Wrathstone DLC – PTS Patch Notes: Part 3 Combat & Gameplay

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Welcome to The Elder Scrolls Online v4.3.0 and the Wrathstone DLC game pack! Wrathstone introduces two new 4-player dungeons – Frostvault and Depths of Malatar – in addition to a number of new item sets and collectibles. The base game features a new Zone Guide system that will assist you in finding content to complete in each zone. Additionally, we’ve added a new Battleground map and updated several older PvP item sets, as well as updated the Guild Trader Interface to add some new features.

Our main focus for combat and gameplay this update was to focus more on racial balance; you can read more about our goals in this forum post. Please note we’ve refunded all racial passives, so make sure to re-spend them after you log in.

All PC/Mac North American characters have been copied, and a Wrathstone template is also available for you to use. We hope you enjoy this latest update, which is approximately 3.53GB in size, and we can’t wait to read your feedback!

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General

  • Fixed an issue where your ability bars could appear desynced from the actual weapon you were holding, if you attempted to bar swap too frequently while casting another ability.
  • Fixed an issue where some crowd control abilities could cause targets to get stuck in water.
  • Successfully Heavy Attacking a target that is blocking will now provide half the resources, rather than none. This means if your Heavy Attack would restore 2160 Stamina normally, and a target blocks it, it will now restore 1080 rather than 0.
    This change is aimed at retracting from some of the polar counter play that this mechanic previously provided. Before, if you merely activated block while you were trying to recuperate resources, you could continuously starve your recovery. The change now still helps reward thoughtful gameplay where a meaningful activation of block can determine the flow of combat, with less stark contrast. Dodging a Heavy Attack still prevents all resources from recovering. We will continue to investigate this performance and see if further adjustments are required.

 

  • All pets will now inherit your bonuses and derived stats. This means your Critical Hit Chance, Critical Hit Multipliers, Champion Points, and other % damage or healing amplifications will be applied to any pet you summon. Item sets that summon pets will continue to not inherent your Critical Strike Chance.
    This was aimed at making the stat scaling system easier to understand in the long run; when you increase your own damage, your pets will now follow in scale as such. This is part of an ongoing process to make pets clearer and more enjoyable to use.
  • Enchants on one handed weapons will now be half the potency of those placed on two handed weapons. This will apply to the damage and effectiveness of enchants, but will not affect the cooldown.
    • This means an enchant that would normally have a 4 second cooldown and deal 4000 damage on a two handed weapon will deal 2000 Damage, but still have a 4 second cooldown.
      This change was made to better align with the current functionality of differences in one handed and two handed weapons. Traits and item set slot progression are worth twice as much on two handed weapons than they are on one handed weapons, and the previous interaction broke that paradigm in the case of enchantment performance.

 

Buffs and Debuffs

  • Fixed an issue where Major and Minor Evasion were affecting skills they should not have been. The following abilities and sets will no longer be reduced by Major and Minor Evasion’s damage reduction:
    • Force Pulse 
    • Overwhelming Surge 
    • Radial Uppercut 
    • Selene’s 
    • Sheer Venom 
    • Shrouded Dagger‘s bounce damage 
    • Trap Beast and its morphs 
    • Unfathomable Darkness 
  • Abilities that provide Major Buffs that are not associated with healing or damage will now apply to a maximum of 12 targets. Below are the following abilities affected by this change:
    • Frost Cloak & morphs now affect 12 targets instead of 6
    • Molten Weapons & morphs now affect 12 targets instead of 6
    • Rapid Maneuvers & morphs now affect 12 targets instead of 2
    • Warhorn & morphs now affect 12 targets instead of 24
      Due to the structure of our group sizes and targeting systems in place, we wanted a healthier balance in terms of how abilities hit targets. Previously, many abilities only hit 6 players (such as Molten Weapons or Frost Cloak), while other abilities hit 24 players (Rapids or Warhorn) which left a large disparity in their performance in how groups engaged with them. We used the Trial group size as a healthy medium since it was in the middle of 4-player dungeon content and large-scale warfare in Cyrodiil. Please note that we consider abilities that heal or do damage as higher impact, thus their additional affixes will continue to only hit 6 targets for the time being.
  • Fixed an issue where gaining any source of Empower would override a previous source, even if the duration was shorter. The longest lasting duration of Empower will always gain priority.

Dragonknight

Draconic Power

  • Spiked Armor: Fixed an issue where the damage return of this ability and its morphs applied before an attacker had completed their attack, which could prevent bonuses such as Stealth to apply. The damage return will now fire after the incoming attack has completed, rather than when it began.

Earthen Heart

  • Obsidian Shard: Fixed an issue where the heal from this ability and its morphs was not prioritizing players over pets.

Nightblade

  • Assassination
    • Mark Target: Updated the Death Recap hint for this ability to more accurately describe its functionality.
  • Shadow
    • Shadow Cloak: Fixed an issue where this ability and its morphs were being removed from Damage over Time effects from siege weaponry that was applied to your character, such as Fire Ballista’s damage over time.

Sorcerer

Daedric Summoning

  • Updated the tooltips for all summon abilities to better indicate the damage or healing they provide.

Storm Calling

  • Boundless Storm: Reduced the cost of this ability and its morphs by approximately 34%.
    After the recent changes to sourcing of Major Expedition, the morph Boundless Storm highlighted a problem of this ability where its cost was far too high for the operational power that it provided. We’ve based the new cost to be more in line with other sources of Major Ward and Resolve. In turn, this has brought Boundless Storm to a much healthier state where the short duration of the Major Expedition can be offset with a lesser cost, so that recasting earlier is a valid choice.

 

  • Implosion:
    • Renamed this passive to Amplitude.
    • This passive is now a reverse execute mechanic, and increases your damage against targets by 1% for every 10% health they currently have.
    • The minimum bonus this passive can provide is 1% increased damage done.
      This change was aimed at helping Sorcerer’s damage production go up, while helping them in the targeted gameplay pattern of getting targets into specific health thresholds, detracting from the feeling of uncontrollable burst for the caster, and sudden moments of low telegraphed high damage for the target.

      The HP thresholds for the damage are as follows:

      • 100% Health = 10% damage
      • 99%-90% = 9%
      • 89.9%-80% = 8%
      • 79.9%-70% = 7%
      • 69.9%-60% = 6%
      • 59.9%-50% = 5%
      • 49.9%-40% = 4%
      • 39.9%-30% = 3%
      • 29.9%-20% = 2%
      • 19.9%-10% = 1%
      • 9.9%-0% = 1%

 

  • Overload:
    • Your weapon will no longer be visible while you are casting a Light or Heavy Attack while this ability or its morphs are toggled on.
    • Fixed an issue where these abilities’ Heavy Attacks would not benefit from Ultimate cost reduction.
    • Energy Overload (morph): Fixed an issue where the Magicka return from this morph would fail to fire if the ability was reflected.

Templar

Dawn’s Wrath

  • Blazing Shield: Fixed an issue where this ability had an erroneous field that limited the damage dealt to 10% of the caster’s health.
  • Solar Barrage:
    • Increased the damage dealt by this morph by approximately 10%.
    • This ability now grants an infinite Empower bonus during the entire duration, instead of firing a single Empower bonus after each tick.
      Internally, we found that melee Magicka-based Templars specifically were struggling to contend with other melee damage dealing spots in organized play (such as fully-optimized raiding environments that have access to many empowering and debilitating abilities), and this change is aimed at remedying that. We’ve specifically targeted more of the single target damage production of the class with this change, as their cleave DPS is in a relatively healthy spot.
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Restoring Light

  • Cleansing Ritual: Fixed an issue where the heal from this ability and its morphs were not prioritizing the most injured targets inside the area.

Warden

Animal Companions

  • Swarm: Fixed an issue where the visual affects from this ability and its morphs would persist on targets who entered invisibility or stealth.
    • Growing Swarm (morph): Fixed an issue where this ability could target enemies in Sneak or Invisibility when attempting to spread to a new target.
  • Wild Guardian: Fixed an issue where the Crushing Swipe ability could only hit up to 6 targets.

Green Balance

  • Soothing Spores: Fixed an issue where this morph was using your Spell Critical instead of your Weapon Critical. 

Weapon

Two Handed

  • Heavy Weapons:
    • Reduced the bleed applied from the Axe version of this passive by approximately 12%.
    • Increased the increased damage bonus from the Sword version of this passive to 6%.
  • Momentum: Fixed an issue where the healing from this ability and its morphs were unintentionally procing melee attack-related requirements.

Dual Wield

  • Twin Blade and Blunt:
    • Reduced the bleed applied from the Axe version of this passive by approximately 12%.
    • Increased the increased damage bonus from the Sword version of this passive to 3% per sword equipped.
      The axe version of both Twin Blade and Heavy Weapons were previously over budgeted and provided far more total damage to your target than the other weapon types. Additionally, the bleeds applied from these weapons were performing well against all armor types, rather than focusing on being better against only targets with high Physical Resistance. We are still closely monitoring the bleed from these passives, and investigating ways to better distinguish the play patterns that Axes and Maces provide.

      The sword version of both of these passives were also under budgeted since their bonuses were additive. We’ve increased this to 6% in the meantime to fix some truncation issues with Dual Wield, and will continue to investigate ways to ensure swords remain a viable choice of weapon type.

 

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  • Bow
    • Scatter Shot: Fixed an issue where the stun applied from this ability and its morphs was not able to be broken until after the knock back had completed, which made it feel less responsive to CC break.
    • Volley: Fixed an issue where the abilities from Volley or its morphs were unintentionally blockable. Since this ability is a ground-based, area of effect, damage over time ability, it is intended to follow the same rulesets of others in which it cannot be blocked or dodged. #Facts

Destruction Staff

  • Ancient Knowledge: Removed the requirement of having a Destruction Staff ability slotted to gain the effect of this passive. Now, you simply need to equip the Destruction Staff type of the buff you want to gain the bonus it provides.
    This passive was far too restrictive in the sense that it required you to be actively wielding the weapon type necessary to unlock the desired passive, while also slotting an ability from that skill line as well. Now, you will only need to equip the staff type desired. Traditionally, our passives fall into one of three categories: while using an ability of X type, with an ability/weapon of X type slotted, or one that is active at all times. The goal here was to improve the selection of skills on your bar based on what sort of abilities you wanted, rather than being forced to take something for a passive when you’ve already dedicated to a prerequisite it provided.
  • Shock Clench: Fixed an issue where the area of effect detonation of the ability, “Shock Clench Explosion”, was not able to critically strike. This ability will now properly scale with your Spell Critical rating and inherent your Critical Hit Damage modifiers.

 

World

Soul Magic

  • Soul Trap: Fixed an issue where the initial hit from this ability or its morphs could remove targets from Sneak or Invisibility if they were near the impact of the initial target.

Vampire

  • Fixed an issue where the visual effects of movement speed buffs were displaying around invisible legs while entering Mist Form or its morphs. You will no longer look like a running dust cloud when in Mist Form with a movement speed buff.

Werewolf

  • Fixed an issue where the bleed applied from Light Attacks while in Werewolf Transformation or its morphs could still trigger Enchantments.
  • Fixed an issue where your character would turn invisible when transforming back into human form after jumping to a new area.

Guild

Undaunted

  • Inner Fire: The Synergy granted from this ability and its morphs now have a minimum range of 12 meters to activate, instead of 18 meters. (Rejoice, as you no longer need to sprint back and forth from varying ranges like an Olympian to activate these bonuses!)
    While we want to have differences in the Synergies that melee and ranged build have access to, we realized that many ranged builds still found themselves getting closer to their targets in order to use powerful abilities such as Wall of Elements or other shorter ranged abilities. The new range should now better reward teetering between melee and ranged distances.

 

Psijic Order

  • Imbue Weapon: The resource return from failing to consume this ability will now only return a portion of the resources, rather than all of them. This was done to fix an issue where you could get more resources back than you had originally casted it with, when used in tandem with sources of cost reduction.
  • Deliberation: Fixed an issue where the Major Protection granted from this passive was unintendedly stronger than other sources of Major Protection.

Alliance War

Assault

  • Vigor: Fixed an issue where this ability and its morphs were unintentionally proccing abilities with a ranged attack prerequisite.
  • Rapid Maneuvers: This ability and its morphs will no longer provide immunity to snares or immobilizes.
    • Retreating Maneuvers: This morph will no longer remove current snares or immobilizes, and will instead grant affected allies a bonus that reduces their damage taken from behind by 15%.
      After the changes to Major Expedition in Update 20, we wanted to make sure all abilities that provided the buff were given the same pass, yet Rapid Maneuvers was left untouched. We wanted to spend more time fleshing out a new identity for this ability, while still retaining the unique group play it enabled. Since the removal of snares and immobilizes is such a powerful tool, we removed that function from this skill since it was allowing large groups to ignore incorporating those types of abilities in their individual builds. We repurposed Retreating Maneuvers for something that was strictly defensive, as the name implied, so you’ll now take less damage when being attacked from the backside as you reposition or retreat.
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Support

  • Purge:
    • Fixed an issue where this ability and its morphs did not properly benefit from the Magicka Aid passive of this skill line.
    • Fixed an issue where these abilities would not trigger requirements for “when purging an ally”. You are totally purging your allies.

Racial

Racial passives that pertain to combat bonuses have gone through re-evaluation to better align their performance in regards to our set bonus efficiency standard, while improving the unique gameplay elements the races provide. We’ve converted many of the % bonuses into flat bonuses so there is less variability in how these races interact with player builds, but we’ve balanced the total number of them so they give similar values of optimized builds.

We’ve refunded all racial passives to help highlight the changes made to each race, so make sure to re-spend them when you log in!

Below, you’ll find each passive’s original functionality first, and the new change listed after if applicable.

  • High Elf
    • Increases Experience gain in Destruction Staff Skill Line by 15%, extra 1% Generic Experience gain → No changes
    • Spellcharge: Gain 9% Magicka Recovery → Spell Recharge: Restore 575 Magicka or Stamina, based on whichever is higher, after activating a Class Ability. This effect can occur once every 6 seconds. Reduces damage taken by 5% while you are using an ability with a cast or channel time.
    • Gift of Magnus: Gain 10% Max Magicka → Syrabane’s Boon: Increases your Max Magicka by 2000.
    • Elemental Talent: Gain 4% Fire/Shock/Ice damage → Increases your Spell Damage by 258.
      Previously, High Elves offered bonuses that weren’t distinct enough from other races, so we decided to repurpose their Recovery passive into one that captured the race’s belief in destiny or birth right (in this case, your class!) while still retaining the functionality of resource management. We also found the Elemental Talent passive to be too restrictive in use for damage dealers, so we wanted to open up the usage of it to all Magicka builds.

 

  • Argonian
    • Increases experience gain in Resto Staff Skill Line by 15%, extra 50% Swimming Speed → No changes
    • Resourceful: Gain 3% Max Magicka and restore 4620 Health, Magicka, and Stamina when you drink a potion → Increases your Max Magicka by 1000. Restore 3600 Health, Magicka, and Stamina when you drink a potion.
    • Argonian Resistance: Gain 9% Max Health and 1485 Poison and Disease Resistance → Increases your Max Health by 1000 and your Disease Resistance by 2310. You are immune to the Diseased status effect.
    • Quick to Mend: Gain 5% Healing Done and Received → Life Mender: Increases your Healing Done by 4%.
      Previously, Argonians were mathematically twice as good as some races. We wanted all races to stand out, yet still allow for choice of playstyle. Their focus is now on their natural healing capabilities, as well as their ability to prolong and stay in a fight. Now they have more stats in regards to what the goal of the race is, while they’ll have less in other areas that weren’t in line with that vision.
  • Wood Elf
    • Increases experience gain in Bow Skill Line by 15%, decreases fall damage taken by 10% → No changes
    • Y’ffre’s Endurance: Gain 21% Stamina Recovery → Increases your Stamina Recovery by 258.
    • Resist Affliction: Gain 6% Max Stamina and 1485 Poison and Disease Resistance → Increases your Max Stamina by 2000 and your Poison Resistance by 2310. You are immune to the Poisoned status effect.
    • Stealthy: Reduces detection Radius by 3m and Increases Damage Done in Stealth by 10% → Hunter’s Eye: Increases your Stealth detection radius by 3m. After you use Roll Dodge you gain 20% Movement Speed for 3 seconds.
      Previously, if you weren’t able to utilize Stealth you lost a large portion of effectiveness that Wood Elves provided, so we’ve reworked this passive. Since Wood Elves are natural born hunters, we gave them a unique movement speed boost so they could hunt their targets better, or reposition to a more favorable position. Additionally, since the Khajiiti race deals much with adeptness for the shadows, we’ve repurposed the Stealthy passive to be an anti-stealth one.
  • Breton
    • Increases Experience gain in Light Armor Skill Line by 15%, extra 1% Alliance Point gain → No changes
    • Gift of Magnus: Gain 10% Max Magicka → Increases your Max Magicka by 2000.
    • Spell Attunement: Gain 3960 Spell Resistance → Gain 2310 Spell Resistance and 100 Magicka Recovery.
    • Magicka Mastery: Gain 3% Magicka Cost Reduction → Reduces the Magicka cost of your abilities by 7%.
      The Breton race is meant to showcase the alternative side of attunement to magic, with their ability to weave spells for prolonged periods of time. Their previous cost reduction bonus was being eclipsed by other races’ bonuses, so we wanted it to stand out more as their main focus. In addition to this, Bretons had a large bulk of their efficiency split between sustain and Spell Resistance, which made them feel less focused in one core theme. We’ve adjusted their Spell Resistance passive to be slightly less impactful, and added some additional recovery to make them the true masters of sustain of Magicka, similar to the choice between Redguard and Orc of sustain versus raw damage.
  • Dark Elf
    • Increases Experience gain in Dual Wield Skill Line by 15%, reduces damage taken from Lava by 50% → No changes
    • Dynamic: Gain 6% Max Stamina and Magicka → Increases your Max Stamina and Magicka by 1250.
    • Resist Flame: Gain 3% Max Magicka and 2079 Flame Resistance → Increases your Max Health by 600 and your Flame Resistance by 2310. You are immune to the Burning status effect.
    • Destructive Ancestry: Gain 7% Flame damage and 2% Frost and Shock Damage → Ruination: Increases your Weapon and Spell Damage by 258.
      Dark Elves are notoriously well known for their ability to wield blade or magic, yet their previous passives heavily favored the magic portion and outclassed many other Magicka races to boot. We wanted to improve their natural diversity by allowing them to sufficiently tackle any role by granting them more well-rounded bonuses for Magicka and Stamina. We added Max Health to better highlight their ability to survive in harsh conditions, in place of their second bonus to Max Magicka. Their damage compared to a pure specialized race should be slightly less, but with the added bonus of utility from their Max Health and additional bonus to their other resource pool.
  • Imperial
    • Increases Experience gain in One Hand and Shield Skill Line by 15%, extra 1% Gold gain → No changes
    • Tough: Gain 12% Max Health → Increases your Max Health by 2000.
    • Conditioning: Gain 10% Max Stamina → Imperial Mettle: Increases your Max Stamina by 2000.
    • Red Diamond: 10% Chance on Melee Attack to heal for 6% of Max Health → When you deal Direct Damage you have a 15% chance to heal for 1750. Reduces the cost of your Block and Bash abilities by 5%.
      We were relatively happy with the performance of the Imperial races previously, but wanted to improve Red Diamond to stand out and be more accessible across different play styles. Now even on non-offense oriented builds, you’ll still be able to get a bit of a bonus out of it, and the proc condition for the heal will be far more available than it was previously.
  • Khajiit
    • Increases Experience gain in Medium Armor Skill Line by 15%, 5% bonus change to successfully pickpocket → No changes
    • Nimble: Gain 20% Health Recovery and 10% Stamina Recovery → Robustness: Increases your Health Recovery by 100 and your Stamina and Magicka recovery by 75.
    • Stealthy: Reduce detection radius by 3m and Increase damage from Stealth by 10% → Lunar Blessings: Increases your Max Health, Magicka, and Stamina by 750.
    • Carnage: Increase Weapon Critical Chance by 8% → Feline Ambush: Increases your Weapon and Spell Critical Chance by 8%. Reduces your detection radius in Stealth by 5m.
      The Khajiit racial bonuses were the most under budget in terms of our stat density system, and as such we wanted to make improvements on what they offered without making them the absolute best at one thing. Since the Khajiiti race has a lot of diversity ingrained in their culture, we wanted to capture the essence of that across the board by improving their Critical bonus to affect all Critical chances, as well as making their recovery affect all 3 resource pools. On top of that, to make up for the mathematical deficit, we added a smaller bonus to all 3 resource pools to drive home on their natural versatility.
  • Nord
    • Increases Experience gain in Two Handed Skill Line by 15%, 15 extra minutes on drink buffs → No changes
    • Stalwart: Gain 6% Max Stamina and 20% Health Recovery → Increases your Max Stamina by 1500. When you take damage, gain 5 Ultimate. This effect can occur once every 10 seconds.
    • Resist Frost: Gain 9% Max Health and 2079 Cold Resistance → Increases your Max Health by 1000 and your Cold Resistance by 2310. You are immune to the Chilled status effect.
    • Rugged: Gain 6% damage reduction → Increases your Physical and Spell Resistance by 3960.
      Nords, similarly to Imperials, are meant to be one of our sturdier races that focus on defensive power more than offensive; and we wanted to improve that feeling while also having the bonuses affect all playstyles. The Health Recovery bonus didn’t really fit in the grand scheme of that, so we changed it to a conditional proc of Ultimate generation to better emphasize their readiness for battle. Additionally we changed their unique damage mitigation into our Resistance equivalent, so that it would not be diminished in the same sense; while allowing for new build paths for those who wish to reach the Resistance cap.
  • Orc
    • Increases Experience gain in Heavy Armor Skill Line by 15%, extra 10% Inspiration gain → No changes
    • Brawny: Gain 6% Max Health and Stamina → Increases your Max Health and Stamina by 500.
    • Unflinching: Increases Healing Received by 5% and 20% Health Recovery → Increases your Healing Received by 4%. When you deal damage with a weapon ability you restore 380 Health and Stamina. This effect can occur once every 4 seconds.
    • Swift Warrior: Increases Melee Damage by 4%, 12% Sprint cost reduction and 10% Sprint Speed → Increases your Weapon Damage by 258. Reduces the cost of your Sprint ability by 12% and increases your Movement Speed while Sprinting by 10%.
      Orcs are meant to be an aggressive race, which focus mainly on momentum and overwhelming their opponents. To bring that play style to realization we took away some of their more defensive stats, and put them back into offensive ones, or ones that required aggressive conditions to proc. Additionally, their previous bonus to offensive power was gated to only melee builds, and didn’t scale with many abilities that were still used by melee builds; so we converted it into a bonus that all aggressive play styles can use.
  • Redguard
    • Increases One Hand and Shield Skill Line by 15%, 15 extra minutes on food buffs → No changes
    • Exhilaration: Gain 9% Stamina Recovery → Martial Training: Reduces the cost of your Weapon abilities by 8%.
    • Conditioning: Gain 10% Max Stamina → Increases your Max Stamina by 2000.
    • Adrenaline Rush: When you deal damage with a melee attack you restore 792 Stamina. This effect can occur once every 5 seconds. → When you deal Direct Damage, you restore 950 Stamina. This effect can occur once every 5 seconds.
      Redguards were our golden standard for what races should strive to be, so we used them as a general guideline when rebuilding some of the other races. This was due to the fact that Redguards had distinct playstyle enhancing bonuses that allowed engaging and thoughtful choices to building a character. Despite this, we noticed many restrictions in their own passives, and wanted to improve that by making them more accessible by other play styles. We condensed some of their Stamina Recovery passive into Adrenaline Rush, and then added a new passive that affected all build paths, instead of just Stamina builds; while highlighting their culture’s practice of training their adolescence in martial warfare early on in life.

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Item Sets

  • Fixed an issue where multiple sets were not prioritizing the most injured targets in their respective conditions. The following sets now prioritize players who are the most injured, rather than players closest to the center or caster of the ability:
    • Almalexia’s Mercy
    • Draugr’s Rest
    • Nightflame
      While AoE healing abilities target the lowest health allies in their vicinity, AoE damage abilities target the enemies closest to the epicenter of the attack. The more you know!

 

  • Deadly Strike: This set now drops in Robust instead of Healthy, and drops in Medium Armor slots, due to the updates made to this set.
  • Deadwater’s Guile: Fixed an issue where you could get multiple procs from this set from a single kill.
    • Note that multiple players wearing this set still can generate Ultimate when sharing a kill.
  • Engine Guardian: Fixed an issue where this set could not trigger from abilities with a Health cost associated with them.
  • Flanking Strategist:
    • You now gain 400 Weapon Damage against a target when attacking them from the side or back.
    • Fixed an issue where this set was increasing your Healing done.
      After creating the Spell Strategist set, we decided to rebalance this set to be a better comparison to it for Stamina based characters, while still having a unique mechanic built in to emphasize on positioning. Note that this set still has potential to apply to Area of Effect attacks, so the value will be lower than Spell Strategist.
  • Grothdarr: Fixed an issue where the damage from this set could be blocked.
  • Merciless Charge: Fixed an issue where the damage over time of this ability could be blocked.
  • Plague Slinger:
    • Plague Slinger’s Skeever Corpses now correctly display the radius of the Skeever projectile.
    • Plague Slinger now fires 5 projectiles instead of 4 projectiles.
    • Plague Slinger now fires after a 1 second delay instead of a 1.5 second delay.
      Plague Slinger has relatively low damage output for a DPS set with plenty of counter play. We reduced the delay of the first hit to better ensure hitting the enemy with at least one poison shot, and increased the number of projectiles to encourage combining Plague Slinger with CC abilities. With these changes, Plague Slinger will be more in line with the damage scaling of other Stamina damage proc sets.
  • Sentinel of Rkugamz: Redesigned the functionality of the Dwemer Spider summoned from this set:
    • The pet will no longer attempt to follow the target that it’s trying to heal.
    • The pet can no longer be targeted, and as such cannot be pushed around from enemy attacks anymore.
    • The pet will now last the full duration and offer the proper amount of healing and stamina over its duration.
  • Soldier of Anguish: This item set will no longer drop bows and staves, as the item set triggers off of melee light attacks – which those item types cannot deliver.
  • Virulent Shot: Fixed an issue where the damage over time from this set could be blocked and dodged.

 

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