Magic 3.2: Difference between revisions
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==Global== |
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*Mana will now recover at a linear rate. This removes the need to keep your mana pool as low as possible to maximize your recovery which should open up greater tactical options. This makes it far more practical to keep a reserve of mana for when you need it. |
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*The percentage of mana you recovered with each pulse is no longer dependent on skill set placement and Attunement skill. Attunement continues to drive the size of your mana pool, so it will still result in more absolute mana recovered per pulse but it will not decrease the time to recover your entire pool. |
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*Debilitation and TM spells have had their mana costs drastically altered (These are generally reductions, the exception are complex or AoE spells). Backlash rates for these spells have also been reduced. This is to support the more frequent casting these spells demand. |
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*Mana costs, difficulty and backlash rates have been re-balanced and standardized for all spells. Additionally we've added a 5th 'tier' of spell difficulty. |
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{|border="1" class="wikitable" |
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! Old Tier || New Tier |
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|- |
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|Intro || Intro |
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|- |
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|Basic || Basic |
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|- |
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|Advanced || Intermediate |
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|- |
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|Esoteric || Advanced |
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|- |
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|N/A || Esoteric |
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|} |
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*At this time their are very few Esoteric spells. This change is intended to create support for future growth and expansion. |
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*Many AoE or otherwise complex TM/Debilitation spells have had their slot costs reduced. |
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*AoE TM damage increased to be on par with single target TM spells. |
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*Fixed a bug with cyclic cooldown timer. Should properly be 30 seconds now. (This is already on the live servers). |
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*Slightly increased starting mana pool for Primary and Secondary casters. |
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*New Ability: Perceive Mana. This was a player request for a cleaner way to just view the local mana. Available for all guilds (Though Moon Mages already had access to a variant.) |
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*New TM type: Armor Piercing. This template does slightly lower base damage (Similar to DFA) but ignores a large percentage of armor. |
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*New TM type: Heavy TM. This type of spell does more damage than a normal TM spell but has a significant cool down before it can be recast. |
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==Bard== |
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*System Rewrite: Elemental Efficacy. This system applies to spells in the Elemental Invocations spellbook. See Warrior Mages for details. |
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*New Ability: Perceive Elements. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element. |
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*Cyclic cooldown timer reduced to 10 seconds for Bards only. This cannot currently be released on test. |
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==Necromancer== |
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*[[Blood Burst]] converted to Heavy TM. |
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==Paladin== |
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*[[Courage]]: Cleaned up messaging when cast on others. |
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*[[Holy Warrior]]: Now uses both the Warding and Utility skills. |
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*[[Smite Horde]]: Reduced to 1 slot. |
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==Warrior Mage== |
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*System Rewrite: Elemental Efficacy. When casting elemental spells a number of environmental conditions will be checked to determine how favorable the conditions are to that particular element, which will in turn control how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the spellbook you’re using, though the under the hood mechanics are rather different than that description. This does not currently apply to mana supplied from Cambrinth or Harness. (The old system minorly adjusted spell difficulty based on much simpler environmental conditions) Was bugged and not working in Test until 3/28. |
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*New Ability: Perceive Elements. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element. |
|||
*New Spell: [[Frost Scythe]] [FRS]. This is a two slot armor piercing TM spell that requires Ice Patch or Frostbite. |
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*[[Ethereal Fissure]]: Removed Augmentation as secondary skill. |
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*[[Electrostatic Eddy]]: Reduced to 2 slots. |
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*[[Chain Lightning]] : Reduced to intermediate difficulty, reduced to 1 slot, preqs changed to Gar Zeng or Lightning Bolt and 10th circle. Rewrote messaging. |
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*[[Dragon's Breath]]: No longer uses Utility skill as secondary skill. |
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*[[Frostbite]]: Reduced to 2 slots. |
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*[[Tremor]]: Reduced to 2 slots. |
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*[[Magnetic Ballista]]: No longer uses Utility skill. Reduced mana cost to reload. |
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*[[Stone Strike]]: Messaging updated. |
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*[[Zephyr]]: Increased to 2 slots. |
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*[[Shockwave]]: Reduced to 2 slots, changed to air based damage. |
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*[[Thunderclap]]: Reduced to 2 slots. |
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*[[Blufmor Garaen]]: No longer uses Utility skill as secondary skill. |
Revision as of 13:44, 28 March 2016
Global
- Mana will now recover at a linear rate. This removes the need to keep your mana pool as low as possible to maximize your recovery which should open up greater tactical options. This makes it far more practical to keep a reserve of mana for when you need it.
- The percentage of mana you recovered with each pulse is no longer dependent on skill set placement and Attunement skill. Attunement continues to drive the size of your mana pool, so it will still result in more absolute mana recovered per pulse but it will not decrease the time to recover your entire pool.
- Debilitation and TM spells have had their mana costs drastically altered (These are generally reductions, the exception are complex or AoE spells). Backlash rates for these spells have also been reduced. This is to support the more frequent casting these spells demand.
- Mana costs, difficulty and backlash rates have been re-balanced and standardized for all spells. Additionally we've added a 5th 'tier' of spell difficulty.
Old Tier | New Tier |
---|---|
Intro | Intro |
Basic | Basic |
Advanced | Intermediate |
Esoteric | Advanced |
N/A | Esoteric |
- At this time their are very few Esoteric spells. This change is intended to create support for future growth and expansion.
- Many AoE or otherwise complex TM/Debilitation spells have had their slot costs reduced.
- AoE TM damage increased to be on par with single target TM spells.
- Fixed a bug with cyclic cooldown timer. Should properly be 30 seconds now. (This is already on the live servers).
- Slightly increased starting mana pool for Primary and Secondary casters.
- New Ability: Perceive Mana. This was a player request for a cleaner way to just view the local mana. Available for all guilds (Though Moon Mages already had access to a variant.)
- New TM type: Armor Piercing. This template does slightly lower base damage (Similar to DFA) but ignores a large percentage of armor.
- New TM type: Heavy TM. This type of spell does more damage than a normal TM spell but has a significant cool down before it can be recast.
Bard
- System Rewrite: Elemental Efficacy. This system applies to spells in the Elemental Invocations spellbook. See Warrior Mages for details.
- New Ability: Perceive Elements. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element.
- Cyclic cooldown timer reduced to 10 seconds for Bards only. This cannot currently be released on test.
Necromancer
- Blood Burst converted to Heavy TM.
Paladin
- Courage: Cleaned up messaging when cast on others.
- Holy Warrior: Now uses both the Warding and Utility skills.
- Smite Horde: Reduced to 1 slot.
Warrior Mage
- System Rewrite: Elemental Efficacy. When casting elemental spells a number of environmental conditions will be checked to determine how favorable the conditions are to that particular element, which will in turn control how efficiently your mana is used. You can think of this as having somewhat different levels of room mana available to you depending on the spellbook you’re using, though the under the hood mechanics are rather different than that description. This does not currently apply to mana supplied from Cambrinth or Harness. (The old system minorly adjusted spell difficulty based on much simpler environmental conditions) Was bugged and not working in Test until 3/28.
- New Ability: Perceive Elements. This lets you evaluate the local environmental conditions to determine how favorable or unfavorable they are to a particular element.
- New Spell: Frost Scythe [FRS]. This is a two slot armor piercing TM spell that requires Ice Patch or Frostbite.
- Ethereal Fissure: Removed Augmentation as secondary skill.
- Electrostatic Eddy: Reduced to 2 slots.
- Chain Lightning : Reduced to intermediate difficulty, reduced to 1 slot, preqs changed to Gar Zeng or Lightning Bolt and 10th circle. Rewrote messaging.
- Dragon's Breath: No longer uses Utility skill as secondary skill.
- Frostbite: Reduced to 2 slots.
- Tremor: Reduced to 2 slots.
- Magnetic Ballista: No longer uses Utility skill. Reduced mana cost to reload.
- Stone Strike: Messaging updated.
- Zephyr: Increased to 2 slots.
- Shockwave: Reduced to 2 slots, changed to air based damage.
- Thunderclap: Reduced to 2 slots.
- Blufmor Garaen: No longer uses Utility skill as secondary skill.