ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
Did the aforementioned new Alliance War abilities not make it into this patch, or did I miss them in all that text?
No LFG fixes?
Lord_Draevan wrote: »Armor: The amount of mitigation provided by Armor has changed.
- A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.
So is this the beginning of the end of the "Light Armor/Sword and Board DK Uber-Tanks" we see everywhere like roaches in PvP?
I hope so.
They did give %10 magicka regen to Aura but nerfed the stamina and health regen rates of it by almost %60 "sigh"@ZOS_GinaBruno Zos promised magica return passive for Templar, but nothing about it in patchnotes.
Very happy to hear this! Also shame on me for not saying this earlier but...ZOS_JessicaFolsom wrote: »Noo! Why isn't Concealed Weapon and Killers Blade now stamina based!? Those two would be the most ideal abilities for stamina thieves and assassins! )=
Killer's Blade does cost stamina; looks like we missed it in the patch notes. We're adding it now.
For the Veiled Strike ability, we made Surprise Attack cost stamina instead of Concealed Weapon because Surprise Attack also reduces armor and made sense to us for a physical damage dealer.
... So basically everything changed to something else, nothing is the same, but somehow, in some crazy way, you forgot the heal component of GDB
>_> Dat better still heal me, yo, or we gonna have some issues considering how much you just nerfed my class for the ninth... or is it tenth time.
Armor buffs
Minor Resolve: Small increase to physical resistance.
Major Resolve: Larger increase to physical resistance.
Reduce Armor debuffs
Minor Fracture: Small decrease to target’s physical resistance.
Major Fracture: Larger increase to the target’s physical resistance.
Spell Resistance buffs
Minor Ward: Small increase to spell resist.
Major Ward: Larger increase to spell resist.
Reduce Spell Resistance debuffs
Minor Breach: Small decrease to target’s spell resist.
Major Breach: Larger decrease to target’s spell resist.
Damage Taken buffs
Minor Protection: Reduces damage taken by 8%
Major Protection: Reduces damage taken by 30%
Dodge buffs
Minor Evasion: Increases dodge chance by 5%
Major Evasion: Increases dodge chance by 20%
Reduce Damage debuffs
Minor Maim: Reduces target’s damage dealt by 15%
Major Maim: Reduces target’s damage dealt by 30%
Damage on Next Attack buff
Major Empower: Increases damage of next attack by 20%
Weapon Damage buffs
Minor Brutality: Increases weapon damage by 5%
Major Brutality: Increases weapon damage by 20%
Spell Damage buffs
Minor Sorcery: Increases spell damage by 5%
Major Sorcery: Increases spell damage by 20%
Critical Damage buffs
Minor Force: Increases critical damage amounts by 15%
Major Force: Increases critical damage amounts by 40%
Weapon Critical Chance buffs
Minor Savagery: Increases weapon critical chance by 3%
Major Savagery: Increases weapon critical chance by 10%
Spell Critical Chance buffs
Minor Prophecy: Increases spell critical chance by 3%
Major Prophecy: Increases spell critical chance by 10%
Healing Done buffs
Minor Mending: Increases healing done by 8%
Major Mending: Increases healing done by 30%
Healing Taken buffs
Minor Vitality: Increases healing taken by 8%
Major Vitality: Increases healing taken by 30%
Reduce Healing Taken debuffs
Minor Defile: Reduces target’s healing taken by 15%
Major Defile: Reduces target’s healing taken by 40%
Reduce Max Health debuffs
Minor Mangle: reduces target’s max health by 10%
Major Mangle: reduces target’s max health by 40%
Health Recovery buffs
Minor Fortitude: increases health recovery by 10%
Major Fortitude: increases health recovery by 30%
Magicka Recovery buffs
Minor Intellect: Increases magicka recovery by 10%
Major Intellect: Increases magicka recovery by 30%
Stamina Recovery buffs
Minor Endurance: Increases stamina recovery by 10%
Major Endurance: Increases stamina recovery by 30%
Movement Speed buffs
Minor Expedition: Increases movement speed by 10%
Major Expedition: Increases movement speed by 40%
Ultimate Gain
Minor Heroism: Increases Ultimate gain by 1
Major Heroism: Increases Ultimate gain by 3