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    Post PATCH NOTES: WARRIOR Notes for Beta

    * All AoE abilities that previously hit 10 targets now hit a maximum of 8, with the exception of tank Soul burst-threat-generators.

    BEASTMASTER
    The Beastmaster is a master of communication and bringing allies together to fight as one, devastating their enemy with their unity of purpose. They fight alongside their Primal Companion, lending their aid and power to those who choose to fight with them.

    The Beastmaster has become a support soul, buffing themselves before battle and then using their Finisher attacks to trigger those buffs that enhance the combat effectiveness of all their allies.

    * Gift of the Beastmaster: Base Damage is increased by 0.5% for each point spent in the Beastmaster Soul. The Primal Companion's Base Damage is increased by 2.5% for each point spent in the Beastmaster Soul.

    Major Ability Changes:
    * Bleed / DoT Effects: All effects that used to be enhanced by multiple Bleed effects on the target are now enhanced by any DoT effect you place on the enemy.

    New Root Abilities:
    * Brutal Strike: Deals Physical damage per Attack Point and additional Physical damage for each damage over time effect (up to 5) on the target.
    * Cutting Slash: Deals Physical damage. Bleeds health over 15 seconds, can be stacked up to 3 times.
    * Spotterís Call (moved to Beastmaster from Warlord): Causes the target to take additional Physical damage when hit. Each attacker may trigger this once every 3 seconds.
    * Vicious Opportunity: Deals Physical damage, plus additional Physical damage for each damage over time effect (up to 5) on the target. Must be used after the Warrior's pet Critically Hits.
    * Bond of Shelter: Increases Armor and Resistances on all party or raid members.
    * Command to Recover (moved to Beastmaster from Warlord): Increases healing done on all party or raid members.
    * Messy Wounds: Causes the target to take additional damage from the Warrior's damage over time effects.
    * Call of Stone: Reduces incoming damage on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
    * Enrage: Increases the Damage, Critical Hit Chance, and Critical Hit Power of your raid and pet. Each damage over time effect on the enemy multiplies these values, up to 5x.
    * Command to Stand Ground (moved to Beastmaster from Warlord): Increases current and Maximum Health, Armor and Resistances on all party or raid members.
    * Twin Cuts: Deals Physical damage. Bleeds health over 15 seconds, plus an additional Bleed over 15 seconds from a second wound.
    * Call of Blood: Increases Critical Hit chance on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
    * Fury Unleashed: Increases the Critical Hit Power of the Warrior and their Primal Companion. Each damage over time effect on the enemy multiplies these values, up to 5x. This ability is not on Global Cooldown.
    * Call of Savagery: Increases base damage of all party or raid members after a successful Bleed attack. Lasts 1 hour.
    * Primal Heal: Heals and grants additional health for each damage over time effect (up to 5) on the enemy.
    * Command to Attack (moved to Beastmaster from Warlord): Increases Attack Power and Spell Power by on all party or raid members.
    * Call of Kinship: Grants a heal over time effect to Party or Raid members a successful Bleed attack. Also enhances incoming healing, similar to Motif of Regeneration. Lasts 1 hour.
    * Cunning Ruse: Deals Physical damage and boosts the damage dealt by the Beastmaster and their Primal Companion per damage over time effect (up to 5) on the enemy.
    * Bond of Power - Increases Strength, Dexterity, Intelligence, and Wisdom on all party or raid members.

    Removed Root Abilities:
    * Backhanded Blow: Changed to Vicious Blow.
    * Kinship: Changed to Call of Kinship, to work better with the new support direction of the Beastmaster.
    * Primal Recovery: Replaced with Primal Heal, which is not a Heal over Time effect and uses the theming of the Beastmaster to a better degree.
    * Protective Companion: The Companion buffs were removed and their effects either converted into Soul Tree boosts, other buffs, or changed altogether.
    * Bond of Might: Strength was combined into Bond of Power.
    * Bond of Feline Grace: Dexterity was combined into Bond of Power.
    * Enraged Companion
    * Slashing Strike
    * Feral Sweep
    * Diversion Strike
    * Bond of Vigor
    * Primal Rage
    * Fight As One
    * Spoils of the Hunt

    New Soul Tree Abilities:
    * Swiftness: Increases out of combat movement speed.
    * Razor Sharp Fangs: Increases damage dealt by the Primal Companion.
    * Fierce Wounds: Hitting with Fierce Strike increases the damage that your Pet does for 12 seconds.
    * Hunter: Increases the base damage of damage over time effects.
    * Primal Bond: Healing done to you also heals your Primal Companion.
    * Blood Rage: The Primal Companionís Bite increases their damage on the target for 6 seconds.
    * Hunt Master: Increases duration on Calls and Commands.
    * Tenacious Wounds: Damage over time effect damage is increased.
    * Brotherhood: Some of the damage taken by the Primal Companion is transferred to the Warrior.
    * Relentless: Beastmaster Bleed effects that are not channeled last for an additional hit.
    * Loyalty: Some of the damage done by the Primal Companion heals the Warrior.

    Removed Soul Tree Abilities:
    * Natural Instincts: This and the secondary effect of Fierce Strike were combined into Fierce Wounds.
    * Survival of the Fittest: Became the Gift of the Beastmaster.
    * Iron Bonds
    * Agile Footwork
    * Shared Bonds
    * Protective Instincts
    * Improved Protective Instincts
    * Primal Senses


    CHAMPION
    Used to fighting a losing battle against multiple foes, the Champion has become a master of fending off outnumbering forces and emerging victorious even against the most unbalanced odds. Their powerful attacks sweep through their enemies like they are harvesting wheat, leaving the bodies of their foes piled in their wake.

    The Champion is a master of facing multiple targets, dealing damage and defending themselves from overwhelming forces. That being said, they lose effectiveness when facing a single opponent.

    Gift of the Champion: Base Damage is increased by 1% for each Point spent in the Champion Soul.

    Major Ability Changes:
    * Marks: These debuffs are now AoE instead of single target.
    * Removed Two-Handed Weapon focus Ė all Warrior abilities can now be used with equal effectiveness with a 2 hander or while dual wielding. Because of this, we donít have abilities that modify only certain weapon types any more.

    New Root Abilities:
    * Inescapable: Increases the range of your next Charge by 10 meters. This ability is not on Global Cooldown.
    * Reaperís Bearing: Single target attacks deal a percentage of their damage to up to 4 additional enemies. Only 1 Bearing can be active at a time. Lasts 1 hour.
    * Chains of Death: Chains to several targets, dealing Physical damage to a small number of enemies for each target it affects.
    * Chains of Life: Chains to several targets, healing the Warrior for each enemy it affects.
    * Death Blossom: Up to 3 single target attacks deal 100% of their damage on up to 9 additional enemies.
    * Dominating Bearing: Grants all Bearings.
    * Savage Sweep: Deals Physical damage over the next 15 seconds to several enemies. This ability grants 1 Attack Point.
    * Shared Suffering: When hit by an attack, you have a 25% chance of dealing Physical damage back against the attacker. Lasts 1 hour.
    * Weapon Defense: Absorbs 50% of damage taken, up to a maximum value. This ability is not on the global cooldown.
    * Juggernautís Bearing: Reduces damage taken for each nearby enemy (up to 10) after using an AoE attack. Only 1 Bearing can be active at a time. Lasts 1 hour.
    * Mark of Exclusion: Nearby enemies deal less damage to the Warrior. Only 1 Mark can be active at a time.
    * Thunderous Strike: Deals Physical damage per Attack Point on several targets in front of the Warrior.

    Removed Abilities:
    * Thunderous Kick: Moved to the Tempest.
    * Ruthless Pursuit: Removed because all souls now get Break Free.
    * Bloodthirst
    * Debilitating Strike
    * Inescapable Fury
    * Bash Ė Bash was removed from the Champion, but additional interrupts have been added to other souls.
    * Leg Sweep
    * Frenzied Strike

    New Soul Tree Abilities:
    * One on Many: Increases base damage for Area of Effect attacks.
    * Quick Footed: Increases Dodge.
    * Berserker: On a successful ability hit you have a chance of increasing Strength by for 15 seconds.
    * Mired: Enemies affected by a Mark take increased damage from your attacks for 15 seconds.
    * Close on the Target: Increases the range on all Charge attacks.
    * Trample: Enemies damaged by Bull Rush take more damage from your Area of Effect attacks for 15 seconds.
    * Fight or Flight: Reduces cooldown on Cornered Beast.
    * Furious Stand: When you cast Weapon Defense, you gain an additional absorb equal to 15% of your Attack Power per nearby enemy up to a maximum of 5.
    * Iron Strikes: Increases base damage.

    Removed Soul Tree Abilities:
    * Cruel Efficiency
    * Weapon Specialization: Combined into the Gift of the Champion.
    * Brutal Punishment
    * Donít Make Me Angry: Became Berserker.
    * Lingering Wounds
    * Overrun
    * Blood Frenzy

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    PALADIN
    Stalwart defenders of the innocent, the Paladin wields his great shield to protect himself and his allies in battle. He wields the power of life to heal his wounds and rend it's spark from his enemies, destroying those who would seek to harm those he protects.

    The Paladin protects themselves with their Shield, turning their opponent's attacks back on them. They have learned to wield the power of the Plane of Life to heal themselves, protect themselves, protect themselves and their allies, or deal further damage to their enemies. As would be expected by their large shield, Paladin's are better at defending against Physical attacks, but fall behind when it comes to magical protection.

    Gift of the Paladin: Increases Maximum Health by 0.76% per point spent in the Paladin soul. Increases Armor by 1% per point spent in the Paladin soul. Increases Resistances by 2% per point spent in the Paladin soul. Base Damage is increased by 0.5% for each Point spent in the Paladin Soul.

    New Root Abilities:
    * Lightís Balm: Heals the Warrior or a selected ally.
    * Lightís Vengeance: Deals Life damage over time. Must be used after the Warrior has Blocked.
    * Lightís Reprisal: Deals Life damage to several enemies. Must be used after the Warrior has Blocked.
    * Lightís Blessing: Heals the Warrior or a selected ally.
    * Lightís Benediction: Deals Life damage to the target. Reduces both spell and non-spell damage done by the affected target.
    * Shield of the Light: Applies a stack of Soothing Light each time the Warrior Blocks an attack. Max 5 stacks. Can only occur once per second. Soothing Light grants the temporary ability Soothing Grace, allowing the Warrior to heal several group or raid members per stack of Soothing Light. Lasts 1 hour.
    * Shield of the Vengeful: Increases damage. Lasts 1 hour.
    * Lightís Domination: Stuns several enemies in front of the Warrior. Grants 1 Attack Point.
    * Lightís Protection: Increases the value of incoming heals on the Warrior.
    * Shield Defense: The Warrior takes less damage. Must be used after the Warrior has Blocked.
    * Protector's Fury: Applies a stack of Righteous Fury when damaged, increasing the Warrior's Life damage per stack. Max 5 stacks. Can only occur once per second.

    Removed Root Abilities:
    * Aegis of Vitality
    * Lifeís Grace
    * Aegis of Salvation - Group endurance buffs have been removed from the Warriors.
    * Disarming Counterblow
    * Scales of Justice.
    * Preservation
    * Impassable Guard
    * Paladinís Devotion
    * Paladinís Reprisal

    New Soul Tree Abilities:
    * A Good Defense: Increases Damage of attacks that generate Attack Points.
    * Pacification: Your Pacifying Strike reduces both the spell and non-spell damage taken from the target for 6 seconds.
    * Steady Aggression: Increases the duration of Aggressive Block by 3 seconds.
    * Enduring: Increases Endurance.
    * Hardened Defenses: Increases your Resistances.
    * Resolution: Reduces the cooldown of your Light's Balm and Light's Blessing.
    * Front Line Training: Increases the number of enemies hit with Sweeping Strikes, Judgment and Light's Decree.
    * Invigoration: For 12 seconds after you block an attack, your damage is increased by 5%. This effect can stack up to 5 times.
    * Divine Grace: Increases the healing of your Light's Balm and Light's Blessing.
    * Brutal Response: Increases threat, based on your Endurance, from attacks that must follow a Block.
    * Lightís Favor: Reduces the cooldown of your Touch of Life and Life's Rapture.
    * Blessed Aegis: You may have 2 active Shield Buffs.

    Removed Soul Tree Abilities:
    * Small Arms Specialization
    * Steely Resolve
    * Graceful Under Pressure
    * Hardened Will: Replaced with Hardened Defenses.
    * Karmic Resolution
    * Improved Reverent Protection
    * Tip the Balance
    * Improved Paladinís Devotion
    * Defender


    PARAGON
    Master of weapons and her own body, the Paragon wields her weapons as if they were a part of her. Facing each enemy with a dance of blood and steel that leaves her foes cast aside as she moves on to her next doomed target.

    The Paragon is the master of facing off against a single opponent, dealing swift and brutal damage to them. When faced by multiple enemies however they cannot keep up and quickly fall to their foes.

    * Gift of the Paragon: Base Damage is increased by 1% for each Point spent in the Paragon Soul.

    New Root Abilities:
    * Way of the Sun: Follow-up attacks heal the Paragon. Lasts 1 hour.
    * Sweeping Blades: Single target ability attacks hit additional targets.
    * Final Blessing: Follow-up attack. Deals Physical damage to an enemy if they are below 30% health. This ability grants 1 Attack Point.
    * Setting Moon: Deals Physical damage in addition to increasing the damage of Follow-up attacks. This ability grants 1 Attack Point.
    * Open the Stream: Follow-up attack for Physical damage, plus Physical damage over time. This ability grants 1 Attack Point.
    * Combat Focus: Instantly adds up to 3 Attack Points to the Warrior, to bring them to a total of 3 current Attack Points.
    * Alacrity: Reduces the duration of the global cooldown by 0.5 seconds for a short period of time.
    * Shield of Will: Absorbs 50% of damage taken, up to a maximum value. This ability is not affected by the global cooldown.
    * Tranquility: Incapacitates a target. Can be active on 1 target at a time. Cannot be used while in combat, and any damage on the enemy will remove this effect.
    * Feint: Reduces the Dodge, Parry, and Block rating of the target.
    * Unleashed: Each follow-up attack used places a stack of Readiness on the Warrior. Each Readiness stack increases Attack Power and Weapon Damage Contribution. Lasts 1 hour.

    Removed Root Abilities:
    * Focus of Strength
    * Path of the Wind
    * Path of the Raptor
    * Path of the Hurricane
    * Swift Blades
    * Path of the Tempest
    * Bend Like the Reed
    * Touch of Tranquility: Replaced by Tranquility.
    * Paired Strike: Renamed to Setting Moon.

    New Soul Tree Abilities:
    * Teaching of the Five Rings: Increases the damage of attacks that generate Attack Points.
    * Weapon Familiarity: Swift Strike causes ability attacks to ignore enemy Armor and Resistances for 6 seconds.
    * Devoted Training: Increases Strength.
    * One Two Punch: Increases base damage of Follow Up attacks.
    * Swift Finesse: Flurry hits additional times.
    * Analyze Weakness: Finishers ignore target's Armor and Resistances.
    * Decisive Strikes: Increases the base damage of Finishers.
    * Duality: You may have 2 active Way buffs.

    Removed Soul Tree Abilities:
    * Duality of Mind
    * Teaching of the Five Rings: Combined into the Gift of the Paragon.
    * Serenity

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    REAVER
    The Reaver surrounds themselves in the energy of the Plane of Death to corrupt their foes and the very ground at their feet. They infect their enemies to weaken them and feed on the corruption to survive even the most deadly opponents.

    The Reaver continues to use the powers of the Plane of Death to deal damage to their foes. Their defenses may not be as strong as those of other tanks, but they do a better job at dealing damage and handling multiple opponents.

    Gift of the Reaver: Increases Maximum Health by 0.76% per point spent in the Reaver soul. Increases Armor by 1% per point spent in the Reaver soul. Increases Resistances by 2% per point spent in the Reaver soul. Base Damage is increased by 0.5% for each Point spent in the Reaver Soul.

    Major Ability Changes:
    * Bleed / DoT Effects: All effects that were previously enhanced by multiple Reaver DoT effects are now enhanced by any DoT effect you place on the enemy.
    * Crippling Infestation: Now causes the Reaver to deal more Death damage on the affected targets, rather than causing the targets to do less damage to the Reaver.
    * Plague Bringer: Now affects up to 9 additional targets.
    * Flesh Rot, Soul Sickness: Removed cooldown from these abilities and rebalanced damage accordingly.

    New Root Abilities:
    * Binding of Shadow: Increases the range of Soul Sickness, Necrotic Wounds, Flesh Rot, Infestation, and Explosive Infestation. Lasts 1 hour.
    * Stumbling Corruption: Corrupts the targeted ground, causing several targets within the corruption to be snared.
    * Creeping Corruption: Applies Creeping Corruption to the Warrior, dealing additional Death damage per Attack Point to several targets.
    * Decaying Corruption: Corrupts the targeted ground, targets within the corruption take Death damage every 3 seconds based on the number of damage over time effects they have on them.
    * Plague Eater: Removes up to 5 Damage over Time abilities from several targets to heal the Warrior for each effect removed.
    * Binding of Devouring Darkness: Grants the effects of Binding of Shadow, Binding of Death, Binding of Affliction and Plague Bringer. Lasts 1 hour.
    * Crest of the Shadow: Absorbs damage.
    * Dire Corruption: Corrupts the targeted ground, multiple enemies within the corruption take Death damage every 3 seconds.
    * Spasm: Interrupts the target.
    * Immunization: Makes the target immune to all of the Warriorís Reaver-based Damage over Time abilities and Taunts for 5 minutes. Does not work against players.
    * Explosive Infestation: Hits multiple targets, dealing Death damage, increased by 45% for each damage over time effect already on the target (up to 5).
    * Crest of Entropy (Renamed from Shroud of Entropy): Reduces damage taken by 35%.

    Removed Root Abilities:
    * Track Death Creatures
    * Vicious Cleave
    * Weakening Essence
    * Binding of Atrophy
    * Shroud of Entropy Ė Renamed Crest of Entropy.
    * Master of the Abyss
    * Enraged Essence

    New Soul Tree Abilities:
    * Reaping Touch: Ravaging Strike reduces the enemy's Armor and Resistances for 6 seconds.
    * Tempered Constitution: Increases Endurance.
    * Vile Affinity: Corruptions gain additional duration.
    * Infectious: Increases the damage of Soul Sickness, Blood Fever, Necrotic Wounds, and Flesh Rot.
    * Walks with Death: Reduces the cooldown of Infestation, Explosive Infestation and Plague Eater.

    Removed Soul Tree Abilities:
    * Power in the Blood
    * Wasting Away
    * Improved Master of the Abyss


    RIFTBLADE
    She gathers the energy of the Rifts themselves around herself and uses it to enhance her weapons and herself. Wielding blades of electricity or sheathing her body in flame she carves her way through her opponents like a force of nature. When the fighting gets desperate or her target tries to evade her, she cloaks herself in the power of the Rifts to slip across great distances instantly.

    The Riftblade uses Elemental damage to enhance their weapon attacks in battle. When faced with difficult situations they have multiple teleports they can use to escape or chase after an opponent.

    Gift of the Riftblade: Base Damage is increased by 1% for each Point spent in the Riftblade Soul.

    Major Ability Changes:
    * Bursts on global cooldown: Bursts are now on the global cooldown, and rebalanced accordingly. You can still spend Soul Points to remove these from global cooldown for a tradeoff in effectiveness.
    * Frost Strike: The amount of damage increase can now be increased from 5-20%.

    New Root Abilities:
    * Rift Travel: Teleports to the target location.
    * Rift Spear: Deals Air damage to the target and up to 8 enemies along the path of the projectile. Grants 1 Attack Point.
    * Burst Synergy: The next 3 Burst abilities have their base damage increased. This ability is not affected by the global cooldown.
    * Blade of the Ascended: Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1 hour.
    * Rift Barrage: Stuns several enemies.
    * Avatar of Flame: Ability hits on you have a chance to deal Fire damage back to the attacker. Only 1 Avatar spell can be active at a time. Lasts 1 hour.
    * Rift Assault: Teleports to a different enemy each second dealing Air damage. Awards 1 Attack Point every 2 seconds.

    Removed Root Abilities:
    * Track Earth Creatures
    * Freeze Armor
    * Rift Surge

    New Soul Tree Abilities:
    * Elemental Precision: Attack Point-generating abilities ignore some of the targetís Armor.
    * Elemental Empowerment: Increases Elemental damage.
    * Affinity: Reduces incoming damage from Elemental attacks.
    * Burst Capacitor: Increases the base damage of Bursts.
    * Synergy: Reduce the Power cost of Teleports.
    * Rift Familiarity: Increases the range of Teleports.
    * Downpour: Increases the duration of Rift Storm.
    * Quick Burst: Burst attacks are removed from the Global cooldown, and their base damage is reduced by 40%.
    * Intensify: Increases Critical Hit Power.

    Removed Soul Tree Abilities:
    * Rift Fury Ė Moved to become the Gift of the Riftblade.
    * Elemental Deflection
    * Static Shock
    * Unrelenting
    * Improved Rifwalk
    * Empowered Strikes

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    VOID KNIGHT
    Devouring the power of his foes the Void Knight uses it to enhance himself in battle, turning himself into a juggernaut on the battlefield.

    The Void Knight absorbs the power of their foes to make themselves stronger in battle. This power can then be used to protect themselves, or to unleash brutal damage against their foes. because of their nature, they tend to be better at Magical protection than other tanks, but lack more in defending against Physical blows.

    Gift of the Void Knight: Increases Maximum Health by 0.76% per point spent in the Void Knight soul. Increases Armor by 1% per point spent in the Void Knight soul. Increases Resistances by 2% per point spent in the Void Knight soul. Base Damage is increased by 0.5% for each Point spent in the Void Knight Soul.

    New Abilities:
    * Devouring Shield: Absorbs incoming damage based on Attack Points used.
    * Accord of Resilience: Increases Armor and Resistances for each active Pact. Lasts 1 hour.
    * Accord of Power: Increases Attack Power and Weapon damage contribution for each active Pact. Lasts 1 hour.
    * Shock: Silences the enemy.
    * Rift Reversal: Spell-based attacks made against the Warrior are reflected back against the attacker.
    * Power Shield: Consumes up to 5 Pacts to shield party or raid members against incoming damage, increasing per Pact consumed.
    * Spell Destruction: Creates a field of negative energy which removes 1 Buff each second from enemies, and 1 Poison, Curse or Disease from allies each second.
    * Accord of the Rift: Increases incoming healing effectiveness for each active Pact. Lasts 1 hour.
    * Void Storm - Consumes up to 3 pacts to deal Air damage to several targets in front of the Warrior, increased for each Pact consumed.
    * Protective Shield: Consumes 1 Pact per second to absorb an amount damage per Pact consumed. Awards 1 Attack Point every 2 seconds.
    * Accord of Shifting: Movement speed is increased per active Pact. Lasts 1 hour.
    * Void Summon: Teleports several enemies near the targeted enemy to the Warrior. Forces affected enemies to attack the Warrior. Awards 1 Attack Point.
    * Void Propulsion: Hurl the enemy backwards. This ability awards 1 Attack Point.
    * Unstable Void: Creates a Void that causes enemies to take more damage from the Warrior’s Air attacks, in addition to reducing the damage they do to the Warrior.

    Removed Root Abilities:
    * Devouring Blow: This ability is currently removed but will be added back in over the next few days.
    * Pact Conversion
    * Disrupt
    * Soul Pillage
    * Singularity
    * Accord of Emptiness
    * Rift Tap
    * Power Sink

    New Soul Tree Abilities:
    * Elemental Precision: Attack Point-generating abilities ignore some of the target’s Armor.
    * Magical Affinity: Increases all Resistances.
    * Destructive Forces: Reckless Strike and Ragestorm now deal additional Air damage for each active Pact.
    * Empowerment: Increases Endurance.
    * Empowered Armor: Increases Armor.
    * Surging Touch: Increases Damage.
    * Long Reach: Increases the range of Summon abilities.
    * Event Horizon: Increases value of Absorb shields.
    * Refreshing Opportunity: Gaining a Pact has a chance to refresh the cooldown on your Summon abilities.
    * Ambient Engorgement: Gain a Pact every few seconds.

    Removed Soul Tree Abilities:
    * Insatiable Hunger
    * Ravenous Strength: Effect is now on Accord of Power.
    * Ravenous Defense: Effect is now on Accord of Resilience.
    * Blood From a Stone
    * Improved Rift Summon
    * Replenish


    WARLORD
    The Warlord is a master of the Battlefield, he uses his awareness of it and his enemies to give him great advantage. He is balanced in his attacks and does not extend himself too far, or too often. Instead waiting for the right moment to deal effectively with his foes.

    A hybrid that cares as much about self preservation as they do about defeating their foes, the Warlord balances defense and offense. They are not as strong at defense as a tank, nor as strong at offense as a purely attack focused Soul but they combine both to add utility to either, or allow someone who is focused in one discipline to enhance themselves in the other.

    Gift of the Warlord: Increases Base Damage by 0.9% per point spent in the Warlord soul. Increases Maximum Health by 0.57% per point spent in the Warlord soul. Increases Armor by 0.75% per point spent in the Warlord soul. Increases Resistances by 1.5% per point spent in the Warlord soul.

    Major Ability Changes:
    * The Warlord’s role and ability set has changed significantly. It now acts as a Tanking Utility soul up to around 20 points, where it starts to shift into stronger DPS. A full Warlord build will have decent DPS and more survivability.

    New Root Abilities:
    * Breaking Blow: Deals Physical damage per Attack Point.
    * Recovery Posture: Attack Point builders heal for part of the damage dealt. Does not stack with Way of the Sun or Blade of Elemental Affinity. Lasts 1 hour.
    * Eye of the Storm: A single target is immune to all of the Warrior’s Taunt and threat generation abilities. Does not work against players.
    * Defensive Posture: Reduces damage taken and increases Maximum Health. Lasts 1 hour.
    * A Quick Death: Deals Physical damage to a target with under 30% health remaining.
    * Brothers in Arms: 30% of the damage done to a single ally is redirected to the Warlord.
    * Piercing Thrust: Deals Physical damage. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the global cooldown.
    * Deadly Posture: Increases your Critical Hit chance. Lasts 1 hour.
    * Battle Surge: Increases Attack Power and Weapon damage contribution.
    * Wave of Steel: Deals Physical damage to several enemies. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the Global Cooldown.
    * Tactical Surge: Increases damage dealt.
    * Battlefield Experience: Increases Critical Hit Chance and Critical Hit Power.
    * Clear the Breach: Charge the enemy and deal Physical damage to several surrounding targets. Grants 1 Attack Point.
    * Decisive Strike: Deals Physical damage. Activates and refreshes Piercing Thrust and Wave of Steel. Awards 1 Attack Point.
    * Ready Posture: All ability attacks that are on the Global Cooldown become 1 second global cooldown. Damage is reduced by 40%.
    * Neck Punch: Interrupts casting of the target.
    * Backhand: Deals Physical damage to an enemy. Must be used after the target or the Warlord Blocks, Dodges, or Parries an attack.
    * Into the Breach: Charges an enemy, dealing Physical damage. This ability grants 1 Attack Point.
    * Forced March: Increases your movement speed.
    * Defensive Manuever: Leaps backwards.
    * King of the Hill: Deals Physical damage, in addition to knocking the target back 15 meters.
    * Battlefield Medic: heals the Warrior.
    * Arterial Strike: Deals Physical damage plus additional Physical damage over time. Must be used after the target or the Warlord Block, Dodge, or Parry an attack.
    * Everything is a Weapon: Adds 25% of your Armor to Attack Power.

    Removed Root Abilities:
    * Leader’s Mark
    * Battlefield Distraction
    * Battlefield Awareness
    * Aspect of the Fallen Hero
    * Pin Target
    * Cracking Skulls
    * Intercept
    * Cutting Distraction
    * Promise of Steel
    * Aspect of the Elements
    * Call to Regroup
    * Weapon Blow

    Abilities Moved to Beastmaster and Renamed:
    * Locked Down
    * Spotter’s Order
    * Aid Command
    * Rallying Command
    * Assault Command
    * Call to Battle
    * Call to Entrench

    New Soul Tree Abilities:
    * Soldier’s Might: Increases your Strength.
    * Trained Defenses: Increases your Armor and Resistances.
    * Strength of Arms: Empowering Strike also increases Attack Power and weapon damage contribution for 6 seconds.
    * Staying Power: Increases the duration of Surges.
    * Shatter: Breaking Blow increases the damage that the enemy takes from you for 12 seconds.
    * Down and Dirty: Attackers within 5 meters deal less damage to you.
    * Disorient: Enemies affected by Into the Breach, Sergeant’s Order, and General’s Order deal less damage to you for 6 seconds.
    * Thick of Battle: Reduces incoming Ranged damage for 6 seconds after a charge.
    * Three Moves Ahead: Increases the damage on Piercing Thrust and Wave of Steel.
    * Field Navigation: Increases the range on Into the Breach, Clear the Breach, Sergeant's Order and General's Order.
    * Offensive Surge: Using a Surge deals Physical damage on up to 5 nearby enemies.
    * Calculating: Increases the damage on attacks that must follow a Block.
    * Seasoned: Increases damage for 10 seconds after Blocking, Dodging or Parrying or being Blocked, Dodged, or Parried.
    * Combat Training: Increases Damage.
    * Adaptability: You may have 2 active Postures.
    * Advance Planning: King of the Hill refreshes the cooldown on Piercing Thrust and Wave of Steel, also increases the critical hit chance of the next Piercing Thrust or Wave of Steel.
    * Combat Veteran: You can block without a shield.

    Removed Soul Tree Abilities:
    * Powerful Countenance
    * Intimidating
    * Enhanced Dodge
    * Defensive Experience
    * Improved Weapon Blow
    * Dramatic Presence
    * Battlefield Domination
    * That Which Doesn’t Kill Me
    * Imposing
    * Figurehead
    * Commanding Presence
    * Untenable Position
    * Rapid Recovery

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