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What is the Arc Client?
Install Arc
Preview Patch Notes: NW.123.20201217e.2
Known Issues
- Companion enhancement "Counteract" only increases companions deflect and not companion's critical avoidance
- Vorpal Weapon Enchantment Damage bonuses incorrectly deals 0 damage.
- Bel’s Relics have not yet been updated to the new system.
Fixes and Adjustments Character
- Power and Defense caps now properly display on the Character sheet.
- Fixed an issue where Critical healing was not receiving its full benefits
Classes
-
- Wizard: Fireball – Cooldown reduced to 18 seconds. Spell Mastery benefit makes the power single target with 750 magnitude.
- Wizard: Icy Rays – Cooldown reduced to 18 seconds
- Wizard: Smoldering Recovery Feat – Action Point gain increased to 0.5%, up from 0.25%
Companion
- Companions now properly deal Combat Advantage damage.
- Fixed an issue where Companions that were supposed to receive Critical Avoidance were getting Deflect instead.
- Grung: Fixed Poisonous Skin and Mesmerizing Chirr now function correctly and do the proper damage
- Vallenhas Elite Soldier: “For Vallenhas!” power now properly states it does bonus damage to Avernus devils
- Book Imp: Adjusted stats so it has more Combat Advantage instead of Control Resist
Enemies
- Lair of the Mad Mage: Reduced the HP of boulders in the Bore Worm fight.
- Reduced damage on Halaster and Zariel in their respective trials
- Infernal Citadel: Reduced the damage from the crowd attacks on the Hellfire Engine.
Items
- Weapon Enchantments should now deal their expected damage, with the exception of Vorpal
- Adjusted damage on Soulforged Armor enchantment
- Adjusted bonus from Founder enchantment values to be in line with other enchantments
- Goristro’s Horns now properly apply to the other contributions in the Character sheet
- Awakened Forger’s Box: Changed the Ratings increases to percentages and adjusted item level
Races
- Aasimar: Fixed the text on Aasimar race bonus to say 2% instead of 1%
0
Comments
Hawk and Mercenary companions' powers reduce all ratings instead of increasing.
CLERIC with 50% defence survived the hit after the following
: 1:phalanx
2: hallowed ground
3:defender banner
4:griffon
5:swarm
6:wyvern
7 he deflected.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
You're going to have to decide how you want to manage/balance your damage output with your survivability. Cleric with 50% defense is only mitigating 25% damage.
That said, Awareness seems to be slightly more effective than Defense, so maybe "swapping" them on DPS builds (so that awareness is closer to 50% and defense is on the low side) is a good idea.
i mean, honestly, at the risk of sounding rude, i don't mean to, but WTF are even those "balances"? thaum is completely irrelevant, can we at least fix our lack of effective aoe relative to other classes? magnitudes? cooldowns? if anything, i'd boost the class overall, thaum is a lost cause, arcanist is pretty solid, but could use some magntidude/cooldown/aoe updates
i'm scared you guys see your "metrics" and think the class is fine, it's not TERRIBLE, but compared to the other classes, painfully obvious it's pretty behind, this is warlock all over again, you guys kept saying the class was fine and this and that, so stubborn to fix and imrpove the cooldowns/magnitudes, yet lo and behold you ended up boosting that class to top tier
sigh
So much is tied to it that simply changing smoulder will have a wide effect.
Rework Smoulder to deal 200 over 8 seconds (50 every 2 seconds), instead of 80 over 12 seconds( 20 every 3 seconds) and see how things stand after that.
In addition I think Icy Terrain should do 80 Magnitude instantly, and an addition 270 magnitude over the next 9 seconds which would benefit both specs since Arcanist is clearly lacking in AoE
Rework Fanning the Flames, to deal, 400 magnitude over 8 seconds, and all targets within 15' take double smoulder damage for the duration.
Chilling Advantage - chill grants combat advantage to the target for 4 seconds ( player only )
Conduit of Ice - increases damage taken by the primary target by 10% for the duration
One of the things I liked about the initial rollout was that we knew 90% was a hard cap that was respected by all types of mitigation from gear, companions, effects, etc. That meant, that as a tank, I knew I could work backwards given the damage reductions effects I had and then choose whether I wanted to bolster other defensive stats or put more stats towards offense to help with aggro management.
The more forms of mitigation that I can use, the less I have to put into defense as a tank and the more I can put into other stats.
If they would listen to at least one of those ideas...
as a paladin tank, when i use absolution or sigil of the paladin, the % that those give to damage resistance should or should not appear in the % of defense? do they count toward the 90% cap ? at the moment it doesn't seems so
Maybe some dev can clarify what exceeds the 90% damage reduction?
The non-sense Chilling advantage feat is still there. Same for Directed Flames.
Fireball on mastery becomes single target with 750 magnitude : useless, since on paper it has less dps than Repel, Chill Strike and Icy rays when Shatter Strike is on. Moreover, many players appreciated the larger radius on mastery.
Smoldering recovery is still a bad feat since smolder only ticks every 3s.
What about Faning the flame? And Conduct of Ice?
My Wizard Guide:
https://docs.google.com/document/d/1JezPmehRjvkrHQKwEJ9tGGesDuekj2mcfKiWxlx56ns/edit?usp=sharing
My Arbiter Cleric guide:
https://docs.google.com/document/d/1UZGOcQIMLCh5I4lrH63REK5YVsa3Kpk1hOyfic21z8k/edit?usp=sharing
Simply by dodge
Eleonore - CW Mof Renegade 17.5k
Harlgard le Vieux - OP Prot 18.3k
Valrik - DC AC 18.2k
Furiela - SW Temp 18.1k