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  1. #21
    Celestial Voices dakkota's Avatar
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    I will try to find something recent...due to the 5 min edit rule their forums have people have to keep making new lists of updates when they change. So I will try to find a most accurate one....Will be a bit sloppy, just copied notes people posted within the last 24 hours.




    Ranger - Piercing Shot - Now has a 5 seconds cooldown instead of 10 seconds.
    Marksman - Lightning Fury - No longer has a cast time.
    Marksman - Barded Shot - Removed


    Marksman:
    * (PTS-Only-Change) Invigorating Munitions REMOVED.
    * Master Archer - now give 1/2/3/4/5% bonus damage. And an addition 1% for each point spent in MM above 20 (totally with 51 points makes this 36% bonus damage).

    Rogue in General:
    * Strength now gives 0.5 Physical Crit per Point. (up from 0)
    * Dexterity now gives 0.5 Physical Crit per Point. (down from 1)
    * Wisdom now gives 0.5 Spell Crit per Point. (up from 0)
    * Intelligence now gives 0.5 Physical Crit per Point (down from 1)

    Riftstalker:
    * Defer Death is now "For the next 4 seconds the rogues hit points do not go below 1. When this effect elapses, the Rogue gains an absorbtion shield that absorbs all incoming damage for up to 50% of the Rogues maximum health up to 10 seconds.
    * Rift Barrier: Now also absorbs magic damage
    * Death from the Shadows: Removed.
    * Shadow Mastery is now only 2 instead of 5 points. (10/20s reduce instead of 3/6/9/12/15s).
    * NEW Talent: Shadow Guard - Decreases the physical damage the rogue takes by 1/2/3/4/5%. For every 1000 armor, you take 1% less physical damage, up to 20%.
    * Phantom Blow: Now decreases damage taken by 6% instead of 2% per stack. Does not stack anymore. Now has a 10 second cooldown.
    * Shadow Assault: Now has a 100% AP modifier (instead of 50% in earlier PTS patch)
    * Stalker Phase: Increases the damage of Plane Shifts by 15% (passive).

    Bladedancer:
    * Class Mechanic Change: Rhythmic abilities no longer causes Exhaustion. You can only have one Rhythmic ability active at any given time.

    * Flash of Steel is now a 10 point root ability.
    * NEW Talent: Unabating Steel - You are immune to control and movement effect for 4 seconds after using Flash of Steel.
    * Counterbalance: Decreases cooldown of Rhythmic Abilities by 15s.

    Nightblade:
    * Fiery Chains is now a 32 point ability. Gains an addition bonus by 50% from AP.
    * Fell Blades is now a 16 point ability.

    Marksman:
    * Penetration Shot: Is now 5/10/15/20/25% armor penetration (up from 4/8/12/16/20%).
    * (PTS-only-change) Rending Munitions: Is now a 16 point root ability.
    * NEW Talent: Silver Tip Munitions, 51 point root - Each time the rogue ranged attacks an enemy it curses them, increasing the damage they take from the rogue by 2% per stack. Stacks up to 10 times. Same rules applies here with other munitions, only 2 WE.

    Assassin:
    * Slip Away no longer makes you immune for 3 seconds. However instead damage that you get within the first 3 seconds will not put you out of stealth.
    * NEW Talent: Cut and Run, 20 point root - Basically Break Free.


    There are older ones but, I am not sure how much have changed/stayed the same - I am quite sure there is more than I posted changing and it's changing everyday, so I am sure in a few days this list will be half useless. But it gives you an idea where the direction is going for 1.5....



    EDIT: These were some other big changes. These were posted before the ones above. If something above contradicts this - the top is correct. But this should fill some gaps so far.


    Nightblade:
    Twilight Transcendence: Removes curable effects, 50% less damage taken, 50% Maximum Health healed over 4 seconds. - Old is 100% immune for 3s.
    Fell Blades: Old + The rogue gets healed for 20% of any heal the cursed enemy receives.
    Primal Death: Increases damage of your primal strike by 5/10/15%.
    Primal Strike: Now deals death damage.
    Enkindle: Increases the attack power bonus of your Fire based attacks by 10/20/30%.
    Living Flame: Added a 50% damage bonus from Attack power is applied to this attack.

    Assassin:
    Baneful Touch: Increases all damage of weapon enchantments by 20%. Last 1 Hour.
    Enduring Brew: No longer a dot, scales with attack power. 1 minute cooldown.
    Poison Mastery: Increases the attack power bonus of your poison-coated by 10/20/30/40/50%. And increase the chance of appling poisons to your enemy by 4/8/12/16/20%. - (up from 2/4/6/8/10%)
    Expose Weakness: Now Scales with Attack Power. Now has a 20s cooldown.
    Backstab: 150% Attack Power applied instead of 100%.
    Assassinate: Also ignores 50% of armor now.
    Leeching Poison: Now a 14 point ability.
    Physical Trauma: Increases damage of your Puncture, Jagged Strike, and Impale by 15/30%. Your Impale causes targets to take an additional 15/30% damage from your Final Blow.

    Ranger:
    Shadow Fire: Increases damage with Ranged Weapons by 13% for 25 seconds, increases by 1% for every point spent above 14. (changed from 35% boost always)
    Master Huntsman: Increased the healing debuff from Dire Wolf Pet to 10/20/30/40/50% (up from 6/12/18/24/30%).
    Killing Focus: Now effects both melee as well as ranged weapons.

    Marksman:
    Comment on Munitions: You can have up 2 activated at the same time. However those 2 includes the sin/nb buffs also. All has a 100% proc rate.

    Master Archer: Whenever you are standing still +4/8/12/16/20% extra damage.
    All Pedestals: Removed
    Single Minded Focus: Increases the damage of all single target attacks by 5%.
    Electrified Munitions: 14 points - Old Master Archer it seems.
    Invigorating Munitions: 18 points - All ranged attack abilties give back 2 energy.
    Vampiric Munitions: 36 points - As incorrect tooltip currently. Correct thing is... Ranged weapon attacks apply a curse on the enemy, reducing healing by 50%. The Rogue also heals for 20% of any healing the cursed enemy receives.
    Rending Munitions: 51 point - Ignores 25% of the targets armor.
    Penetrating Shots: Now effects both melee as well as ranged weapons.
    Penetrating Shots: Improved Fire Power now procs on melee weapons also.
    Strafe: Removed the portion about Pedestals and instead now gets "An additional 100% damage bonus from Attack Power is applied to this attack".
    Hit and Run: Removed.
    Improved Hit and Run: Renamed to Hit and Run.
    Deaden: Decreased energy cost reduced from 40 to 10.

    Bladedancer:
    Contra Tempo: Quick Strike and Precision has 25/50% chance for extra combo points.
    Compound Attack: No longer has reduced damage to the extra targets (2nd and 3rd).
    Turn the Tide: Now also take 10% less damage.
    Weapon Barrge: Like all other interrupts in 1.5. This no longer deal damages.

    Riftstalker:
    Annihilate: Increases attack power by 20% for up to 1 min (depends on combo points) instead of a fixed amount.
    Improved Rift Barrier: Removed
    Planar Vortex: Whenever you plane shift 50% weapon damage on surrounding enemies for 4 seconds, generates a lot of threat, requires Guardian Phase.
    Rift Barrier: Same as before, but also reflects the absorbed damage back to the caster.
    Guardian Phase: Increased threat generation from 100% to 200%.
    Stalker Phase: Buff is now applied after plane shifting, rather then just from Shadow Stalk and Shadow Assault. Giving you 100% uptime on the buff.
    Shadow Blitz: An additional 50% damage bonus from Attack Power is applied to this attack.
    Shadow Assault: An additional 50% damage bonus from Attack Power is applied to this attack.
    Hasted Time: Increases your movement speed by 25/50% (up from 15/30%) for 4 seconds after Plane Shifting. This can only be triggered once every 10 seconds.
    Freedom of movement: This effect can only be triggered once every 10 seconds.

    Bard:
    Motif of Renewal: 6 Point - Plays a Motif that heals the rogue for X health every 3 seconds. Lasts 15 seconds. Does not stack with Motif of Regeneration. - Has the SAME healing per second as Regeneration. But self only.
    Triumphant Spirit: Motif of Renewal added

    Saboteur:
    Fragmentation Bomb: +50% damage bonus from Attack Power
    Chemical Bomb: +50% damage bonus from Attack Power
    Time Bomb: Damage appears to have been doubled
    Annihilation Bomb: Damage appears to have been doubled, +50% damage bonus from Attack Power
    Last edited by dakkota; 09-11-2011 at 12:48 PM.

  2. #22
    Celestial Voices dakkota's Avatar
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    ^^^

    I always thought rogues were fine and pretty OP already. But they are like the Eq wizards of Rift and the general population of them on the official boards WHINE like it's going out of style. 1.5 is going to be christmas for me on my PvP server. full rank/every piece of gear. Just waiting

    ps. The crit stuff kind of sucks but...tbh I don't mind it since stat changes are happening to everyone. After seeing Eq2 itemization and results once they allowed people to hit a 100% crit cap, I won't mind however long this game keeps crit as a viable gain stat and not easily capped. 100% crit raped Eq2 bad in the long run imo and right specs/gear (for me in pvp gear) can already push 45 - 55% crit within the games first 6 months. Although with the crit hard cap they sort of limit that anyway for now. It's also balanced somewhat though, they changed the stat effects for warriors as well, think they gain/lose a little here and there too. Didn't look into it a lot though yet.
    Last edited by dakkota; 09-11-2011 at 12:56 PM.

  3. #23
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    Quote Originally Posted by dakkota View Post
    ^^^

    I always thought rogues were fine and pretty OP already. But they are like the Eq wizards of Rift and the general population of them on the official boards WHINE like it's going out of style. 1.5 is going to be christmas for me on my PvP server. full rank/every piece of gear. Just waiting

    ps. The crit stuff kind of sucks but...tbh I don't mind it since stat changes are happening to everyone. After seeing Eq2 itemization and results once they allowed people to hit a 100% crit cap, I won't mind however long this game keeps crit as a viable gain stat and not easily capped. 100% crit raped Eq2 bad in the long run imo and right specs/gear (for me in pvp gear) can already push 45 - 55% crit within the games first 6 months. Although with the crit hard cap they sort of limit that anyway for now. It's also balanced somewhat though, they changed the stat effects for warriors as well, think they gain/lose a little here and there too. Didn't look into it a lot though yet.
    I don't people are having issue with a change to how crit works mostly that one class rogue is singled out for 50/50 where all other classes are now 75/25. This changes essentially gives every class save rogue a main stat and ours will come from str/dex equally and we don't have very high str so it's somewhat pointless.

    I will reserve judgement until they unbugg test to see what I am actually left with.

  4. #24
    Celestial Voices dakkota's Avatar
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    Agreed. Although with that token of 75/25, wont warriors now be losing some AP? That is why I thought it was semi fair only because we keep our .5ap for str/dex and warriors are reduced to .25. To be optimistic I can say I will lose perhaps 5% crit chance, so I have a 5% chance to do less damage. But while others gain a little % chance to do extra damage their total passive out-put is slightly lowered. I am no math pro and maybe there is a flaw in my thinking, math is not my strong point.

    Although honestly as a rogue, the shit they are giving us is some balls to wall stuff, I'd drop 6% crit chance for it in a hearbeat. Alas like you said, test is test, just gotta stay tuned.

  5. #25
    Shufflin' Errday
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    Marksman, Assassin, or Bladedancer seem like they are going to be apart the top builds in 1.5.

  6. #26
    Celestial Voices dakkota's Avatar
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    Default Re: What pvp setup you using?

    I totally saw Iskiab on Briar last night and tried to PvP him. Slipped away before I could get a kill

    <33

  7. #27
    Brings the pain
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    Default Re: What pvp setup you using?

    Quote Originally Posted by dakkota View Post
    I totally saw Iskiab on Briar last night and tried to PvP him. Slipped away before I could get a kill

    <33
    Pretty sure he only travels around in 51asn. Idiots thinks slip away is op, nope it's hidden veil that makes it OP.
    [SIGPIC][/SIGPIC]

  8. #28
    Celestial Voices dakkota's Avatar
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    Default Re: What pvp setup you using?

    Neither are OP. Purge hidden veil and keep a dot active (hopefully a physical one). Step into the Shadows is OP. Although a good sin won't activate hidden veil until they need to slip away that way people probably won't purge it. I personally travel around as 45mm/21infil. Way safer than 51ass/15infil and slightly easier to get pvp kills with imo.


    ^^^ i'm also totally on your server ATM. I change servers once a week whenever the 7 day xfer time limit is up.

    edit: correction, I'm on faemist, not blight. D'oh
    Last edited by dakkota; 09-25-2011 at 01:05 PM.

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