This post has been edited 1 times, last edit by "Intoshadows" (Jul 19th 2014, 6:39am)
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Descriptions of Engineer's abilities Beam Cannon, Dither Bomb and Frag bomb are changed.
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Engineer's ruby Bombardier now affects Neurogas ability.
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Engineer's ability Firethrower now deals proper damage.
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The effect from Engineer's ability Defibrillation now correctly protects a target.
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Paladin's ability Vengeance, when passed from the progenitor, now correctly affects all Engineer's shots, Dither Bomb and Frag bomb.
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Fixed the error when it failed to use context actions in June Catacombs.
This post has been edited 3 times, last edit by "bunzy" (Jul 23rd 2014, 6:53pm)
engineer gets a over all damage boost, added depth to the class, warrior die hard, party heal, ferver, seal, cc. several skills reworked. im currently playing on the russian server right now.
first thing i notice is they reduce the cast time of bombs, also frag bomb is know longer a skill shot meaning you cant miss anymore
the cast time reduction rubies on bombs make it really fast. thank you allod gods. im assuming they reduced the dps of that bomb also. not sure.
Giggity giggity gigg-WHAT!
Wow! I was totally willing to stick with Engineer simply because I loved the concept but these upcoming changes look BEASTLY!
I'm so stoked about the Frag Bomb change-I've got really, REALLY good with throwing that thing on target but this will be a huge quality of life change.
I'm really excited to see how the Combat Mode change functions. As of now, I though it was an interesting concept to be able to have SO much range but I respecced out of it(before hitting level 15) because it just wasn't very practical, especially while leveling, to be lose your mobility. So is going to be more like an offensive cool down now?
Also, how is the heal on that "Healing Resort" device?
I'm so excited, is there an ETA on the patch arriving?
Thanks guys!
This post has been edited 1 times, last edit by "bunzy" (Jul 24th 2014, 11:11pm)
Combat mode additionaly gives 4 shots extra effects:i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark e
Combat mode additionaly gives 4 shots extra effects:i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
Fire Shot - Knocks the target 7 yards away
Acid Shot - Applies a DoT on a target, dealing XX Acid damage over 7 seconds (stacks 3 times)
Lightning Shot - Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark explodes, dealing XX Astral damage to all units within 10 yard radius. Can be stacked up to 3 times before mark duration expiration to deal up to 3 times more damage.
Speaking of Lightning and Astral Shot, there is a ruby skill called "Cannonade" (Канонада), that, after firing 10 / 5 Fire or Acid Shots, you get an effect for 6 seconds that reduces energy cost of Lightning and Astral Shot by 30% / 60%.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
This really can't come soon enough...Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark e
TgCombat mode additionaly gives 4 shots extra effects:i dont really understand the new combat mode, the shots put a buff on its target that stack, not sure exactly what it does since i cant read it.
Fire Shot - Knocks the target 7 yards away
Acid Shot - Applies a DoT on a target, dealing XX Acid damage over 7 seconds (stacks 3 times)
Lightning Shot - Disarms and silences the target for 2 seconds per stack (not sure how it stacks)
Astral Shot - Marks the target. After some time the mark explodes, dealing XX Astral damage to all units within 10 yard radius. Can be stacked up to 3 times before mark duration expiration to deal up to 3 times more damage.
Speaking of Lightning and Astral Shot, there is a ruby skill called "Cannonade" (Канонада), that, after firing 10 / 5 Fire or Acid Shots, you get an effect for 6 seconds that reduces energy cost of Lightning and Astral Shot by 30% / 60%.
In early levels, this ''Health Resort'' (or Heal Drone ???) heals for quite a good amount. However mid- or early late game, it's heal falls down quite a bit. But it is very efficient in parties, as it can ease up healer's job. Consider it as a weaker version of Healer's Circle of Healing.i dont know if its my stats, but the heal seems pretty weak if you're 1vs1, probably pretty op as a party heal for mass pvp or astral. not so much for 1 on 1. but again it could be my stats. im still testing stuff out.
wow
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