Spells
Certain spells like Rescue which are common to the classes will no longer be reset while betraying.( GU # 48)
Mastery Strikes will now stay in your Knowledge book after you have switched classes during betrayal.(update notes 2/01/2007)
All non expiring class based spells should now gray out when cast and remain that way until cancelled.
Priest single target cure spells have been combined into one spell named "Cure"
Cure Noxious, Elemental, Trauma and Arcane have been consolidated into one spell called Cure (GU #45)
GU #41
Casting a beneficial spell on a hostile target without a target should now target the caster instead.
Mobs will no longer rush to return to their home point when charm breaks.(update note 6/12/07)
All profession and achievement pets should now obey the /pet ranged and /pet melee commands
Pets with attacks set to ranged (/ranged vs /melee) should fight at ranged instead of charging by default.(GU #31)
Dispelling a maintained spell will no longer remove it from everyone in your group.(GU #36)
All Apprentice I-IV spells are now only resisted as often as an Adept I version of the spell.(GU #36)
Poisons will no longer use spell damage modifiers found on a number of items.(GU #33)
Spell and Combat Art reuse timers will now count down while logged off.(GU #31)
Enemy Mastery Strikes are no longer tied to character level. You now obtain them upon the completion of Legend & Lore quests, and have no level based limit on the number you can have. Also, you will only need a single button on your hotbar to activate all Mastery Strikes (against any creature type that you have completed your Legend & Lore quest for). (GU #31)
AE auto attack skills like Hurricane or Surrounding Attacks will no longer hit mezzed mobs.(GU #31)
When consumed, food and drink will no longer count as a beneficial effect for spells that trigger when a beneficial effect is cast. Since that was entirely confusing, here is an example: Some spells have a chance to proc a heal if you cast a beneficial spell on yourself. Food and drink were counting as a beneficial spell, and you could repeatedly consume them for a chance to proc an effect. This will no longer occur.(update notes june 19,2006)
(GU #24)
Abilities that include targeted and self buffs (Martial Order,
Ancient Pledge, Stand Firm, etc) will now cancel when the target is no
longer in game.
- All hostile spells and arts that stun, mesmerize, root, fear, daze or
stifle their targets will become increasingly more resistible when you
are 20 levels above the spell level.
- Epic NPCs affected by control spells will only be affected for
1/3 the normal duration. They then receive immunity to that control
state for 3x the original duration of the spell.
Swarm and Dumbfire pets had their inherent stat bonuses removed from
contributing to their damage. This amounts to a 17.5% reduction in
their overall damage.
Armor procs and damage shields will no longer trigger until you fight back.
Damage over time poison deals damage up front. Damage per tick was reduced.
Players who are feared will now be snared for 40% of their run speed
so they don't find themselves terribly far away when the fear wears off(GU #23)
- Charmed players will no longer cast spells proportionately powerful to the mobs that charm them. Even though it was funny watching a player nuke a friend as hard a dragon.(GU #22)
Fighter and scout classes will now turn on auto-attack when casting
damage spells (in the same way this occurs when casting damage arts).(GU #21)
Spell and combat art casts will not fail after the initial cast due
to being too far away as long as the target stays within 2x the spell's
range. It actually really works this time. For real.(GU #20)
Spells, combat arts, and weapons should never inflict less than 1
point of damage unless they miss. Previously, if they inflicted less
than 1 point of damage, it would automatically miss (only affects very
low level characters).(GU #19)
(GU #18)
Item Health and Power regen rates now all use the same regeneration standard and cap out at the following currently:
* In-combat HP regen cap is (3 x Level )
* In-combat Power regen cap is (1.5 x Level)
* In-combat item HP regen cap is (3 x Level x 0.5)
* In-combat item Power regen cap is (1.5 x Level x 0.5)
General Spell (info)
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