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View Full Version : Game Update: Destiny of Velious - Tuesday, February 22, 2011


Amnerys
02-22-2011, 11:23 AM
<p>EverQuest II’s seventh expansion, Destiny of Velious, is now live!Following the events of Sentinel's Fate, the twin Swords of Destiny, Soulfire and the Qeynos Claymore, have been drained of their powers, setting the stage for the destruction of the EverQuest universe. The prophecy known as Age's End begins to unfold in the legendary continent of Velious, and it is here where the war for Norrath will arise. For there to be any chance to save Norrath, the Swords of Destiny must be restored.Norrathian guardians who undertake this burden will be tested by labyrinthine dungeons, the harsh Velious tundra, and powerful creatures including the God of War himself, Rallos Zek. To succeed will mean ultimate glory. To fail could mean annihilation.</p><p><strong>Destiny of Velious Features:</strong></p><ul><li>Soar high above Norrath with flying mounts</li><li>Crawl your way through 10 dangerous dungeons</li><li>Complete four new Heritage Quests</li><li>Battle through more than 300 new quests</li><li>Craft through more than 60 new tradeskill quesfts</li><li>Conquer one new truly massive contested dungeon</li><li>Discover two new overland zones</li><li>Defeat four new raid instances</li><li>Collect more than 1,000 new weapons and items</li><li>Journey through a new Signature Quest line</li><li>Slay more than 30 new creatures</li><li>Equip more than 100 new armor sets</li><li>New AA abilities with an increased cap of 300 </li></ul><p><strong>TARGET TAGGING SYSTEM</strong>You can now tag NPCs and even PCs with the new Target Tagging System.</p><ul><li>Characters can be assigned an icon and/or number combination that your group or raid can use to easily communicate tactics.</li><li>Press CTRL-SHIFT-T or right-click your Target window and choose "Tag" to open the Tagging interface.</li><li>You must be in a group to tag characters.</li><li>Tagging commands can be dragged from the Tag window directly to a hotbar, or assigned a hotkey from the Options->Controls->Tagging menu.</li><li>Tagging icons can also be disabled under Options->User Interface->Name & Chat Bubble</li><li>Tags can be removed by toggling the icon or number that already exists on a character</li><li>Tagging can also be done via macro by using the /tagtarget command:<ul><li>/tagtarget - to tag your target with a specific icon.  Ex: /tagtarget skull</li><li>/tagtarget - to tag your target with a numeric value.  Ex: /tagtarget 1</li><li>/tagtarget clear - to clear your target's tag </li></ul></li></ul><p><strong>NEW GRAPHICS OPTIONS</strong>In the options under Display (Advanced) - Special Effects you will find the following graphics settings:</p><ul><li>Depth of Field<ul><li>Applies a focus range to the rendered scene.  Objects in the distance and too close will appear slightly blurry, creating a sense of haze in the distance and enhancing the scene with a more fantastic look. </li></ul></li><li>Ambient Occlusion<ul><li>Darkens cracks and crevices where lighting would naturally dissipate, bringing better depth and shading to everything. </li></ul></li><li>Sun Shafts<ul><li>Sun rays have diffractive beams creating very cool effects as the sun peeks through trees or around objects. </li></ul></li></ul><p>Water Reflections</p><ul><li>Water reflections improved to match geometry better, especially when on flying mounts. Zones that don’t have this yet will be adjusted with future updates.  Complex quality options have been changed to a simple on or off. When off the sky color will be reflected.<ul><li>Display (Advanced)  - Water - Water Reflections </li></ul></li></ul>

Amnerys
02-22-2011, 11:24 AM
<p><strong>COMMUNITY CALENDAR</strong></p><p>We've added a new in-game calendar so you can keep up-to-date on the monthly holidays and special events.Access the calendar from the EQII Start Menu.Mouse-over any event in the calendar for more details about that event.Daily header images allow you to easily see events that span multiple days.Guilds can also make use of the calendar by creating guild-only events.For guild members with the proper permissions, right-click on any day of the month and choose "Create Guild Event"Members with permission to manage events will be able to create, edit and delete guild events.<strong>USER INTERFACE</strong></p><ul><li>Attribute tooltips now more clearly show the bonuses and amounts of those bonuses they are giving.</li><li>The Recipe Window will now perform much better for players that have a large number of recipes.</li><li>The server was optimized to reduce lag related to players with large numbers of recipes.<ul><li>NOTE: Third-party UI's will need to update the recipe window.</li></ul></li><li>The resurrection accept window will now close itself if you revive instead.</li><li>Changed description of mount speed to "Ground Mount Speed" so it wouldn't be confused with air mount speed.</li><li>Spell Multi Attack now shows in the default UI on the spells page of the character persona window.</li><li>You can now shift-click achievements to link them in chat.  Clicking on the link will open your journal and display the specified achievement.</li><li>You will now autojoin the crafting chat channel when achieving level 10 as a crafter.</li><li>The group quest journal now updates when a member of your group completes a step of his quest.</li><li>The chat option for spell flavor text is turned off by default for new characters.</li><li>Added a pet threat meter and detriment icons with click-to-cure to the pet window.</li><li>You can now spend tokens from a mix of inventory tokens and currency window tokens.</li><li>You can now search your entire inventory, including bank and house vault, for items by their name.</li><li>Click the "Find" button on the Character Window just above the inventory slots.<ul><li>As a shortcut, you can use the command /finditem.</li></ul></li><li>Custom UI modders:  Added Self.AverageItemScore to dynamic data. It is the average item score of all of your currently equipped items.</li><li>Bug Fixes:<ul><li>Fixed a display bug with the XP bar when at max level.</li><li>Fixed a bug with ExperienceCurrent dynamic data when at max level.</li><li>Fixed a bug where your currently selected quest could change when zoning or logging out.</li><li>Fixed a bug causing you to not be able to move a bag from shared bank to normal bank.</li><li>Fixed a bug where the sorting of your knowledge book wouldn't save when zoning.</li><li>Fixed a bug where large characters’ conversation windows would not be visible from a certain distance.</li></ul></li></ul>

Amnerys
02-22-2011, 11:25 AM
<p><span style="font-size: x-small;"><span style="font-size: 10pt;">MECHANICS / ITEMIZATION CHANGES</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Hate Gain</span></span></em></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The cap for hate gain modifiers was raised from 50 to 100%. The hate decrease modifier cap remains at 50%.</span></span> </li></ul> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Stat Changes</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">With the launch of Sentinel’s Fate, we introduced the initial stage of attribute refinement. By defining a primary attribute for each archetype, we made it easier for players to understand which items they should be chasing to equip their character. With Velious we are moving more towards this by folding Power into your primary attribute, and also by removing the small side benefits from these stats such as increased avoidance or resists.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">When defining primary attributes, the unintended side effect was that some classes got an extra benefit because they naturally had a lot of a stat where other classes did not. A tank having high strength does not benefit from anything outside of the power increase it gives, while a scout not only became more powerful but gained an avoidance and critical mitigation advantage because they were easily capping that benefit. The same goes for wisdom - Priests gained added resistances, but all items used the same resist values so there was no compensation for the fact that other classes could not cap that benefit.  In any case where the side benefit was intended for the archetype, we added it through self-buffs or as a basic benefit of the archetype – for instance, scouts now get bonus avoidance through self-buffs, rather than gaining it by increasing their agility.</span></span></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Agility and Intelligence no longer grant a bonus to critical mitigation. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Agility no longer provides a bonus to avoidance.</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The base avoidance bonus of scouts is now attached to scout self-buffs instead of being an innate effect.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Added base avoidance bonus to many buffs that grant agility.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Removed agility from self-buffs of classes that gain no benefit from agility.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The following spells are affected:</span></span> <ul type="square"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Assassin: Cunning Defense, Villainy</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Bruiser: Bodyguard, Bob and Weave, Brutality</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Brigand: Street Smarts</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Coercer: Signet of Intellect</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Dirge: Harl’s Rousing Tune, Death’s Door</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Fury: Feast, Peerless Predator, Primal Fury, Spirit of the Bat</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Guardian: Armored</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Inquisitor: Fanaticism</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Monk: Crouching Tiger</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Mystic: Ancestral Avatar</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Paladin: Knight’s Stance</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ranger: Hunter’s Instinct, Survival Instincts</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Shadowknight: Lucan’s Pact</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Swashbuckler: Bladeweaver</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Troubador: Daelis’ Dance of Blades</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Warden: Favor of the Wild, Spirit of the Bat</span></span> </li></ul></li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Wisdom no longer gives a bonus to Arcane, Noxious and Elemental resists.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Buffs that grant Wisdom now also grant spell resistance.  If a self-buff was granting Wisdom to a class that gains no benefit from Wisdom, this has been removed and replaced with spell resistance.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The following spells are affected:</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Defiler: Sinister Countenance</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Fury: Feast, Forest Spirit, Primal Fury</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Guardian: Armored</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Illusionist: Rune of Thought</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Inquisitor: Fanaticism</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Monk: Inner Calm</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Mystic: Ursine Avatar</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Necromancer: Mortality Mark</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Paladin: Crusade</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Templar: Virtue</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Troubador: Raxxyl’s Rousing Tune</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Warden: Aspect of the Forest, Favor of the Wild</span></span> </li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">In order to further offset the loss of spell resistance that was formerly gained from wisdom, a caster-only spell resistance component has been added to the following buffs:</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Mages: Magi’s Shielding</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Assassin: Villainy</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Berserker: Aggressive Defense</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Bruiser: Bob and Weave</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Defiler: Sinister Countenance</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Dirge: Death’s Door</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Fury: Peerless Predator</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Guardian: Iron Will</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Inquisitor: Sacred Armor</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Monk: Inner Calm</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Mystic: Ursine Avatar</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Paladin: Blessing of the Paladin</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ranger: Hunter’s Instinct</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Shadowknight: Innoruuk’s Caress</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Swashbuckler: Bladeweaver</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Templar: Holy Armor</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Troubador: Daelis’ Dance of Blades</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Warden: Warden of the Forest</span></span> </li></ul></li></ul> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Health and Power mods merged into attributes</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">We have streamlined the way you gain health and power bonuses, and no longer add “+health” or “+power” stats to items.  You now gain health by increasing your stamina, and gain power by increasing your primary archetype stat.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Before Velious, you gained health by collecting items with “+health” on them, and also by increasing your stamina.   This is redundant, since we had two stats giving an identical bonus.  Now each point of stamina will give you 10 health at maximum level.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Similarly, you gained power by collecting “+power” items, and by increasing your primary archetype stat.  Now you’ll just collect your primary archetype stat to increase your power pool.  At maximum level, you gain 10 power per for each point of your primary archetype stat.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">“+Health” and “+power” stats will still exist in the form of adornments and buffs.</span></span></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The amount of heath you receive per stamina point now increases as you level.</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">You can see the per point bonus on your stamina tooltip on your character window, and the total number of health points from your stamina in your health tooltip.</span></span> </li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The amount of power points you receive per primary attribute point now increases as you level. </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">You can see the per point bonus on your primary attribute tooltip on your character window, and the total number of power points from your primary attribute in your power tooltip.</span></span> </li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Stamina no longer has a cap or a diminishing return curve. </span></span></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Your primary attribute power benefits are not capped. </span></span></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The formulas for maximum health and maximum power have been altered. The formulas are:</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Max Health = (base health for class and level) + stamina * health per stamina point </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Max Power = (base power for class and level) + primary attribute(str, wis, int, agi) * power per attribute point</span></span> </li></ul></li></ul> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Threshold Stats</span></span></em></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Critical mitigation is now a required stat for all tiers of content starting with Velious. </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Previously, critical mitigation was only used in raids; but Velious mobs did not get that memo and they all know how to critically hit. Because of this, critical mitigation is valuable everywhere and Velious itemization reflects this. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Each tier of the expansion expects you to have a certain value of critical mitigation give or take a few percentage points. So if you find that you are being hit too hard, you may want to go for some drops in other dungeons to help make things easier.</span></span> </li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Critical chance is now contested against an NPC’s critical avoidance. </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Critical chance has been turned into the offensive version of critical mitigation. All NPCs have a stat called critical avoidance. This stat is a direct reduction of your chance to critically hit them. This means if an NPC has 30% critical avoidance you would need 130% critical chance to hit him all the time. The critical mitigation and critical avoidance values are displayed as a buff on any NPC you encounter using this mechanic.</span></span> </li></ul></li></ul> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Proc/Item Effects</span></span></em></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Procs have been limited to a few slots and specialty items:</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Weapons </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Charm </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Belt (easy/hard mode raids) </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Cloaks (hard mode raids) </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">New procs have been turned into yellow/red adornments that can be placed in any items that have the properly colored slot. </span></span></li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">War Runes</span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">War runes are powerful adornments that drop off of raid bosses.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">When used these runes will give you an adornment and allow you to buy more of that adornment from a runesmith in the future.</span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">War runes represent the more powerful procs and effects from the expansion.</span></span> </li></ul></li></ul>

Amnerys
02-22-2011, 11:26 AM
<ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Class focus effects have been changed to passive effects on armor. </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Class focus effects have been changed a little. Seven of the ten class/archetype focuses that were on red adornments in Sentinel’s Fate are now built into the armor as passive effects. This allows you more freedom in what you want to put in your red adornment slots. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The remaining three focuses have been retained on red adornments, but they offer varying combinations with other stats like crit bonus, potency, or mitigation. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Group players will now have access to armor pieces with innate class focuses on them starting with Velketor’s shard armor.  They will be able to get up to three slots with class focus effects. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The remaining effects will be on raid armor pieces. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">While transitioning to the new armor players can still use the old class focus adornments if they choose until they get a piece of armor that has the focus on it.</span></span><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Melee</span></span></em><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;"> Range</span></span></em><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;"> Increase, Multi Attack change</span></span></em></li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Melee range has been increased to match the maximum range of combat arts </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Auto-attack range was extended from 2 to 5 meters. </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Items that increased melee range have had this removed from their spell effects. </span></span></li></ul></li></ul> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Multi Attack will now grant an additional attack for every 100% over cap. </span></span> <ul type="circle"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">The cap on Multi Attack has been removed.  </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Now if you have more than 100% Multi Attack, you gain a chance to make additional attacks. For instance, if you are at 150% Multi Attack you have 100% chance to hit twice with every auto attack, and a 50% chance to hit a third time.</span></span> </li></ul></li></ul> <p><span style="font-size: x-small;"><span style="font-size: 10pt;"> </span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">ABILITIES / ALTERNATE ADVANCEMENT</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Spells that are modified by AAs to get additional effects will have that additional effect’s rank determined by the rank of the AA rather than by the rank of the spell that it is modifying.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Maintained spells that are no-crit will remain so after zoning.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Maintained spells that “cannot be modified except by direct means” will remain so after zoning.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Crits on AE spells are now calculated on a per target basis. This means that you could crit all, some or none of the targets affected by your spell. The chance has not changed, it is just calculated on each target rather than all or nothing. This applies to beneficial and detrimental spells.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">All AA trees will now reset when betraying.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Pet Stat Sharing</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Controllable Pets, including Possess Essence and Charm, will now share the following of their owner’s stats at a 1:1 ratio:</span></span></p> <ul type="disc"><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Attributes </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ability Modifier </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Potency </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Crit Bonus </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Crit Chance </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Toughness </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Spell Double Attack </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ability Casting Speed </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ability Recovery Speed </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Spell Reuse Speed </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Ability Reuse Speed </span></span> </li><li><span style="font-size: x-small;"><span style="font-size: 10pt;">Critical Mitigation </span></span></li></ul> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Due to this change, most pet effects have been removed from items.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Deity</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Breath of Karana will no longer prompt players to resurrect if they aren’t dead.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Assassin</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Enhance: Apply Poison should once again increase the damage of the “Hemotoxin”.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Bards</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Victorious Concerto can no longer be modified by potency and can no longer critically hit. The base damage on Victorious Concerto has been doubled.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Berserker</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Adrenaline no longer will reduce damage that would have otherwise killed the caster.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Brigand</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Beg for Mercy now reduces the damage to the targeted ally, rather than intercepting damage. It can be used on the brigand. It now has a 2:30 reuse time.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Thieves Guild is now an augmentation that cannot be applied to brigands. When the target or brigand uses a chain of combat arts within a five second period of time, the brigand or target gains increased potency for a short duration.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Focus: Thieves Guild is now a 10% Ability Cast Speed increase to the target.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Coercer</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">You can no longer cast Possess Essence on aquatic creatures.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Conjuror</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">The Aery Hunter casts an augmentation on their group, granting increased health, health regeneration, power regeneration, parry and mitigation.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">The Aery Stalker is immune to indirect area of effects.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Crusader</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Legionnaire’s Conviction can no longer be modified except by direct means.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Guardian</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Sentry Watch now heals for 3% per rank and cannot crit nor have potency applied. Instead of an intercept, it now reduces the damage by 80% at master.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Illusionist</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Construct of Order is now Theorems. Theorems applies damage to the target when they are struck with a damage spell.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Enhance: Construct of Order is now Enhance: Theorems and increases the trigger count and damage amount of Theorems.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Enhance: Theorems and Enhance: Epiphany have been swapped in their locations.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Chromatic Shower now lasts for 5 seconds and has a 20 second reuse.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Chromatic Storm now lasts for 6 seconds.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Time Warp no longer adds additional triggers to Unyielding Will, Bloodletter, Vision of Madness, Brawler’s Tenacity and Divine Favor.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Mystic</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Bolster no longer grants both attributes and maximum health, since Stamina is now directly linked to maximum health.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Necromancer</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Accelerated Decay is now passive and no longer drains health.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">The Nightshade casts an augmentation on their group, granting a chance to reflect hostile spells along with increased defense, reduced hate generation and mitigation.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">The Nightshade is immune to indirect area of effects.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Paladin</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Holy Aid now heals for a greatly increased amount but has a 45 second reuse time. It cannot be interrupted.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Devout Sacrament now heals for a greatly increased amount. It cannot be interrupted.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Demonstration of Faith now wards for an increased amount but has a 60 second reuse time. The casting time has been reduced to 1.5 seconds.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Demonstration of Faith can now be cast while moving.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Lay on Hands now heals for a greatly increased amount.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Prayer of Healing now has a 0.5 second casting time and a 9 second reuse time. The power cost has been halved.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Arch Healing now has a 0.5 second casting time and a 12 second reuse time. The power cost has been halved.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Enhance: Prayer of Healing now improves reuse speed by 0.5 seconds per point, along with the power cost reduction.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Enhance: Demonstration of Faith now improves reuse time by 3 seconds per point.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Ranger</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Hawk Attack is now a real summoned pet and will receive bonuses from pet stat sharing and group buffs. The hawk now maintains its hate siphon as long as it lives.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Coverage now can be cast within six seconds of using an eligible combat art rather than two seconds.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Sniper Shot has had its damage increased. The damage in PVP Combat remains unchanged.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Summoner</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Minion's Zeal now allows the scout pet to increase the group's Multi Attack Chance by 1.5% per rank.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Sorcerer:</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Manashield will no longer drain more power based on Potency and Crit Bonus.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Troubador</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Countersong now casts instantly.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Rejuvenating Celebration also grants an increase to maximum health.</span></span></p> <p><em><span style="font-size: x-small;"><span style="font-size: 10pt; font-style: italic;">Warlock</span></span></em></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;">Plaguebringer is now a damage over time ability that applies additional damage every second for eight seconds. The initial hit has not been reduced.</span></span></p> <p><span style="font-size: x-small;"><span style="font-size: 10pt;"> </span></span></p>

Amnerys
02-22-2011, 11:26 AM
<p>TRADESKILLS</p><p>Gaining tradeskill experience has changed.  First time creation and first time pristine creation bonuses have been removed.  Instead tradeskill quests, including writs, give much more experience than they previously did.  This was done in an effort to balance tradeskill classes between each other so that classes with fewer recipes weren’t taking a longer time to level just because they weren’t able to take advantage of the first time bonuses that other classes had access to.  If you do quests, you should find that you level up just as fast, if not faster than you did by making one of each recipe.</p><p>ITEMS</p><ul><li>No-Trade and Heirloom items will now remain tradable for 48 hours with any character who was in the group when the encounter was defeated.<ul><li>Once the item is attuned or adorned, it will no longer be tradable with those characters.</li><li>Note: With this change, Customer Service will no longer fulfill requests to move items that were mistakenly looted. These issues can now be resolved in-game within the 48 hour grace period.</li></ul></li><li>The Rise of Kunark Focus: Bloodletter will cause Bloodletter to dispel when you remove it.</li><li>Call of the Veteran: Teleporting or summoning a character forces the traveling character to meet the same entry requirements the destination character had to meet to enter the zone.</li><li>Removing an item with “Focus: Holy Armor VII” on it will now remove the “Holy Armor VII” buff.</li><li>Items that increased melee range have had this removed from their spell effects.</li><li>Players can now purchase the house item trophy version of their epic weapons (along with their mythical spell gems & enervated weapon), after they betray by speaking with Jawharah Izzah in Nektulos as long as they have completed "Epic Repercussions".</li></ul><p>FREEBLOODS</p><ul><li>Freebloods now have a selection of voice emotes available to select in the character options.</li><li>You can only buy the vampire appearance items once per character.</li><li>The vampire bonus pack will no longer show in the marketplace if you have already purchased the contents.</li><li>If you have already claimed the freeblood lair deed you will not see it in the marketplace to buy it a second time.</li><li>Freebloods should now use the human bind points in Qeynos and Freeport should they change citizenship.</li><li>The quest chain is now available in Velious to allow you to use your Cloud of Bats ability to fly as if you had a flying mount! Complete those quests and you can fly!</li></ul><p>RESEARCH</p><p>When research is complete, you'll now be notified with a chat message and small popup window instead of an email. The knowledge window icons will also flash until you've claimed your new ability.</p><p>AMENITIES</p><p>You can now purchase guild hall amenities using a combination of escrow and personal funds!</p><p>PLAYER HOUSING</p><p>We improved the warning message when picking up an item when the house (including storage crate items) is at or beyond its max count.</p><p>PVP GENERAL</p><p>Fixed a bug where players on PvP servers would get PvE rez effects.</p><p>BATTLEGROUNDS</p><p>The "split" command can no longer be used within a Battlegrounds match.</p>