Rapid mending get moved in the missing slot of wrath and a new unknown 5th passive gets added. ( Honestly i have the feeling they will simply split the healing received and heavy attack resource bonus and call it a day )
Really rex, 200 less weapon/spell damage will ruin your build? I think you got bigger problems than this change then and yes im aware of the shuffle change.
Rapid mending get moved in the missing slot of wrath and a new unknown 5th passive gets added. ( Honestly i have the feeling they will simply split the healing received and heavy attack resource bonus and call it a day )
Really rex, 200 less weapon/spell damage will ruin your build? I think you got bigger problems than this change then and yes im aware of the shuffle change.
Gina said resource restore from rapid mending going instead of wrath, and rm will be changed. Since it still had 8% healing buff, maybe it will be just buffed to grant more healing.. Anyway it wont be offensive change otherwise they would keep Wrath.
RIP beautiful Wrath visual effect
Yeah, sure.
- Crystal Shards & Frags will no longer stun the enemy that's hit (as mentioned on the forums), but Crystal Blast will. Rune Prison & morphs cost will increase slightly.
- Slightly increasing the cost of Shield Wall (One Hand and Shield), and "one of the Restoration Staff abilities" (this is NOT helpful, Gina!)
- Scatter Shot (Bow ability) no longer applies a 5 second disorient to enemies. Instead, it will apply a stun.
- Wrath (Heavy Armor) replaced with Revitalise which increases the resources that heavy attacks restore. Changes to Rapid Mending because that's being moved over to Revitalise. You will not be required to reallocate CP from Wrath because of this change, it will happen automatically.
- Also fixing Petrify & Eclipse: issue where you could cast them on an immune enemy.
- Also increasing the damage of Merciless Charge item set, and "fixing an issue with" Timeless Blessing item set.
- Group Finder - adjusting minimum level for Normal to Level 45 for Part 2 dungeons and DLC dungeons.
- Group Finder - adjusting minimum level for Veteran DLC dungeons, plus Veteran City of Ash 2 and Crypt of Hearts 2 to CP 160.
Taleof2Cities wrote: »@Minno
- Dungeon finder level restrictions on DLC and II dungeons ... minimum level 45 for normal; minimum CP160 for vet. You can still manually form your own group with no restriction. That was the biggest change talked about in the forums.
Reposted from @baratron:
Yeah, sure.
- Crystal Shards & Frags will no longer stun the enemy that's hit (as mentioned on the forums), but Crystal Blast will. Rune Prison & morphs cost will increase slightly.
- Slightly increasing the cost of Shield Wall (One Hand and Shield), and "one of the Restoration Staff abilities" (this is NOT helpful, Gina!)
- Scatter Shot (Bow ability) no longer applies a 5 second disorient to enemies. Instead, it will apply a stun.
- Wrath (Heavy Armor) replaced with Revitalise which increases the resources that heavy attacks restore. Changes to Rapid Mending because that's being moved over to Revitalise. You will not be required to reallocate CP from Wrath because of this change, it will happen automatically.
- Also fixing Petrify & Eclipse: issue where you could cast them on an immune enemy.
- Also increasing the damage of Merciless Charge item set, and "fixing an issue with" Timeless Blessing item set.
- Group Finder - adjusting minimum level for Normal to Level 45 for Part 2 dungeons and DLC dungeons.
- Group Finder - adjusting minimum level for Veteran DLC dungeons, plus Veteran City of Ash 2 and Crypt of Hearts 2 to CP 160.
Chilly-McFreeze wrote: »So Instead of taking care of the real offenders (7th legion, ravager, fury) which will grant 5 times the wrath effect, they gut all HA users. Great.
Do I, as a damage oriented pvp stam player, now have the choice between far too squishy medium armor with mediocre sets and useless main defense or being forced into HA proc sets like the ones mentioned above? Good for diversity and great for stam as a whole. Time to revive my mag builds.
We want each of the three armor types to have unique trade-offs. Heavy Armor’s main advantage is its increase to survivability, while the disadvantage is its lower damage and healing power. To emphasize this distinction, we’ve removed the Wrath passive.