(Bug Fix) Fixed a bug where the Void Beams from Ravenous Void did not visually move in Online play
(Bug Fix) Fixed a bug where the Void Beams from Ravenous Void did not receive the strength or vitality scaling present on other sources of Void Beams
(Bug Fix) Fixed a bug where Void Lens did not affect Void Beams from Ravenous Void
(Bug Fix) Fixed a bug where Obliteration was not providing its listed void spell damage to Void Beams created by Erasing Strike
(Bug Fix) Fixed a bug where Implements of Destruction and Erasure of the Living were not providing their more damage or more void damage to Void Beams created by Erasing Strike
Temper now grants +4 melee fire damage per point (from 10) and now also grants 10% more fire damage per point
Anvil Blow no longer grants +15 physical damage to Forge Strike. It now grants 20% less attack speed, and 50% more physical damage when directly used.
Reinforce Weapon now grants 4% global more damage per point if you have used Forge Strike recently (from 20% increased)
Rending Descent now also grants Forge Strike 5% increased armor shed duration and effect per point
Forgemaster now has 30% chance to convert weapons to Great Axes (from 20%), with 100% increased area (from 50%) and 20% more damage, but 10% less attack speed
Detonating Ground has 300% ignite chance (from 150%)
Ignited Grounds now grants Detonating Ground 100% ignite chance (from 50%) and increases ignite duration caused by Detonating Ground by 10% per point
Lava Burn now grants Detonating Ground 40% more hit damage per point (from 25%)
Their attacks now have a base damage of 2 (from 18)
Deal 4.1% more damage
These damage changes are intended to reduce their power in very early game, while preserving or buffing their damage in endgame and raising the relative impact of your weapon on their power.
Unbroken Prayer no longer states that it prevents mana regeneration while channeling (it did not actually prevent mana regeneration). Channel cost is now 10 (from 8).
Healing Hands’s base up front healing is now 50 (from 100)
Divine Barrier now converts 20% of Healing Hands’s healing to ward (from 100%) when affecting an ally with missing health gained as ward per second. It still does not restore health for that player.
Urgent Healing now grants +20 up front healing per point (from 35)
(Bug Fix) Fixed a bug where Vow of Restoration was not providing additional healing over time
(Bug Fix) Fixed a bug where Divine Barrier did not convert the healing over time into ward when the affected ally had a source of missing health gained as ward per second
(Bug Fix) Fixed a bug where Bane of Evil’s effect was ignoring healing effectiveness from Attunement
(Bug Fix) Removed incorrect Electrify alt text on various nodes.
(Bug Fix) Adds a fire tag when enabling damage or taking the Skyfall node
(Bug Fix) No longer removes the spell tag when taking the melee node if you also have the Skyfall node
(Bug Fix) Fixed a bug where the Sky Beam from Healing Hands’s Skyfall was not affected by other nodes in the Healing Hands tree, such as Virtue of Patience, Cleric’s Wrath, Bane of Evil, and Blessed Parish
Laceration now has base damage equal to 200% of your added melee damage (from 100%)
Indomitable’s Energy Wave now has a base damage and damage effectiveness of 30 and 150% (from 20 and 100%) and no longer requires being at high health to trigger. It now consumes 4 mana to trigger, as long as you are not at negative mana.
Focused Strike now requires 3 points in Concentration (from 4), and now grants doubled critical strike chance for the third strike (from guaranteed critical strike for third strike). It now also grants +50% critical strike multiplier for the third strike.
Flame Drinker now has a maximum stacks of 20 (from no maximum)
(Bug Fix) Fixed the two-handed sword animation for Rive.
(Bug Fix) Fixed a bug where the Void Beams from Descent of the Void and Dark Regression did not receive the vitality scaling present on other sources of Void Beams
(Bug Fix) Desynchronous Charge now removes Shield Rush’s traversal tag. This change won’t be reflected in its description yet.
Base cooldown is now 18 seconds (from 10). 20% of remaining cooldown is now recovered whenever you stun an enemy, including with Shield Bash itself. This effect can occur a maximum of two times a second.
Added a new node, Indomitable Force, connected to Cutting Edge and Flurry of Blows. It grants +1 melee damage per 40 block effectiveness per point. Maximum 2 points.
Flurry of Blows now grants +9 mana cost (from 25)
Iron Arms now grants 1% more physical damage per 4 strength (from 4% increased physical damage per strength). It no longer grants increased mana cost (from 10%).
Serrating Strikes now grants 15% increased mana cost per point (from 10%)
Concussive Attacks’s maximum points has been reduced to 3 (from 5)
Invigoration has been replaced with High Impact, which grants 8% more damage per point, maximum 5 points.
Dazed now grants 12% increased stun duration per point (from 15%)
Conjurer now has a 100% chance to cause one enemy to drop a potion if Shield Bash has a cooldown (from 25%)
Steel Coating now grants +9 melee physical damage (from 6)
(Bug Fix) Fixed a bug in Online play where repeatedly casting Shield Bash with its cooldown removed would result in frequent failed casts due to it trying to cast again before the previous cast had finished
The Keen affix for Adorned Rahyeh idols now grants 10% to 25% chance to trigger Smite on throwing hits (from 4% to 9%). It now has a trigger limit of up to 10 times per 2 seconds (from no limit).
(Bug Fix) Fixed a bug where void conversion for Smite from the Temporal Corruption passive node did not have priority over the lightning conversion from Smite’s Order of Lagon node in the specific case of ailment conversions. Smite’s ignites will now always be converted to slow when Temporal Corruption is allocated.
All sources of Void Beams cast by the player, such as from Erasing Strike or Shield Rush, now have an added damage effectiveness per second of 300%, with an equivalent base damage value (previously 100%, 125%, or 300% depending on the source).
No longer prevents mana regeneration while channeling. Channel cost is now 18 (from 10).
Gorebringer’s increased bleed duration is now converted to ignite or time rot if Warpath is converted to fire or void
(Bug Fix) Fixed a bug where the “doubled if using a two handed weapon” or “doubled if dual wielding” effects on Void Spiral and Whirling Steel did not work
Warlock’s first mastery bonus now grants 4% more damage per curse on the target (from 5%)
Ward of Malevolence now grants 1 ward per second per 3 intelligence while channeling per point (from 1 ward per second per 2 intelligence)
Doom Herald now grants 2% less damage taken while channeling per point and 2% more damage to Damned enemies while channeling per point (from 3% and 3%)
Aspect of Death now grants 0.04% more damage per stack of each negative ailment on you per point (from 0.1%)
This node previously stated it scaled with points allocated, but did not. The result is that at max investment this node can now give up to 18% more damage at 90 stacks, compared to the 9% more damage at 90 stacks it was giving before.
Burden of Knowledge now grants 5 spell damage per point (from 4) and 5% reduced cast speed per point (from 6%)
Prismatic Blade’s effects have been replaced. It now grants 1 dexterity per point and 1 added melee damage per point. The added melee damage is doubled if using a sword. It now also has a threshold bonus which grants 8% increased attack speed.
Frozen Steel now has a threshold bonus which grants 6% more damage to chilled or frozen enemies
Prodigy now has a threshold bonus which grants +1% critical strike chance per 15 intelligence
The first mastery bonus now grants 12 ward gained when you use a melee attack and hit at least one enemy (from 4 ward gained on melee hit)
Arcane Warden now grants 3 ward per point gained when you use a melee attack and hit an enemy (from 5), but also gives 1 intelligence per point. It now also has a threshold bonus which grants 1 ward decay threshold per intelligence.
Flame Walker now has a threshold bonus which grants each stack of Fire Aura a 50% chance to shred fire resistance every second. This can be converted to cold or lightning resistance shred by Freezing Aura or Crackling Aura.
Incinerating Aura no longer gives 3 base damage per second per point to Fire Aura. It now gives +1 intelligence per point, and has a threshold bonus which grants Fire Aura 1 spell damage per 2 points of intelligence. It still gives Fire Aura 15% increased area per point.
Defender of Welryn’s effects have been replaced. It now gives 1 dexterity per point, and has a threshold bonus which grants 8% increased critical strike chance per point of dexterity. It no longer requires investment into Warden’s Echo.
Awe Strike now grants +2 melee lightning damage per point (from 1), and no longer grants 6% increased shock duration with melee attacks per point. It instead grants 1% parry chance per point.
River Blade now grants +2 melee cold damage per point (from 1)
Volka’s Razor now grants 3% more melee elemental damage with high cost melee skills (from 15% increased). Its maximum points has been reduced to 6 (from 10).
Mana Reaver now grants a 20% chance per point to gain 3 mana (from 6% per point to gain 10 mana)
Warden’s Echo now grants a 4% chance per point to cast Frost Claw (from 8% chance to cast Elemental Burst). It consumes 80% of Frost Claw’s mana cost when cast this way.
Arcane Focus now grants 2 ward gained on direct spell cast per point (from 4)
Mental Catalysis now grants 6% reduced bonus damage from critical strikes with a catalyst per point (from 8%)
Edict of Scion now grants 2 ward gained per active rune on area skill use per point (from 4), and now requires that the area skill hit at least one enemy
Celestial Doom’s threshold bonus now grants 100 ward gained when you hit a branded boss or rare enemy with a spell (from 28), with a 1 second cooldown (from no cooldown)
Jagged Veil now grants 2 ward on crit per point (from 1), up to 5 times per second (from no limit)
Ancient Inscriptions’s threshold bonus now grants 1% increased cooldown recovery speed per 6 intelligence (from 1% per 4)
Inscribed Instruments now grants +8% critical strike multiplier with a wand per point (from 12%)
The second mastery bonus now grants 1% more spell damage per 2 mana cost, up to 50% more (from 1% increased spell damage per mana cost, unlimited)
Mana Shell no longer gives 15 armor per point. It now gives 2 ward per second per point. It also now has a threshold bonus which grants 1 ward per second per 10 maximum mana.
Lost Knowledge grants 1 ward gained per 15 current mana when you use a skill that costs at least 40 mana (from 1 ward gained per 10 current mana)
Wisdom’s threshold bonus now grants 5% increased mana regeneration per 100 max mana (from 3%)
Arcane Avalanche now also grants +5% chill chance per point, and its effect which freezes nearby enemies on a 10 second cooldown is now a 5 point threshold bonus. It now always freezes 8 nearby enemies (from 1 per point allocated)
Arcane Current’s effects have been replaced. It now grants 1% more lightning damage to shocked enemies per point, and has a threshold bonus which grants +100% chance to inflict Spark Charge on hit with skills that cost at least 40 mana
Archmage still grants +1 spell damage per point, but is no longer tripled if you have 200 maximum mana. It now also grants 7% chance per point to refund 20% of mana cost. Both of these effects are doubled with at least 300 mana, or tripled with at least 1,000 mana.
Cryomancer no longer grants +15% freeze rate multiplier per point. It now grants +5% frostbite chance with cold skills.
Pyromancer now grants +5% ignite chance with fire skills per point (from 3%)
Ceraunomancer now grants +5% shock chance with lightning skills per point (from 3%)
Inferno’s effects have been replaced. It now grants 8% increased fire damage over time, 8% spreading flames chance with fire skills, and has a threshold bonus which grants 15% more fire damage over time to enemies with spreading flames
Dragon Mage has been replaced with Mana Bulwark. It grants 2% of damage taken from mana before health per point and +4 mana per point.
Dragon Breath’s effects have been replaced. It now grants 7% increased elemental damage per point and 4% increased area for area skills per point.
Spell Slinger now grants 3% increased cast speed per point (from 3% increased mana regeneration per point)
Arcane Insight no longer grants a chance to gain Insight on hit. It now has a threshold bonus granting +5 ward decay threshold per intelligence
Elixir of Knowledge now also grants 5% increased mana regeneration per point
Mirror Breath has been replaced with Deep Wells Mana Well. It grants 3% increased mana per point, and has a threshold bonus which grants 50% of mana spent gained as ward.
Recollection now has a maximum of 5 points (from 4)
(Bug Fix) Fixed a bug where Calculated Destruction’s threshold bonus was giving increased critical strike chance, rather than its stated increased spell critical strike chance.
Berserk has now been renamed to Cornered Beast. Its effects are now also active for 5 seconds after you leave low health, and a buff icon has been added to display when it is active
Beastmaster
Porcine Constitution has been moved beyond the lock, taking the position Envenom was at. It now also grants 4% chance per point to gain Aspect of the Boar on melee hit.
The second node named Boar Heart, which gave 1 strength per point and 4% chance per point to gain Aspect of the Boar on melee hit, has been removed. Envenom has been moved to its position.
Added a new node, Natural Fortitude, at Porcine Constitution’s previous position. It grants 1 strength per point, 2 added health regeneration per point, and 3 added health regeneration for companions per point. It has a threshold bonus which grants 2% increased health regeneration per point of strength for you and your companions.
Shattered Heavens now also grants 20% frostbite chance per point, and grants minions 10% frostbite chance per point and 1 added cold damage with spells and attacks per point
Silent Protector’s added armor is now also granted to your totems
Tempest Form’s added health, chill chance, and shock chance are now also granted to your minions
Earthen Supremacy no longer grants stun avoidance per point. It instead grants 8 endurance threshold per point, and has a threshold bonus which grants 5 stun avoidance per attunement.
Fist of Stone now also grants 2% endurance per point, and has a threshold bonus which grants 1% increased health regeneration per 1% uncapped endurance
Wind Bringer’s increased cold damage, increased physical damage, and added dodge rating are now also granted to your minions. It now also has a threshold bonus which grants 20% increased dodge rating for you and your minions.
Hail Bringer’s chill chance, freeze rate multiplier, and cold resistance are now also granted to your minions
Avatar of Thunder now has a threshold bonus which grants 2% spell lightning penetration for you and your minions per 5 attunement
Ironbark’s effects have been replaced. It now gives an additional 10 health and armor per point, tripled for totems, and has a threshold bonus which grants 1 health regeneration per 3 attunement, tripled for totems. The threshold bonus also gives totems stun immunity.
Conflux’s increased area for area skills is now also granted to your totems
Sky Armor has been renamed to Gift of the Skies, and its effects have been replaced. It now gives 2% increased attack and cast speed per point, and 8 dodge rating per point. Its maximum points was reduced to 8 (from 10). It now has a threshold bonus that causes your totems to gain Frenzy for 3 seconds when they are directly summoned.
Swirling Maelstrom’s chance to cast Maelstrom when hit now has a cooldown of 3 seconds (from 5), and it now has a threshold bonus granting 20 endurance threshold per stack of Maelstrom
Glacial Strike’s threshold bonus has been changed to grant 1% melee cold penetration per 3 strength (previously 40 added melee cold damage every 3 seconds)
Ascendant Circle’s effects have been replaced. It now gives 1% more spell damage per point while you have a totem.
Storm Blade’s effects have been replaced. It now gives 1% more melee damage per point while you have a totem.
Elemental Shrines’s threshold bonus now gives 1% increased mana regen per attunement (from 2% per 3 attunement)
Eternal Storm’s effects have been replaced. It now gives 10% increased totem duration per point, and 7% increased minion cold and minion lightning damage per point. Its maximum points has been increased to 5 (from 4).
Protective Circle now also grants your totems +3% to all resistances per point
Concentration grants 2% more damage per point (from 15% increased damage)
Missile Mastery now has a threshold bonus which grants 50% increased effect of armor shred
Meditation grants +40 dodge rating per point (from 25), 8% reduced cooldown of Concentration (from 5%), and its maximum points has been reduced to 5
Reflection now has a threshold bonus which grants 10% less hit damage taken with Concentration
Elemental Arrows no longer requires you to be moving to gain 1 Elemental Arrow each second
Siege Quiver no longer grants +1% elemental resistance per point per Elemental Arrow. It now grants 15 ward gained per point when you use an Elemental Arrow.s
Focus Fire now has a threshold bonus which grants 1 second of haste after using Evade
Barbed Arrows now has a threshold bonus which grants 50% chance to shred physical resistance on hit
Poison Tipped Arrows now has a threshold bonus which grants 20% increased poison duration
Ethereal Arrows grants 10% of bow skill mana cost as more damage per point (from 50% as increased damage)
Assassin’s Quiver grants +1 bow damage per point (from +1 bow physical damage) and it now has a threshold bonus which grants +2% bow critical strike chance. Its maximum points has been increased to 8.
Sniper’s Gambit grants +6 bow damage per point (from +5 bow physical damage) and 1% increased damage taken from nearby enemies per point (from 2%)
Sentinels will receive an automatic free respec for their passive tree
Sentinel
Time and Faith now grants 2% of missing health restored per point (from 5 health per point) when you directly use Rive, Vengeance, Smite, or Multistrike
Relentless now grants 50 stun avoidance per point (from 20) and now also has a threshold bonus which grants 100% increased duration of stun immunity from being stunned
The second mastery bonus, the Stalwart buff, now gives 10% increased armor for each hit you have taken in the last 10 seconds, up to 10 stacks (previously 3%, no stack limit)
Unflinching now grants 100 stun avoidance per point (from 40) and now also grants 6 health per point
Crushing Blows now grants 0.1% more damage per 1 mana cost (from 0.5% increased damage per 1 mana cost). Its maximum points has been reduced to 5 (from 6).
Shield Breaker now only adds 3 mana cost to throwing skills (from 6)
Steel Aegis now also grants 10 armor per point. Its non-scaling 2% block chance has been moved to a threshold bonus which now grants 3% block chance.
Fresh From the Forge’s effects have been replaced. It now grants 1 melee physical damage, 1 melee fire damage, 1 throwing physical damage, and 1 throwing fire damage per point. It now has a threshold bonus which grants 20% physical penetration and 20% fire penetration to Smelter’s Wrath and Forge Strike.
Iron Attunement now has a threshold bonus which grants 1% of armor mitigation percentage also applies to damage over time taken per 2 attunement
Champion of the Forge’s effects have been replaced. It now grants 10% increased critical strike chance if you’re using a two handed weapon. It now also has a threshold bonus which grants +1% critical strike multiplier per 2 strength if you’re using a two handed weapon.
Hammer and Anvil’s effects have been replaced. It now gives you and your minions 20% chance to shred armor per point, and has a threshold bonus which grants your minions 30% increased attack speed for 3 seconds when you directly use an ability that costs 20 or more mana.
Iron Reflexes now also grants 2% reduced bonus damage taken from critical strikes. Its non-scaling conversion of dodge rating to armor has been moved to a threshold bonus.
Molded by the Forge’s effects have been replaced, and it has been renamed to Master of Arms. It now grants 1% parry chance and 3% increased attack speed per point when dual wielding, 2 strength per point with a two handed weapon, and 6% frailty chance and 3% reduced bonus damage taken from critical strikes with a shield.
Shield Crafter’s increased minion health and increased minion armor have been reduced to 40% per point (from 50%). It now grants a 10% chance per point to summon a single shield from Ring of Shields when you block, which can trigger up to 3 times every 6 seconds (previously 1% chance per point to cast Ring of Shields, no cooldown). It now also grants +20 block effectiveness per point per active shield from Ring of Shields.
Thornmail now has a threshold bonus which grants 5 damage reflected to attackers per 1% armor mitigation
Infinite Bulwark’s increased armor on potion use now also applies to your minions. It now also has a threshold bonus which causes you to heal your minions for an amount equal to your armor when you use a potion.
Osprixbane’s effects have been replaced, and it has swapped names with Walls of Solarum. It now grants 1% less damage taken per point, doubled if you have at least 50% block chance. It now grants a non-scaling 3% block chance. Its maximum points has been reduced to 5 (from 8).
Walls of Solarum has swapped names with Osprixbane. Its effects now also apply to your minions, and it now has a threshold bonus which grants 1% less fire damage taken per 10% overcapped fire resistance.
Flawless Defender now gives 75 armor per point (from 50), and no longer has the non-scaling 3% block chance.
Lethal Strikes now has a threshold bonus which grants 1% physical and fire penetration per 5 strength
Avatar of War’s effects have been replaced. It now grants 8% increased physical and fire damage, and 8% increased minion physical and minion fire damage. It now has a threshold bonus which consumes all stacks of Stalwart when you directly use a melee or throwing area skill that costs at least 10 mana, granting the skill 10% increased area per stack consumed. Its maximum points has been inreased to 8 (from 1).
Javelineer now has a threshold bonus which grants +1% throwing critical strike chance per 5 dexterity
Folded Steel now also grants 2% increased duration per point for Forged Weapons, and its non-scaling bonus of +2 max Forged Weapons has been moved into a threshold bonus
Guardian now grants 10% increased stun chance per point (from 6%) and now also grants 8% increased health regeneration per point
Sealed affix text color has been changed back to beige (changed to white in 1.0), making it clear they’re a separate category to other affixes
Added health regen now rolls on amulets instead of boots
Increased health regen can no longer roll on boots or amulets
Added a Dodge Rating while Evading and Increased Dodge Rating suffix that only rolls on boots
The Increased Dodge Rating suffix can no longer roll on boots
(Bug Fix) Fixed a bug where the Archive Robes implicit granted increased void resistance instead of added void resistance
(Bug Fix) Fixed a bug where the Crumbling suffix on Rogue’s Large Shadow Idols granted increased armor shred effect instead of its stated increased armor shred duration
(Bug Fix) Fixed a bug where Prophecy Blade was granting a higher amount of increased elemental melee attack speed than intended. It now grants 5% - 12% increased elemental melee attack speed
Leather Boots grant 8-10% increased movement speed (from 7-9%)
Iron Boots grants 8-10% increased movement speed (from 7-9%)
Outcast Boots grant 8-10% increased movement speed (from 10-12%) and +1 evade charge (from 10-20% increased dodge rating)
Brigandine Boots grant 11-14% increased movement speed (from 13-15%) and 56 armor (from 53)
Shrine Boots grant 11-14% increased movement speed (from 15-18%) and 16-32% increased cooldown recovery speed for evade (from 10-20% reduced duration of stuns received) and requires level 55 (from 58)
Boot Prophecy Changes
The rare Shrine Boots prophecy now grants Celestial Boots instead
Unique Boots Changes
Raindance grants 10-13% increased movement speed (from 10%) and now also grants 13-20% reduced duration of stuns received
Snowdrift grants 160-320 Dodge Rating while using Evade (from 16-32% increased dodge rating)
Naal’s Tooth, Razorfall, Sword Catcher, Black Blade of Chaos, Orian’s Sun Seal, Cruelty, Traitor’s Tongue, Scales of Lemniscate, Bane of Winter, Palarus’s Sacred Light, The Inevitable, Phantom Grip, Yrun’s Penance, Flight of Quetzeri, Triboelectra, Plague Dragon’s Tongue, Nihilis, Wall of Nothing, Aberroth’s Command, Stealth, Seed of Ekkidrasil, Null Portent, Fingers of the Phantom Mire, Carcinization of Momentum, Phase Point, Grim Constitution, Monument of Protection, Event Horizon, World Splitter, Flames of Midnight, Celestial Doom
grants 8-11% block chance per stack of Golden Aegis (from 10-13%), 22-32 ward gain on block (from 13-20), and +1 block effectiveness per 1% total uncapped resistances (from 2 per 1%)
Effective level for Legendary Potential is now 70 (from 83), and its chance to cast Rip Blood at 5 nearby targets on melee hit now has a 3 second cooldown (from 2)
Now always uses the Gladiator Helm base type (rather than Iron Casque or Gladiator Helm), but always requires level 10 (from 10 or 65 depending on base type)
No longer grants +40 armor (the armor from the implicit remains, and versions that previously used Iron Casque now grant more armor then before)
Now also grants 16-24% more armor against chilled enemies
Now also grants 16-24% more armor against blinded enemies
The Wraithlord can now consume up to 5 minions within a single cast (from an unlimited amount), and gains +3 spell damage for each minion consumed (from +10). The buff can still stack endlessly.
The Wraithlord’s Stygian Beam ability now has a base damage and damage effectiveness of 40 and 200% (from 70 and 350%)
Wrongwarp now time locks enemies within 4 meters of your destination (from 8 meters), and now only time locks non-boss enemies (from time locking all enemies). Bosses are instead slowed
Wrongwarp grants 5-10% increased cooldown recovery speed for Teleport and Transplant (from 35-55% listed, 10-18% actual)
(Bug Fix) Fixed a bug where Wrongwarp’s increased spell damage per 1% increased movement speed was giving increased damage instead of increased spell damage
Added 4 new Pets: Deep Lurker, Abyssal Lure, Nihilimus, and Voidwing
Added 4 new Armor Sets: Sea Prowler’s Demise, Scourge of the Depths, Oblivion’s Champion, and Harbingers Plate
Added 4 new Helms: Sea Tyrants Maw, Deep Watcher’s Helm, Aterroth’s Memento, and Orenthia’s Regret
Added 6 new Backslots: Darkwater Cloak, Deep Dweller’s Cape, Deep Crawler’s Embrace, Voidbringer’s Cloak, Mantle of the Ruined, and Wings of Oblivion
Added 8 new Weapons: Edge of Sunken Light, Katana of Sunken Light Bundle, Deepscale Dagger, Knowledge of the Depths, Void Cleaver, Oblivion Shot, and Bulwark of Ruin
Added 5 new Portals: Call of the Deep, Abyssal Pool, Sunken Gatekeeper, Crest of the Voidwalker, and Harbingers Gateway
Added 4 new Supporter Packs: Abyssal Traveler, Abyssal Templar, Abyssal Vanquisher, and Abyssal Legend
Fixed a bug where Spires would continuously attack players if they had not moved after using an ability, regardless of how long ago that ability was used. Spires are intended to stop attacking a few seconds after players haven’t used any abilities.
Removed a boulder in the way in the Lost Catacombs Echo zone
Fixed a bug where Corruption did not actually affecting Weaver’s Will rolls
Fixed a bug where Spires would continuously attack players if they had not moved after using an ability, regardless of how long ago that ability was used
Fixed a bug where portals didn’t always reflect the Timeline’s completion state.
Fixed certain scenarios that that would prevent Monolith objectives from being completed or cause Monolith rewards to not drop
Fixed Spires sometimes attacking players while they were in safe zones.
Fixed a bug that made shrines spawn less often inside Echoes in Offline mode.
Fixed Voidscarred Necropolis Echo, which was preventing players from entering the Quest Echo
The number of potion drops from killing enemies scaled quadratically with the number of players in the scene
The mechanic that discouraged potions from dropping too close together took other players potions into account
The number of potions other player’s had effected the chance for potions to drop for you
Fixed Request Portal buttons not updating after party leader change.
Fixed an issue with progress sharing in Monoliths, restoring it to normal behavior
Fixed an issue that allowed players to interact with other peoples portals which was not intended.
Fixed a rare disconnect issue that would bounce players back to login in a bugged state, requiring a client reset to fix
Fixed an issue where your friends’ statuses sometimes did not update on the social panel when they connected or disconnected.
Fixed a bug that was saving the last text entered in the Social Panel (Add Friend, Block Player, Invite to Party) the next time it was opened
Fixed an issue where sometimes the party frame didn’t updated when a member joined or left the party
Fixed a bug that caused some characters to disconnect and then be locked out of that character when logging back in.
Fixed an issue that caused summons to disappear during transitions in multiplayer.
Fixed an issue that erroneously allowed players to enter Dungeons while in a party or portal to each other in Dungeons which caused a large number of other issues.
Players can’t enter a Dungeon if they were not a part of the original party entering the Dungeon at the time
Players can’t portal to a player unless they are both in the Dungeon at the same time. These portals will NOT work if the player is trying to portal to a party member in a lower floor.
Players can’t re-enter a Dungeon or portal to a party member if they left the Dungeon or were disconnected
Players will be removed from the Dungeon when they die, except when fighting the Dungeon Boss. Players who die in a Dungeon Boss fight will have the ability to respawn in the Dungeon if their party members successfully defeat the boss.
We plan on changing this in a later patch to be more forgiving and to allow players to respawn under certain conditions. Perhaps spend a Dungeon key to respawn?
Fixed an issue where Monolith objectives would not correctly display their location in party play.
Fixed an issue with the party panel sometimes showing “Leave” instead of “Kick” on the other members when you where the leader.
Fixed party frames constantly displaying as dead a party member that died on a Dungeon.
Fixed the party region not updating on the Social Panel
Fixed Social Panel not showing the correct scene for Monolith Echoes and Arena
Fixed a bug where Sundering Blows and Rive were still basing their effects around bleed instead of shock when Lethal Mirage has a majority of its base damage converted to lightning
Fixed a bug where Illusory Edge and Wounding Ambush were not respecting lightning conversion from Fulgurite Shards
Passive Changes
Death’s Door (Blade Dancer Passive)
Previously: +3% Added Critical Strike chance per point
New: +10% Critical Strike Multiplier per point
Item Changes
Eye of Reen
Chance to gain a stack of Reen’s Ire for 5 seconds when you crit with a direct melee attack (from not requiring a direct use)
Bug Fixes
Removed note: “Fixed a bug that caused bosses to drop too much loot”
This was an internal bug, and should not have been noted.
okay i didn’t expect this much nerfs, holy moly where are the buffs? im still excited for the cycle but right now im a little bit disappointed about the fack that evything got nerfed.
EDIT: Please tell me you guys just forgot to put it in the patch notes. It’s one of the oldest, if not, one of the most outdated skills in the game. No one wants to see 5-6-7-pointer travel nodes on a skill in 1.1. Shame I didn’t get to see it here as it’s really one of the skills I’m waiting for a revamp since like forever, and since the chance for it to be updated were totally missed in Warlock’s release.
Not trying to sound ungrateful. I hope I’m just wrong in this one. Nice update overall though.
Love to see Avalanch as an option for lightning spell Shaman, being forced to run in to melee for Earthquake always felt terrible. The option to make Lightning Totem cast Storm Bolt is cool too, will have to see if that makes it viable on a Melee Shaman using the bonus storm bolt damage based on weapon damage node.
On the other hand, I would have liked to see some love for Meteor, but maybe the Sorcerer passive changes will breath some new life in to Meteor Sorc.
I need some clarification please. Does this mean that if you replace “one of your Uniques” and then Empower the Nemesis that you no longer have it until you later challenge the Nemesis?
Abom just is “big minion that cant die” all the big minions that cant die, fight for meta status.
Before wraithlord, Abom was able to push plenty of corruption and is one of the best arena builds for necro. its just slow and steady, it does not farm fast, but it does farm.
Abom mostly just needs some qol to its sub spells like arrow nova. (The soul shooting spell is pretty good.)
Yes, the Nemesis will have the Unique item after you give it to them. So you wouldn’t want to replace an egg with an equipped unique without a replacement.