Flasks and Poisons and Snares, Oh, My!
Luka is seeing a few changes to her offensive capabilities in the Alchemy Tree. The cooldown times on Flask of Fire and Flask of Frost— both pivotal to her combat role—are reduced from 32 seconds to 24 seconds, letting them be up more frequently. Their durations are also slightly increased.
Flask of Fire (Alchemist)
- Duration increased from 5 seconds to 6 seconds
- Cooldown time reduced from 32 seconds to 24 seconds
Flask of Frost (Alchemist)
- Duration increased from 5 seconds to 8 seconds
- Cooldown time reduced from 32 seconds to 24 seconds
Additionally, all traps and poisons are getting a needed damage boost, so both Luka and Thornton should have more viable options. Keep in mind that while it's better to have burst damage for dealing with weaker creatures, you'll probably want to rely more on total DPS with some of the DoTs (more on that below).
Caltrops (Archer)
- Damage increased from 10% to 50%
Elemental Mines (Alchemist, Hunter)
- Damage increased from 50% to 100%
- Burning damage increased from 50% to 100%
Poisoned Weapons (Alchemist, Assassin)
- Poison damage increased from 15% to 50%
Spike Trap (Archer, Hunter)
- Damage increased from 300% to 500%
Toxic Cloud (Alchemist, Hunter)
- Damage increased from 15% to 50%
- Cooldown time reduced from 32 seconds to 24 seconds
"Red" in French
Hall is getting a bit of a nerf to the almighty Long Shot ability. Previously, it did 200% damage up close and 500% at range; now it does 100% and 400% (I also fixed an error in the tooltip that said it did 600% at range). Don't worry, Explosive Shot and the most OP ability ever, Caltrops (above), each got close to 50% damage boosts each.
Explosive Shot (Archer, Hunter)
- Damage increased from 100% to 150%
Long Shot (Archer)
- Damage decreased from 200% to 100%
For the other rogues, we've hiked the damage on some of the lesser used abilities (similar to what we've done for the mage classes, below). Of special note is the Parry change that sneaked in with the Dragonslayer patch. That ability is the business now.
Parry (Alchemist, Duelist)
- Damage increased from 100% to 200%
Spinning Blades (Assassin)
- Damage increased from 75% to 100%
Throwing Blades (Hunter)
- Damage increased from 100% to 150%
Leave It to Reaver
Tamar had been feeling the hit to her survivability from the previous fix to the Rampage/Dragon's Rage combo, so we've decided to heavily increase the strength and usability of the Devour ability as well as make Ring of Pain a little less painful (ha, ha, ha) by reducing the starting cost.
Devour (Reaver)
- Health return increased from .2% per 1% to .4% per 1%
- Stamina cost reduced from 65 to 35
- Cooldown time reduced from 12 seconds to 8 seconds
Ring of Pain (Reaver)
- Starting stamina cost reduced from 10 to 5
Rolling in the Deeps
Many warrior abilities, especially one-handed ones, are getting a moderate damage hike. This will help make Belinda less reliant on the Spell Purge/Wrath of Heaven wombo-combo and give Korbin more of a damaging presence. Also, Walking Fortress doesn't last quite as long, but Unbowed has a much shorter cooldown time.
Lunge and Slash (Legionnaire)
- Damage increased from 175% to 300%
Shield Bash (Templar, Legionnaire)
- Damage increased from 300% to 400%
Unbowed (Templar, Legionnaire)
- Cooldown time reduced from 32 seconds to 12 seconds
Walking Fortress (Legionnaire)
- Duration reduced from 8 seconds to 6 seconds
And just for kicks, Earthshaking Strike is stronger, too!
Earthshaking Strike (Reaver, Katari, Avvar)
- Damage increased from 150% to 200%
Shattered Ground (Earthshaking Strike upgrade)
- Burning damage increased from 20% to 35%
Dragon Mage: Inquisition
We've made a lot of minor tweaks to mage abilities, focusing on increasing the strength of the lesser used abilities and slightly reducing the damage on the overused ones. We also slightly tuned down the amount of support XP that Barrier provides so that mages aren't dominating the leaderboards (as badly). Don't worry, the warrior XP buff is coming soon!
Barrier (Keeper, Elementalist)
- XP sponge amount reduced from 10% to 7%
Decloaking Blast (Keeper, Elementalist, Necromancer, Arcane Warrior)
- Damage reduced from 1000% to 800%
Energy Barrage (Keeper, Elementalist, Necromancer)
- Damage increased from 66% to 85%
Firestorm (Elementalist)
- Damage reduced from 100% to 85%
Lightning Bolt (Keeper, Elementalist)
- Mana cost reduced from 65 to 50
- Cooldown time reduced from 24 to 12
Ellipsis
(DoT, DoT, DoT—get it?)
We shifted Rion's burst damage down for his fire abilities while drastically increasing the burning damage they deal. That ice dragon has no chance.
Fire Mine (Elementalist)
- Damage reduced from 1600% to 1200%
Searing Glyph (Fire Mine upgrade)
- Burning damage increased from 200% to 600%
Immolate (Elementalist)
- Burning damage increased from 75% to 200%
Wildfire (Immolate Upgrade)
- Burning damage increased from 75% to 200%
Sidony also got in on the DoT love with a much-needed change to the duration of those spells. Walking Bomb took a hit to its damage, but now it has an extra DoT tick and costs slightly less mana. The best part? All three DoTs now last the same length (12 seconds)! This higher value also strengthens some of her passives even more.
Horror (Necromancer)
- Duration increased from 6 seconds to 12 seconds
- Damage increased from 50% to 150%
Walking Bomb (Necromancer)
- Mana cost reduced from 65 to 50
- Duration increased from 10 seconds to 12 seconds
- Damage reduced from 200% to 150%
The Lady in Red (and Blue)
The commander of the Venatori forces has received a huge boost to her damage output and a decent boost to her survivability as well in the form of her barrier. The despair demon, on the other hand, will now be a little easier to catch for melee characters because her jump-away tricks have a longer cooldown time.
Venatori Commander
- Barrier amount increased from .08% to .8% of maximum health
- Fireswarm damage increased from 30% to 50%
- Firewall damage increased from 100% to 300%
- Firewall burning damage increased from 50% to 200%
- Inferno damage increased from 100% to 200%
Despair Demon
- Evade cooldown time increased from 2 seconds to 10 seconds