 128 damage
    • Level 41 – Fungal Mucus – 148 increased to 179 damage
  • The bolt spell has been consolidated and readjusted to the following levels and values:
    • Level 1 – Fungal Pin – 8 increased to 26 damage
    • Level 11 – Fungal Bramble – 64 increased to 103 damage
    • Level 21 – Fungal Thorn – 145 increased to 170 damage
    • Level 31 – Fungal Barb – 169 increased to 211 damage
    • Level 41 – Fungal Spine – 232 increased to 265 damage
  • A new single target root cure has been added:
    • Level 16 – Escape Hold – 3s cast – 1500 range – 5m RUT – 10% power – Removes all root/snare effects from the target. You cannot use this ability on yourself.
  • A new single target root has been added at the following levels and values:
    • Level 28 – Rotting Clench – Instant cast – 1500 range – 5min RUT – 46s duration – Roots the target in place.
  • A new AoE root has been added at the following levels and values:
    • Level 38 – Rotting Undergrowth – Instant cast – 1500 range – 350 radius – 10min RUT – 56s duration – Roots the target in place.
  • A new melee damage dealt decrease has been added at the following levels and values:
    • Level 21 – Crumble Arms – 2.8 sec cast – 1000 range – 30 sec duration – 45 sec RUT –10% power – Lowers the target’s melee damage dealt by 20%.
    • Level 41 – Deteriorate Arms – 2.8 sec cast – 1000 range – 30 sec duration – 45 sec RUT – 20% power – Lowers the target’s melee damage dealt by 40%.
  • A new magic damage dealt decrease has been added at the following levels and values:
    • Level 24 – Suppress Magic – 2.8 sec cast – 1000 range – 30 sec duration – 45 sec RUT – 15% power – Lowers the target’s magic damage dealt by 25%.
    • Level 44 – Halt Magic – 2.8 sec cast – 1000 range – 30 sec duration – 30% power – 45 sec RUT – Lowers the target’s magic damage dealt by 50%.
  • A new PBAoE endurance drain has been added at the following levels and values:
    • Level 30 – Exhaustive Blast – Instant – 750 radius – 15 sec RUT – 102 power – Damages the target’s endurance by 35.

 

Skald


  • Skalds have been given a forced full skill respec
  • Skalds have been given a forced realm ability respec
  • Skalds can now train for the Determination Realm Ability

Battlesongs specialization

  • Removed all levels of the Root Dampening self-buff.
  • Resist songs have been replaced by a new single-target resistance buff has been added at the following levels and values:
    • Level 27 – Soul Bolstering Chant – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 8%.
    • Level 46 – Soul Bolstering Song – 4.0s cast – 1500 range – 20m duration – 5% power – Increases all of the target’s magic resistances by 12%.
    • Does not co-exist or stack with CL resist buffs (the higher version of either will take precedence).
    • Co-exists but not stacks with Shaman and Healer resist buffs.
  • Added Crescendo, a realm–targeted, instant–cast, 7s duration, 130% speed buff, 45s RUT.
    • Level 35 - Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • Great Crescendo, a realm–targeted, instant–cast, 9s duration, 160% speed buff, 45s RUT.
    • Level 44 - Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • March of Bragi, a group-targeted, instant-cast, 9s duration, 160% speed buff, 10 minute RUT.
    • Level 50 - Target can still be rooted, snared, mezzed, or slowed in a speedwarp while under the effect of Crescendo but combat will not break the speed buff.
  • The group fatigue reduction buff has been changed back to a pulsing song.
  • Moved Epiphany ability to level 49 specialization.
  • Added a PBAoE confuse spell at the following levels and values:
    • Level 27 – Disorienting Yelp – 20s duration – 90s RUT – 500 radius – 10% power cost – instant cast
    • Level 47 – Disorienting Cry – 20s duration – 90s RUT – 750 radius – 10% power cost – instant cast
  • Added new spells, Sleep and Stun Guard, at the following levels and values:
    • Level 38 – Sleep Guard – Instant cast – realm-targeted – Blocks the next mesmerize spell cast on the target – 1000 range – 5 minute RUT – cannot be cast on self
    • Level 48 – Stun Guard – Instant cast – realm-targeted – Blocks the next casted-stun spell on the target – 1000 range – 5 minute RUT – cannot be cast on self
  • The single-target direct damage shouts now have heal 30% of the Skald’s power pool when used.
  • Skald speed songs should no longer drop randomly.

Axe specialization

  • Level 15 – Evernight – Rear positional – Damage increased from Medium to High
  • Level 29 – Havoc – Anytime – Damage decreased to Medium
  • Level 39 – Glacial Movement – Side positional – Damage increased from Medium to High
  • Level 44 – Arctic Rfit – Evernight followup – Damage increased from High to Very High
  • Level 50 – Tyr’s Fury – Glacial Movement followup – Damage increased slightly

Hammer specialization

  • Level 18 – Demolish – Frost Hammer followup – Damage increased from Medium to High
  • Level 29 – Conquer – Rear positional – Damage increased Medium to High
  • Level 32 – Comminute – Anytime – Damage decreased to Medium
  • Level 44 – Sledgehammer – Conquer rear positional followup – damage increased from High to Very High

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 34 – Polar Rift – Anytime – Damage decreased to Medium
  • Level 50 – Ragnarok – Rear positional – Damage increased from High to Very High

 

Sorcerer


  • Sorcerers have been given a forced full skill respec

Matter Magic baseline

  • Added a new baseline matter direct damage spell at the following levels and values:
    • Level 3 – Earth Pyre – 2.6s – 13 matter damage – 1500 range – 3 power
    • Level 11 – Heat Pyre – 2.6s – 49 matter damage – 1500 range –6 power
    • Level 24 – Burning Earth – 2.6s – 85 matter damage – 1500 range – 14 power
    • Level 35 – Molten Earth – 2.6s – 126 matter damage – 1500 range – 21 power
    • Level 45 – Magma Crush – 2.6s – 179 matter damage – 1500 range – 30 power

Body Disorientation specialization

  • The AoE roots have had their ranges adjusted as follows:
    • Level 30 – 1655 range
    • Level 39 – 1765 range
    • Level 49 – 1875 range

Mind Magic specialization

  • Removed the Mez Dampening self-buff from Sorcerers.
  • Added group-wide power regen buffs of versions that did not have them.

 

Spiritmaster


  • Spiritmasters have been given a forced full skill respec

 Suppression specialization

  • The spec single target mez has changed:
    • The level 24 mez has been lowered to 40 sec.
    • The level 31 mez has been lowered to 50 sec.
    • The level 40 mez has been lowered to 60 sec.
    • The level 50 mez, Unmake Mind, has been removed.

 

Thane


  • Thanes have been given a forced full skill respec

 Stormcalling specialization

  • A new single target energy damage type buff has been added at the following levels and values:
    • Level 32 – Gift of Lightning – 2.4s cast – 1500 range – 10% power – Changes the melee target’s damage type to energy.
  • A new self-target pulsing PBAoE has been added at the following levels and values:
    • Level 42 – Swirling Thunder – 2.5s cast – 30s RUT – 25s duration – 20% power – Does 26 energy damage to the target every 2.5 seconds. Castable on the move. Not interruptible.
  • A new single target range increase has been added at the following levels and values:
    • Level 49 – Thor’s Reach – 2.5s cast – 5m RUT – 1000 range – 25s duration – 25% power – Increases the target’s spell range and spell resistance pierce by 15% (resist pierce is capped at 10%). This cannot be cast on yourself.
  • The level 43 AoE energy debuff, Banish Energy, has had its value increased to 30% (up from 24%).
  • The group fatigue reduction buff has been changed to a pulse.

 

Theurgist


  • Theurgists have been given a forced skill respec

 Earth specialization

  • The level 26, 36, and 46 Pulsing Bladeturn spells now only show the highest-level trained version in the spell list.
    • Please note that when training they will not show up in the training window but they will appear in a new “Earth Magic” line when trained.

 

Valewalker


  • Valewalkers have been given a forced full skill respec

Arboreal Path baseline

  • The level 45 lifedrain in baseline Arboreal Path has had its damage increased from 164 to 179.

Arboreal Path specialization

  • Several spells have been downsized:
  • ABS buff:
    • The level 20 ABS self-buff, Moss Cover, has moved to level 15.
    • The Level 30 ABS self-buff, Moss Sheet, has moved to level 25.
  • Self-celerity:
    • The level 8 celerity, Rushing Kudzu, has moved to level 3.
    • The level 38 celerity, Celerity of Kudzu, has moved to level 31.
    • The level 48 celerity, Rampant Speed, has moved to level 49.
  • Instant snare:
    • The level 9 instant snare, Hide Path, has moved to level 2.
    • The level 17 instant snare, Obscure Path, has moved to level 11.
    • The level 37 instant snare, Darken Path, has moved to level 32.
  • The level 39 Damage Add, Bristled Weapons, has moved to level 29.
  • The level 40 AoE disease, Blight Sworm, has moved to level 39.
  • The instant damage over time nuke has been removed.
  • A new single-target direct damage nuke has been added at the following levels and values:
    • Level 1 – Nature’s Nausea – Instant Cast – 30s RUT – 1500 range – 2 power – 22 matter damage.
    • Level 6 – Nature’s Rot – Instant cast – 30s RUT – 1500 range – 6 power – 40 matter damage.
    • Level 12 – Nature’s Decay – Instant cast – 30s RUT – 1500 range – 9 power – 58 matter damage.
    • Level 23 – Nature’s Blight – Instant cast – 30s RUT – 1500 range – 16 power – 86 matter damage.
    • Level 35 – Nature’s Venom – Instant cast – 30s RUT – 1500 range – 20 power – 115 matter damage.
    • Level 42 – Nature’s Bane – Instant cast – 30s RUT – 1500 range – 29 power – 160 matter damage.
  • A new single-target direct damage heat nuke has been added at the following levels and values:
    • Level 8 – Minor Flashfire – 2.6s cast – 1500 range – 5 power – 23 heat damage.
    • Level 18 – Lesser Flashfire – 2.6s cast – 1500 range – 10 power – 61 heat damage.
    • Level 28 – Flashfire – 2.6s cast – 1500 range – 18 power – 102 heat damage.
    • Level 38 – Searing Flashfire – 2.6s cast – 1500 range – 24 power – 137 heat damage.
    • Level 48 – Scorching Flashfire – 2.6s cast – 1500 range – 33 power – 179 heat damage.
  • The single target melee damage ablative has been removed.
  • A new group target melee ablative buff has been added at the following levels and values:
    • Level 13 – Barkcrust – 2.8s cast – 90s RUT – 1000 range – 30s duration – 10% power – Absorbs 50 melee damage for the target.
    • Level 26 – Barkcoat – 2.8s cast – 90s RUT – 1000 range – 30s duration – 10% power – Absorbs 100 melee damage for the target.
    • Level 37 – Barksgeath – 2.8s cast – 90s RUT – 1000 range – 30s duration – 10% power – Absorbs 200 melee damage for the target.
    • Level 50 – Barkshell – 2.8s cast – 90s RUT – 1000 range – 30s duration – 25% power – Absorbs 300 melee damage for the target.
  • A new spirit resistance debuff has been added at the following levels and values:
    • Level 20 – Crumble Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s spirit resistance by 15%.
    • Level 30 – Fade Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s spirit resistance by 30%.
    • Level 40 – Vanquish Spirit – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s spirit resistance by 50%.
  • The level 44 instant PBAoE disease has been moved to level 37.

Scythe specialization

  • Level 15 - Thorny Shield – Sawgrass followup – 26% attack speed debuff replaces damage shield
  • Level 18 – Winter’s Scythe – Foxfire followup – 1% ABS debuff replaces damage add

 

Valkyrie


  • Valkyries have been given a forced full skill respec

Mending baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Odin’s Will specialization

  • A new body resistance debuff has been added at the following levels and values:
    • Level 20 – Boost Spellcaster – Instant cast – 5s RUT – 1500 range – 15s duration – 10 power – Decreases the target’s body resistance by 15%.
    • Level 30 – Support Spellcaster – Instant cast – 5s RUT – 1500 range – 15s duration – 16 power – Decreases the target’s body resistance by 30%.
    • Level 40 – Bolster Spellcaster – Instant cast – 5s RUT – 1500 range – 15s duration – 24 power – Decreases the target’s body resistance by 50%.

 

Vampiir


  • Vampiirs have been given a forced full skill respec

Vampiric Emrabce specialization

  • The fumble debuff has been moved to Shadow Mastery spec.
  • Removed the NPC dismissal.
  • Moved Vampiir’s Blaze (Level 36) to Level 35.
  • The self-haste buff has been moved from SM to VE:
    • Darkened Swiftness is now at 11 VE.
    • Darkened Quickness is now at 16 VE.
    • Darkened Alacrity is now at 29 VE.
    • Darkened Urgency is now at 36 VE.
    • Darkened Haste is now at 45 VE.
    • Now shares a RUT with the self-Weaponskill and self-Evasion buffs, no longer shares a timer with the self-Parry buff in Shadow Mastery

Dementia Specialization

  • Removed the skill bonus debuff from the line.
  • Removed the effectiveness debuff from the line.
  • A new instant cast summonable controlled pet has been added at 38 Dementia. This pet is 88% of the Vampiir’s level. When this pet strikes its target, it drains player-target’s power and returns that amount to the Vampiir. Lasts for 5 minutes or until released. No RUT. Costs 300 power.
    • A new pet sacrifice skill has been added to 42 Dementia. Requires a controlled pet to cast. When used, this sacrifices the pet and clears any root and/or snare effects from the Vampiir. This is castable on the move and with weapons drawn and is not interruptable. 10min RUT, 3.5 sec cast.

Shadow Mastery specialization

  • The fumble debuff has been moved to Shadow Mastery at 11, 21, and 32 spec.
  • The celerity buff has been moved to Vampiric Embrace spec.
  • Vampiir’s Speed moved from 11 to 10 SM.
  • Flaring Claw has moved from 19 to 18 SM.
  • Vampiir’s Strike has moved from 20 to 19 SM.
  • Renewal has moved from 21 to 20 SM.
  • The level 32 Endurance Drain, Enervating Embrace, has been removed.

Piercing Spec

  • New style added:
    • Level 45 – Vampiir’s Bite – Rear positional – 5 second back stun

 

Warden


  • Wardens have been given a forced full skill respec

 Regrowth baseline

  • Cure Poison and Cure Disease have been reduced to a 2.4 sec cast time.

Regrowth specialization

  • A new single target pulsing poison cure has been added at the following levels and values:
    • Level 14 – Pulsing Cure Poison I – 3.5s cast – 2000 range – 20 power – All damage over time effects are removed from the target.
    • Level 28 – Pulsing Cure Poison II – 3.7s cast – 2000 range – 25 power – All damage over time effects are removed from the target.
  • A new single target pulsing disease cure has been added at the following levels and values:
    • Level 18 – Pulsing Cure Disease I – 3.5s cast – 2000 range – 20 power – All disease effects are removed from the target.
    • Level 36 – Pulsing Cure Disease II – 3.7s cast – 2000 range – 28 power – All disease effects are removed from the target.

Nurture Specialization

  • Fury of Nature's duration has been reduced from 30s to 15s.
  • Group resistance buffs are now group-targeted pulsing spells that have been consolidated from 3 separate spells down to a single buff.
    • 2000 range, 3s cast time, 30s pulse duration, 3s pulse frequency
    • The tri-resist pulses will co-exist but not stack with CL and Bard tri-resist buffs.
      • Level 13 – Glimmer Shield – Increases Spirit/Energy/Body resists by 12%.
      • Level 30 – Glimmer Guard – Increases Spirit/Energy/Body resists by 18%.
      • Level 40 – Glimmer Barrier – Increases Spirit/Energy/Body resists by 24%.

Shield specialization

  • Level 44 – Immobilize – Requires target’s side – 21s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.
  • Level 46 – Cripple – Requires target’s back – 23s snare – Low-damage – High endurance cost – No offensive bonus – Low defensive bonus.

Blades specialization

  • Added the following new styles:
    • Level 32 – Stone Shaper – Anytime – Very High endurance cost, Medium Damage, Low Hit Bonus, Medium Defense Penalty – -50 ABS debuff for 10 seconds.
    • Level 40 – Stone Temper – Follows Stone Shaper – Very High endurance cost, Very Low damage, No Hit Bonus, Low Defense Penalty – Removes any ABS debuff on the target and increases your Blades’ Weaponskill by 25% for 25 seconds.
    • Level 40 – Stone Breaker – Follows Stone Shaper – Very High endurance cost, Very High damage, High Hit Bonus, Very High Defense Penalty – Removes any ABS debuff on the target and removes any Weaponskill buff from yourself.

Blunt specialization

  • Added the following new styles:
    • Level 23 – Forest Protector – Anytime – Very High endurance cost, Medium Damage, Low Hit Bonus, Low Defensive Bonus – Increases all healing done by you by 50% for 25 seconds.
    • Level 32 – Forest Executioner – Follows Forest Protector – Very High endurance cost, Very High Damage, Low Hit Penalty, Low Defensive Bonus – Reduces all healing done by the target by 50% for 25 seconds.

 

Warlock


  • Warlocks have been given a forced full skill respec
  • Warlocks have been given a forced realm ability respec
  • Warlocks may now train for the Ichor realm ability

Witchcraft specialization

  • Removed all levels of Witchcraft spec DoT
  • Added four new damage–over–times to Witchcraft spec at the following levels and damages:
    • Dread – can be freely cast on any target:
      • Level 8 – Weak Dread – 25s duration – 5s frequency – 10 body damage – also casts 10 magic-ablative buff on self – instant cast
      • Level 22 – Minor Dread – 25s duration – 5s frequency – 20 body damage – also casts 25 magic-ablative buff on self – instant cast
      • Level 32 – Lesser Dread – 25s duration – 5s frequency – 35 body damage – also casts 50 magic-ablative buff on self – instant cast
      • Level 42 – Dread – 25s duration – 5s frequency – 55 body damage – also casts 100 magic-ablative buff on self – instant cast
    • Anguish – Can be freely cast on any target:
      • Level 14 – Weak Anguish – 30s duration – 4s frequency – 12 matter damage – 3s cast time
      • Level 24 –Minor Anguish – 30s duration – 4s frequency – 37 matter damage – 3s cast time
      • Level 34 – Lesser Anguish – 30s duration – 4s frequency – 47 matter damage – 3s cast time
      • Level 44 – Anguish – 30s duration – 4s frequency – 60 matter damage – 3s cast time
    • Agony – Requires Dread and Anguish effects to be on the target.
      • Level 27 – Minor Agony – 25s duration – 3s frequency – 30 cold damage – 3s cast time – also casts disease on target
      • Level 37 – Lesser Agony – 25s duration – 3s frequency – 60 cold damage – 3s cast time – also casts disease on target
      • Level 47 –Agony – 25s duration – 3s frequency – 110 cold damage – 3s cast time – also casts disease on target
    • Doom – Requires Dread, Anguish, and Agony effects to all be on the target in order to cast
      • Level 50 – Doom – 10s duration – 2.5s frequency – 205 spirit damage – 3s cast time – also casts 700 direct damage on target when cured or duration ends, but not when the effect is purged.

 

Warrior


  • Warriors have been given a forced full skill respec

Shield specialization

  • A 21 second side snare, Immobilize, added to 44 Shield. Low defensive bonus, high end cost, low damage.
  • A 23 second back snare, Cripple, added to 46 Shield. Low defensive bonus, high end cost, low damage.
  • Battle Control added to 50 Shield. PBAoE grapple with a 400 radius, up to 5 targets (including the Warrior). 10 min RUT, instant cast, ignores grapple immunity.
    • Normal grapple – prevents grouped allies from meleeing or being meleed but they can still cast and be cast on.

Axe specialization

  • Level 15 – Evernight – Rear positional – Damage increased from Medium to High
  • Level 29 – Havoc – Anytime – Damage decreased to Medium
  • Level 39 – Glacial Movement – Side positional – Damage increased from Medium to High
  • Level 44 – Arctic Rfit – Evernight followup – Damage increased from High to Very High
  • Level 50 – Tyr’s Fury – Glacial Movement followup – Damage increased slightly

Hammer specialization

  • Level 18 – Demolish – Frost Hammer followup – Damage increased from Medium to High
  • Level 29 – Conquer – Rear positional – Damage increased from Medium to High
  • Level 32 – Comminute – Anytime – Damage decreased to Medium
  • Level 44 – Sledgehammer – Conquer rear positional followup – Damage increased from High to Very High

Sword specialization

  • Level 15 – Aurora – Northern Lights followup – Damage increased slightly
  • Level 34 – Polar Rift – Anytime – Damage decreased to Medium
  • Level 50 – Ragnarok – Rear positional – Damage increased from High to Very High

 

Wizard


  • Wizards have been given a forced full skill respec

Fire Magic baseline

  • A new self-target grapple has been added at the following levels and values:
    • Level 45 – Flame Cocoon – Instant cast – 5m RUT – 7s duration – Self-grapple that protects the Wizard from melee attacks and restores 200 HP every 1.5 seconds. While in this state, this wizard is silenced and unable to move. The grapple can be canceled by the Wizard at any time, but the silence lasts its full duration.

Cold Magic specialization

  • A new single target grapple has been added at the following levels and values:
    • Level 44 – Ice Grip – 3s cast – 1500 range – 5m RUT – 6s duration – Grapples the target in place, but also prevents all damage done to the target. The target can still use melee attacks.

 

General Bug Fixes


  • (Client) Fixed an issue where pre-game mouse move events were not processed correctly.
    • This should fix the issues caused by the mouse cursor ‘clamping’ to the game client when player’s alt-tabbed or minimized the game during start up and clicked on non-game related windows.
  • (Client) Fixed an issue where mouse-look/pan would be sluggish if your mouse cursor was near the edge of the screen.
  • (Client) The mouse cursor will no longer hide briefly during zone load screen transitions or on logout.
    • This should fix the issue where the mouse cursor would slow down if another window was selected during logout/zone.
  • (Client) The functionality for mouselook toggle has changed. When toggled on, and not using the mouse look button, the cursor will stay hidden as it did before. However, now when toggled on, if the mouse look button is used, the toggle will disable automatically allowing for easier targeting.
  • All ‘arrogance’ buff/debuffs should now use the correct melee invulnerability/vulnerability values rather than the stat debuff values. An example of this debuff is the Weariness /use from the Frozen Medal of Honor necklace: after this change the Weariness melee vulnerability debuff’s delve has been decreased from 35 to 5 as was originally intended.
  • Pets in Midgard should now style correctly. This fixes an issue where they would use styles for weapon lines that were different than the weapon they were wielding.
  • The Forceful Zephyr damage hit buffer will no longer be overwritten by other melee/magic ablative buffs.
  • The battleground “scout” quests for Molvik and Leirvik towers will now only proceed to the next step when scouting the specific tower of the quest.
  • Power regen duration and concentration buffs should no longer overwrite higher level versions of themselves, including songs. Power regen songs will overwrite higher level versions of themselves but not duration or concentration based buffs.
  • Disease spells now correctly debuff strength on targets using draughts of supremacy.
  • The Heretic focus DD’s pulses now correctly account for +range items in the character’s gear and for nearsight debuffs.
  • All armor/jewelry will now properly respect their individual item timers.
  • All weapons will now have their individual item timers properly reset upon equip.
    • Swapping weapons should no longer cause some abilities to appear usable when they are still on cooldown

 

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