![]() In addition to damage and vitality resistance based on Potency, TKSH will reduce the target time of Telekinetic Storm by up to 50% based on TKSH's Integrity.Īs a regular ol' damage reducer this was nerfed, but it still has all of its bells and whistles: baked in stamina bonus, a flat reduction to physical damage on top of everything else, and a small immunity chance. (NEW) Main function of TKSH is a bog-standard percentage-based damage resistance effect, albeit a relatively weak one (the synergy with CoL is handy, though, and TKSH should be contested first). ![]() Scope of damage the spell will nullify increases with Potency. Messaging has been updated and it is now possible to cast using ambient light at the cost of a hit to duration. Now works as a "reverse IC," nullifying small hits but providing only token defense against larger ones. Significant rewrite, tantamount to a new spell. No change other than compatibility with the new stacking system. Threshold raised for how big an attack can be before IC stops further mitigation. Also due for a facelift and namechange (along with MaPP) but those did not happen in time for this release cycle. Substantially buffed and also reduces some incoming vitality damage. No longer provides damage resistance, instead returned to original design where it increases the difficulty of being aimed at by ranged attacks. In addition to direct damage reduction, also reduces some incoming vitality damage. For anyone else in the Bard's party, a substantially reduced (half of what the caster gets) damage barrier, but it costs no barrier slots for them (in effect, the Bard can give anyone an extra freebie amount of damage reduction). For the Bard, slightly buffed, takes less skill, and costs one less spell slot to learn. (NEW) Only token damage reduction to the caster, but also any weapon held by the aggressor (whether or not it was actually used in the assault) will be debuffed for a short time, similar in concept to the Cleric spell Curse of Zachriedek. In PvP, only damage dealt by the character being struck will be added to the attack. If the Barbarian is severely wounded, this damage will be increased further. A portion of incoming damage will be dealt to the next foe struck by the Barbarian. (NEW) Basic difficulty, requires two abilities in Path of the Flame, and two ability slots. With few exceptions, even a single ability will meet or exceed the previous cap. The roof on how potent percentage-based damage wards can be has been raised. Any given character can maintain two damage reactive wards on them at once. If the ability is not from your guild or an AP spell, it costs an additional +1 (two normally, one if it is a nominally zero cost). Most abilities consume one "ward slot," while a handful as noted consume zero. For example, Cage of Light counts as a damage reactive spell (it attempts to reduce combat damage) but Psychic Shield does not (it attempts to reduce spell effectiveness). This update introduces to the live game the notion of "ward slots." Specifically, these currently apply to "damage reactive" abilities, or those that direct attempt to reduce the amount of damage you are taking. The PvE nerf has been reverted, otherwise the same.įor those with access to TE, the chance for it to proc has been buffed. Spells marked as (NEW) are on a preview period. With that in mind, the currently up-to-date changelog is below. Tweaking can still happen, some spell work we wish to do will be incoming, and in general we are still happy to hear your experiences. This does not mean that everything related to damage barriers is written in stone, even though we believe at this point they are sufficiently functional to be an improved experienced. After some months of testing and tweaks, the Barrier Review is now live in Prime.
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