PMAvers wrote: »
Positive note, via a ton of PvP ended up hitting 39/36 tonight.
Got into another Altdorf city siege.. and for some reason my frame rate still dies faster than I do randomly. I'd like to say it's when loot pops up... but I dunno. The third stage of the city siege wasn't too bad, though...
..except for the part when I got called up as a Champion. That was a bit of a rush...even if I was the first one to die. Tried to play it back a bit, but something kept on yanking me out to the middle.
TheLawinator wrote: »
Seriously though, I'm on my 10 free days to be back, and I want to roll with some people. Where do I go?
Ziac, I'm up for it.
Arthil wrote: »
I'm planning on playing on Volkmar as Destruction, seemed to have a decent population from the site I checked out. Plus it has the best Oceanic population it seems, which is good since my buddy is an Aussie.
Oats wrote: »
Godamnit you people.
Making me want to try this again.I thought once bitten twice shy was a thing.
...How are witch hunters?
Morninglord wrote: »
Dac wrote: »
I see AP drains hurting a LOT more now.
That is a fantastic point, actually.
I wonder how good sac spec is now, doks get a fantastic skill as their highest normal activation ability.
It gives them something like 30 or 40 special dok heal juice + drains around 40 or 50 ap from the enemy and gives you more awesome heal juice based on how much you just drained. That + their tactic to drain ap from their anti strength would mean versus a meleer attacking them they could take a massive chunk out of the enemies ap and cut their dps down to almost nothing with two attacks.
Whereas nobody has an anti-dok heal juice ability.
I got ideas going through my head now. Just over one more week until I can sign up.
Dac wrote: »
I see AP drains hurting a LOT more now.
eatmosushi wrote: »
god if only they'd remove tier3
Moridin889 wrote: »
If anyone wishes to help me resub for all the goodies they shall get, lemme know. I've been playing DDO for months and need some PvP to wreck shop in.
PS This has NOTHING to do with all the news for the 40K MMO coming out
PPS NOTHING AT ALL
PPPS Ok, it has everything to do with it :p
Transporter wrote: »
I already have Destro on Volkmar, so if anyone's rolling there, I'd be more then willing to join up.
I won't be on all to much though.
I'll be busy pounding on Morninglord in T4 until his warband get's annoyed with me and I die a horrible pain related death.
To kick off patch 1.3.6's "In Development" posts, we'd like to discuss a few of the changes that we're currently planning to put into the upcoming version. You may already have seen a sneak-peek of some of these changes in Carrie's recent Producer's Letter, and we're now going to further discuss some of the upcoming changes for the Runepriest, Zealot, and Magus careers. We'll be paying close attention to your constructive feedback and civil discussions.
Runepriests & Zealots:
One of our long-time concerns regarding the Runepriest and Zealot careers is that they ultimately become more limited than other Healer-archetype careers. This is because the other healing careers have their Mastery paths sorted by role - people who play those careers make a decision about the role they want to play, then specialize in the corresponding Mastery path and gear up appropriately. Runepriests and Zealot, however, have their Mastery paths sorted by delivery vehicle ("direct", "over time", and "area", essentially) and then have both offensive and defensive abilities together in each Mastery. Since there's obviously no such thing as "gearing for direct", though, Runepriests and Zealots then have to decide again whether they want to be offensive or defensive and then gear appropriately - the net result being that even within their chosen Mastery, half of their abilities are ineffective.
We want to maintain the general setup of the Runepriest and Zealot Mastery paths, but we also want to address this issue. In order to do both of these, we will be adding a new ability to the Runepriest, and changing the functionality of Harbinger of Doom for the Zealot. All Runepriests will now start with an ability named Rune of Breaking, which can be toggled on and off:
While toggled off, the Runepriest is affected by the Rune of Balance. This causes all Intelligence, Magic Power, and Magic Crit stats on items to be negated, and instead converted into Willpower, Healing Power, and Healing Crit bonuses. We're currently planning on these stats converting at a 2:1 ratio - in other words, a total of +100 Intelligence from gear would instead be turned into +50 Willpower while this ability is toggled off.
While toggled on, the Runepriest is affected by the Rune of Breaking. This works the same way but in the opposite direction: Willpower, Healing Power, and Healing Crit stats on gear are negated and instead converted into Intelligence, Magic Power, and Magic Crit, also at a 2:1 ratio.
Rune of Breaking may be toggled on and then back off at any time; doing so is instant and costs no Action Points. However, once it is toggled off, there is a 30 second cooldown before it may be toggled back on again.
For Zealots, Harbinger of Doom will be changed to provide this same functionality. It will become a starting abilities, and can be toggled on or off. While toggled off, the Zealot is the Harbinger of Change (and has the same offensive gear stats converted into the same healing stats), and while toggled on, the Zealot is the Harbinger of Doom (and likewise, has healing gear stats converted into offensive stats). Additionally, all of the Zealot's tactics which currently affect Harbinger of Doom will be redesigned to be appropriate for this new system, and the Runepriest will also gain some tactics which affect Rune of Breaking as well.
The Magus has several improvements and adjustments to look forward to in patch 1.3.6. These include:
The Pink Horror's "Daemonic Fire" ability will now also reduce the victim's Elemental Resistance (similar to the Engineer's Gun Turret reducing the victim's Armor).
Perils of the Warp has been redesigned. It will now damage the target and Disarm them, similar to the Engineer's Crack Shot.
Aegis of Orange Fire will now trigger from any attack, not just melee attacks, with a 25% chance. Its damage is increased, and the effectiveness of its Wounds buff has been doubled.
Indigo Fire of Change will no longer summon a daemon. Instead, if the victim dies while Indigo Fire of Change is affecting them, the Magus will regain Indigo Fire's full Action Point cost over 6 seconds.
Strengthen Thrall's effectiveness has been greatly increased.
In addition to its current effects, Chaotic Attunement will now also make Resummon no longer cost any Action Points.
Warhammer Online: Age of Reckoning