1.3.6 Career Balancing

I’m happy at the growing chatter over on the Development Forums.  Seems there’s a lot going on in the upcoming patch to look forward to, namely some career balancing.  Regardless of some case individuals, the overall mood towards the majority of the changes have been positive.  Said changes have be based off of the communities opinions about certain abilities.  Below is a quick gathering of what they have posted, so you won’t have to bother yourselves with all that extra clicking about.

[Ranged DPS] – (as of 7/13/10)

Shadow Warrior

  • All abilities no longer have a minimum range.
  • No Respite has been moved, and is now available with 7 points into the Path of Assault.  Its effect has been redesigned, and it will now increase all damage that you deal to enemies within 45 feet.
  • Charge Forth has been renamed Powerful Draw, and has been redesigned.  This tactic will now increase the ranges of all Path of the Skirmisher abilities.
  • Assault Stance will now also grant Melee Power and Melee Crit based on Ranged Power and Ranged Crit from items.

Engineer

  • All abilities no longer have a minimum range.
  • Runes of Warding has been renamed Trench Fighting, and has been redesigned.  This tactic will now increase all damage that you deal to enemies within 45 feet.

Squig Herder

  • All abilities no longer have a minimum range.
  • Sneaky Stabbin has been redesigned, and it will now increase all damage that you deal to enemies within 45 feet.
  • Squig Armor will now also grant Melee Power and Melee Crit based on Ranged Power and Ranged Crit from items.

Magus

  • Daemonic Contract has been moved, and is now available with 7 points into the Path of Daemonology.  Its effect has been redesigned, and it will now increase all damage that you deal to enemies within 45 feet.
  • The Pink Horror’s “Daemonic Fire” ability will now also reduce the victim’s Elemental Resistance (similar to the Engineer’s Gun Turret reducing the victim’s Armor).
  • Perils of the Warp has been redesigned.  It will now damage the target and Disarm them, similar to the Engineer’s Crack Shot.
  • Aegis of Orange Fire will now trigger from any attack, not just melee attacks, with a 25% chance.  Its damage is increased, and the effectiveness of its Wounds buff has been doubled.
  • Indigo Fire of Change will no longer summon a daemon.  Instead, if the victim dies while Indigo Fire of Change is affecting them, the Magus will regain Indigo Fire’s full Action Point cost over 6 seconds.
  • Strengthen Thrall’s effectiveness has been greatly increased.
  • In addition to its current effects, Chaotic Attunement will now also make Resummon no longer cost any Action Points.

Ranged Archetype

  • Close Quarters has been redesigned.  It will now cause your abilities to build up 50% faster when your enemy target is within feet 20 of you, and no longer has a penalty.
  • Expert Skirmisher has been redesigned.  It will now cause your abilities to build up 50% faster when your enemy target is within 20 feet of you, and no longer has a penalty.

[Melee DPS] – (as of 7/6/10)

White Lion:

  • Force Opportunity is moving to be available at 9 points in the Path of the Hunter, and its effect has been changed.  It is now an undefendable attack which reduces the victim’s armor.
  • Echoing Roar is moving to be available at 5 points in the Path of the Guardian.

Choppa:

  • Can’t Stop Da Chop has had its effect changed, and it will now reduce incoming healing on the victim.  It now costs 15 Action Points, and has a 10 second cooldown.White Lion:
  • Force Opportunity is moving to be available at 9 points in the Path of the Hunter, and its effect has been changed.  It is now an undefendable attack which reduces the victim’s armor.
  • Echoing Roar is moving to be available at 5 points in the Path of the Guardian.

Choppa:

  • Can’t Stop Da Chop has had its effect changed, and it will now reduce incoming healing on the victim.  It now costs 15 Action Points, and has a 10 second cooldown.

[Tank] – (as of 7/6/10)

Swordmaster:

  • A new ability, “Sudden Shift”, is now trainable at Rank 3.  This ability will instantly shift you from No Balance into Improved Balance, or from Improved Balance into Perfect Balance, or from Perfect Balance into Improved Balance.  It is off of the global cooldown, and has a 5 second cooldown of its own.

Black Orc:

  • A new ability, “Changin’ Da Plan”, is now trainable at Rank 3.  This ability will instantly shift you from No Plan into Da Good Plan, or from Da Good Plan into Da Best Plan, or from Da Best Plan into Da Good Plan.  It is off of the global cooldown, and has a 5 second cooldown of its own.

Black Guard:

  • Crush the Weak is moving to Rank 35, and will now reduce the victim’s chance to critically hit based on Hate up to a higher threshold, up to a maximum of 20%.
  • Brutal Smash is moving to Rank 9, and it will now increase Strength, and Willpower based on Hate, for both the Black Guard themselves and their Protected ally.
  • Feeding On Weakness will now increase Toughness instead of Strength.
  • Furious Howl is moving to Rank 40.
  • Horrific Wound is moving to Rank 12, and it will now reduce the victim’s armor based on Hate.

[Healer] – (as of 6/15/10)

Runepriests & Zealots:
One of our long-time concerns regarding the Runepriest and Zealot careers is that they ultimately become more limited than other Healer-archetype careers. This is because the other healing careers have their Mastery paths sorted by role – people who play those careers make a decision about the role they want to play, then specialize in the corresponding Mastery path and gear up appropriately. Runepriests and Zealot, however, have their Mastery paths sorted by delivery vehicle (“direct”, “over time”, and “area”, essentially) and then have both offensive and defensive abilities together in each Mastery.  Since there’s obviously no such thing as “gearing for direct”, though, Runepriests and Zealots then have to decide again whether they want to be offensive or defensive and then gear appropriately – the net result being that even within their chosen Mastery, half of their abilities are ineffective.

We want to maintain the general setup of the Runepriest and Zealot Mastery paths, but we also want to address this issue.  In order to do both of these, we will be adding a new ability to the Runepriest, and changing the functionality of Harbinger of Doom for the Zealot.  All Runepriests will now start with an ability named Rune of Breaking, which can be toggled on and off:

  • While toggled off, the Runepriest is affected by the Rune of Balance.  This causes all Intelligence, Magic Power, and Magic Crit stats on items to be negated, and instead converted into Willpower, Healing Power, and Healing Crit bonuses.  We’re currently planning on these stats converting at a 2:1 ratio – in other words, a total of +100 Intelligence from gear would instead be turned into +50 Willpower while this ability is toggled off.
  • While toggled on, the Runepriest is affected by the Rune of Breaking.  This works the same way but in the opposite direction:  Willpower, Healing Power, and Healing Crit stats on gear are negated and instead converted into Intelligence, Magic Power, and Magic Crit, also at a 2:1 ratio.
  • Rune of Breaking may be toggled on and then back off at any time; doing so is instant and costs no Action Points.  However, once it is toggled off, there is a 30 second cooldown before it may be toggled back on again.

For Zealots, Harbinger of Doom will be changed to provide this same functionality.  It will become a starting abilities, and can be toggled on or off.  While toggled off, the Zealot is the Harbinger of Change (and has the same offensive gear stats converted into the same healing stats), and while toggled on, the Zealot is the Harbinger of Doom (and likewise, has healing gear stats converted into offensive stats).  Additionally, all of the Zealot’s tactics which currently affect Harbinger of Doom will be redesigned to be appropriate for this new system, and the Runepriest will also gain some tactics which affect Rune of Breaking as well.

I’ll update this as I get more information.  Just hoping to create an easy reference. :)

– B

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3 Comments

  1. The more and more I think about the Runepriest changes the less happy I am with them. It seems more of a fix for poorly itemized Crusader/Invader/Warlord sets than a class improvement. It becomes even more apparent when you look at the new Sov set which doesn’t have any int to convert to will in Rune of Balance mode anyway. It is only an improvement for DPS Runepriests in that it allows them to change willpower on sets to int.

    When wearing the new sov set I wont be able to get my stagger or silence to stick due to low int and loads of disrupts. If I chance to DPS mode, all my hots will drop to minimal healing. If I jump out of DPS mode any DOTs I use will return back to minimal damage. Better to make willpower our damage stat as well so we can choose how to spend our AP in healing or offence whenever we want.
    Then, even if I did mix it up in combat, I will quickly face AP issues and be subpar with tactics.

    The only time I can see me using the new ability is when it doesn’t make a difference. One or two destro on the run that I can give a bit more DPS to but would die anyway. City instance when there’s no opposition around and I have to kill a lord or a catapult. It will be nice for one boss in TOVL I guess…

    Reply
  2. Rikker

     /  July 20, 2010

    This is the exact issue I have with these changes as well.

    Part of the zealot’s strength is in that he has no real limiting class mechanics to deal with. I can gear for healing, and then when I decide to throw out some DPS as well (translation: when I can spare the Global CD), it still comes out full strength. Also, I throw my Harbinger on EVERYTHING (come on… it is a corporeal debuff over time… who wouldn’t use that?)

    All this is going to do is gimp the little bit of dps I can put out as a healing Zealot. I already don’t do much, but when they take away my ability to debuff (it’s now the TOGGLE), if fear that these classes will quickly go by the wayside.

    I’m going to get on the boards tonight and post about this, please do the same!

    Reply
    • I plan on leveling a Zealot and Runepriest after the patch. I’ll be doing it from a purely “new to the character” perspective, since I’ve never played either of them beyond Tier 1. I’ll put how I feel about the changes up once I feel satisfied about the information I’ve collected. :)

      ~ B

      Reply

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