Stats: Tenacity: Now directly reduces the effect of Armor Penetration against you. Base Tenacity is increased to 20%, and Tenacity's affects against Armor Penetration are doubled.
Control Wizard
Disintegrate: Damage increased by about 115%.
Devoted Cleric
Sunburst: This power should no longer ignore many CC immunities/resists.
Warding Flare now notifies players who have been shielded.
Great Weapon Fighter
Intimidation Feat: This feat now deals 25/50/75/100/125% of your weapon damage (instead of scaling on your power). This damage is amplified by power. Intimidated targets now take 100/200/300/400/500% more threat from you (up from 10/20/30/40/50%).
Sentinel's Aegis Feat: Now also passively increases threat generation by 250%.
Reaping Strike: Damage Resistance granted while charging Reaping Strike has been increased to 20% (up from 8%).
Reaping Strike: Damage no longer decreased for hitting multiple target and Damage increased by roughly 25%
Reaping Strike: Determination gain while charging Reaping Strike is now increased by 25% base (up from 5%) and now gains 10% per rank (up from 5%).
Sure Strike: Damage of the final strike increased by roughly 30%.
Swordmaster: Weapon Master's Strike: Damage increased by roughly 50%.
Swordmaster: Weapon Master's Strike: Debuff now lasts 6 seconds by default and gains 2 seconds per rank (up from 3 and 1 respectively).
Swordmaster: Weapon Master's Strike: No longer does reduced damage when hitting multiple targets.
Unstoppable: No longer reduces the damage of At Will powers.
Wicked Strike: Damage of the final strike increased by roughly 15%.
Wicked Strike: No longer does reduced damage when hitting multiple targets.
Guardian Fighter
Weapon damage increased across the board. Average increase of roughly 50%.
Commander's Strike: Base damage increased by about 65%. Damage caused when allies strike the target increased by about 100%.
Jagged Blades damage increased by about 3 times.
Swordmaster: Weapon Master's Strike: Damage increased by roughly 50%.
Swordmaster: Weapon Master's Strike: Debuff now lasts 6 seconds by default and gains 2 seconds per rank (up from 3 and 1 respectively).
Swordmaster: Weapon Master's Strike: No longer does reduced damage when hitting multiple targets.
Hunter Ranger
Plant Growth: This power is now a Sphere centered on the Ranger instead of a Radiation splat centered on the target. The damage from this power will no longer break its own root.
Oathbound Paladin
Divine Lunge has been renamed to Relentless Avenger
Weapon damage increased across the board. Average increase of roughly 50%.
Scourge Warlock
Arms of Hadar: This power no longer deals far more damage than expected.
Creeping Death: Now causes 60% of your necrotic damage over 4 seconds (down from 100%).
Soul Puppet: Soul Puppets now deal substantially more damage.
Tyrannical Threat: This power now splashes half as much damage as before.
Content and Environment
All zones are now available for testing, Reclamation Rock, Fiery Pit and Spinward Rise!
Gray Wolf's Den: Thinned out the amount of enemies in several encounters.
Intro quests now scale to level 61 to be slightly more difficult the first time they are run and still provide challenge when repeated.
Minsc has an updated model, Boo petting animations and battle cries!
New Achievements for killing new enemy types and completing the new zone content.
Enemies
Damage from new enemies for Elemental Evil content have slightly lowered unavoidable damage.
Dragon tail swipes properly respect Crowd Control Immunity effects such as from Blocking or Unstoppable.
Epic dungeon enemies have reduced damage but increased Armor Penetration.
Traps now deal a percentage of damage as well as cause an injury.
Items and Economy
Artifacts: A new Mythic quality has been added to artifacts, UI treatments for this have not yet been finalized.
Currency items such as bounty items and event tokens now stack to over 9000.
Enchantments can now contribute to Item Level.
Increased the xp required to earn a reward after reaching level 70 to 400,000 up from 200,000.
Profession packs now contain additional resources for profession tasks above level 20.
Professions: Black Ice Shaping now goes to level 5.
Professions: Leadership now goes up to level 25
Transmutation: Costs have been revised to work with the changes to item level. Instead of using the level of the item to calculate costs, it now uses the minimum required level to equip the item to calculate cost. Costs have also been changed, level 70 items cost 50,000 AD to transmute.
User Interface
Character Sheet: Resistance Ignored is now listed in the character sheet below Critical Severity.
Oathbound Paladins class mechanic now has an updated UI with art!
Resolved an issue with the Power Tray not updating the current state of powers frequently enough.
Known Issues
Invocation is being reworked and will not currently function as expected.
Slaad enemies will be invisible murder machines that cannot be killed. They appear in several zones later areas. You have been warned.
Panderus did paladins get any new tree to test or was just the base weapon dmg Bumped up
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
and whats the point of raising this when u give classes piercing damage that ignore everything?
I'd like to highlight that comment. Tenacity will be even stronger in Mod 6 and the change to include ArPen was foreseeable and necessary, but there shouldn't be a single damage type that ignores Tenacity.
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mutjinninjaMember, NW M9 PlaytestPosts: 93Arc User
Arms of Hadar: This power no longer deals far more damage than expected.
Creeping Death: Now causes 60% of your necrotic damage over 4 seconds (down from 100%).
Soul Puppet: Soul Puppets now deal substantially more damage.
Tyrannical Threat: This power now splashes half as much damage as before.
[/LIST]
God this hurts my soul. 60% capstone? This is only 10% what it started off as and you guys doubled it because it was pathetically weak. What's the reason behind this nerf? Increased weapon damage? If this does break even (60% with buffed weapon=100% with live, unbuffed), then no problem, but if not, you might wanna scale this up a bit. To maybe 70-80% of weapon damage. 40% is a pretty drastic nerf to our capstone
No new dungeons to test? and with Mythic Artifacts what are you planning to lessen the RP burden for players , surely you guys cannot be really considering leaving the refinement system in it's current sorry state.
God this hurts my soul. 60% capstone? This is only 10% what it started off as and you guys doubled it because it was pathetically weak. What's the reason behind this nerf? Increased weapon damage? If this does break even (60% with buffed weapon=100% with live, unbuffed), then no problem, but if not, you might wanna scale this up a bit. To maybe 70-80% of weapon damage. 40% is a pretty drastic nerf to our capstone
I think cause of the way it worked with WB i could be wrong i haven't DABBLED IN FURY in a good while
Gang Busters PvP Guild Recruiting When Mod 6 goes live Pm Me for more Info If you have any Paladin question Message Me and i will get back to you ASAP
[SIGPIC][/SIGPIC]
0
zekethesinnerMember, NW M9 PlaytestPosts: 805Arc User
edited February 2015
Now, no changes to rp system? Well even if rest of changes pleases me, this one (its absence) is a joke...
For months we are all reporting that SW is very weak pvp class and needs serious survival buffs for PvP.
I was almost certain that SW would be buffed for PvP balance any day now.
Buff to soul puppet (all but useless in pvp) and huge nerf to fury capstone instead?
Utterly speechless and beyond confused
... ... ... ...
Now, no changes to rp system? Well even if rest of changes pleases me, this one (its absence) is a joke...
(Sin)cerely
Kain
Since it's been made quite evident on preview that the rank of enchants dropped in higher level areas has been increased, and that new coffers with higher level RP drops are being introduced, I highly doubt that "nothing" has been done. As I've said repeatedly, it's not a cure all. It still does nothing for artifact gear. But it's a step in the right direction if non-gear artifacts are a focal point for mod 6.
ROLL TIDE ROLL
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
For months we are all reporting that SW is very weak pvp class and needs serious survival buffs for PvP.
I was almost certain that SW would be buffed for PvP balance any day now.
Buff to soul puppet (all but useless in pvp) and huge nerf to fury capstone instead?
Utterly speechless and beyond confused
... ... ... ...
Agreed. Did Tiamat ask for the dev's to nerf us? That's my only theory at this point.
Also the nerf to SWs better come with something SWEET in the future. I keep thinking they should get stealth on their shift - invisible/invulnerable while using it.
Comments
[SIGPIC][/SIGPIC]
I'd like to highlight that comment. Tenacity will be even stronger in Mod 6 and the change to include ArPen was foreseeable and necessary, but there shouldn't be a single damage type that ignores Tenacity.
God this hurts my soul. 60% capstone? This is only 10% what it started off as and you guys doubled it because it was pathetically weak. What's the reason behind this nerf? Increased weapon damage? If this does break even (60% with buffed weapon=100% with live, unbuffed), then no problem, but if not, you might wanna scale this up a bit. To maybe 70-80% of weapon damage. 40% is a pretty drastic nerf to our capstone
I think cause of the way it worked with WB i could be wrong i haven't DABBLED IN FURY in a good while
[SIGPIC][/SIGPIC]
(Sin)cerely
Kain
How so, they still benefit from damage buffs and debuffs.
I was almost certain that SW would be buffed for PvP balance any day now.
Buff to soul puppet (all but useless in pvp) and huge nerf to fury capstone instead?
Utterly speechless and beyond confused
... ... ... ...
Sopi SW Youtube channel pvp brickabrack
Since it's been made quite evident on preview that the rank of enchants dropped in higher level areas has been increased, and that new coffers with higher level RP drops are being introduced, I highly doubt that "nothing" has been done. As I've said repeatedly, it's not a cure all. It still does nothing for artifact gear. But it's a step in the right direction if non-gear artifacts are a focal point for mod 6.
Great Weapon Fighter: Because when is today not a good day to die?
PC and PS4 player. Proud Guildmaster for PS4 Team Fencebane. Rank 5 Officer for PC Team Fencebane. Visit us at http://fencebane.shivtr.com
Hurray for meaningful traps!
Yes, I will now stop plowing through them with impunity
Sopi SW Youtube channel pvp brickabrack
Agreed. Did Tiamat ask for the dev's to nerf us? That's my only theory at this point.
Also the nerf to SWs better come with something SWEET in the future. I keep thinking they should get stealth on their shift - invisible/invulnerable while using it.
Can anyone get on?
Sopi SW Youtube channel pvp brickabrack
I don't even.
It went down about a half hour ago , I think preview patches usually take around a hour or so to finish.
What you talking about? The old was 100% over 8 seconds, this is 60% over 4 seconds.
Poor shard.... still a weak skill that requires skill.
can't get into Reclamation Rock though. I see the splash screen then it sends me back to PE.
Took the time to say Over 9000!!
VEGETA WHAT DOES HIS SCOUTER LEVEL SAY