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PTR - Update Notes - Sabotage! - 1.0.12: 7/23/2014


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#1 BigV

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  • Carbine Studios (Former)

Posted 23 July 2014 - 10:44 AM

Highlights
PTR Exclusive

  • Anyone can now utilize the instant-level-50 boost NPC and test gear vendor on the PTR.
  • PvP items have been added to the test gear vendor on the PTR, allowing you to be properly suited up for battleground testing!
  • The “Pouch of Prestige” can now be bought on the PTR, instantly filling your PvP currency.

General

  • Can no longer /follow if you or your target is dead.
  • “Level Up” VO now plays with a higher priority over quest and other types of VO.

Creatures

  • The telegraph shape for the Hurricane creature spell has been slightly adjusted.

Characters
Items

  • Liquid Confidence
    • Fixed an issue in which the event could trigger more than once every 0.25 seconds.
    • Adjusted the healing value to be appropriate for the frequency in which it can occur.
    • Healing Value: 106 health, down from 433 health.

Item Specials

  • Fixed a bug that was causing several Item Specials to be removed upon death.
  • Heavy Blow Special has been updated to have a 10s ICD on all tiers.
    • Tier 1 updated to 10% chance and 1m pushback down from 50% chance and 2m.
    • Tier 2 updated to 15% chance and 1.5m pushback down from 50% chance and 3m.
    • Tier 3 updated to 20% chance and 2m pushback down from 50% chance and 4m.
    • Tier 4 updated to 25% chance and 2.5m pushback down from 50% chance and 5m.
    • Tier 5 updated to 30% chance and 3m pushback down from 50% chance and 6m.

Classes
General

  • Resolved an issue that would let channeled spells clear their GCD after they had performed an Action.
  • Channeled Spells will no longer go on cooldown if interrupted unless they have ticked at least once.
  • Fixed an issue that prevented passive stance buffs/debuffs from applying when switching stances during GCDs or during CCs.
  • Fixed hit detection of cone telegraphs with min radius hitting units just behind caster.

Engineer
General

  • Made improvements to telegraphs so that enemies on top of the Engineer will be more reliably hit.
  • Adjusted telegraphs so they should no longer be able to reach players on the starting ledge in arenas.

Abilities

  • Flak Cannon
    • Fixed an issue in which Flak Cannon could be repeatedly cast to gain Volatility outside of combat.

Esper
General

  • Fixed a bug that caused the Blade Dance animation top last longer than intended.
  • Bolster and Concentrated blade now have a small 250ms Cooldown to prevent all charges from firing at the same time if Hold to Continue Casting is enabled.

Abilities

  • Blade Dance
    • Channel time reduced to 2 seconds down from 3 seconds.
    • Damage per level reduced to 5.35 from 6.96 (per tick) and 10.04% Assault Power down from 13.05% AP (per tick).
  • Concentrated Blade
    • The missile delay has been reduced to 3s at all levels down from 3.4s and 4.4s (T4+).
    • Tier 4 bonus now increases the recharge rate to 2 per 10 seconds.
  • Haunt
    • Tier 4 no longer grants a pushback.
    • Tier 4 bonus now grants an Empower that increases Magic Damage dealt by 6% for 5 seconds.
  • Psychic Frenzy
    • The Tier 8 Bonus now requires 3 charges to generate an additional Psi Point down from 6.
    • Reduced the GCD on the first press down to .75s down from 1.25s.
  • Telekinetic Strike
    • Now castable while moving.
    • The damage has been reduced to 33.6% Assault Power down from 37.34% Assault Power and 18 damage per level down from 19.93 damage per level. The damage per tier has been reduced to 5.67% assault power down from 6.3%.
    • The Tier 8 Bonus on Telekinetic Strike now required 3 charges to generate an additional Psi Point down from 6.

Medic
General

  • Fixed a bug that was preventing tiered abilities from using cooldown reduction.
  • Fixed a bug in which some Medic global cooldowns were using a 1.5s GCD instead of a 1.25s GCD.
  • Fixed an issue where Discharge and Emission would not reset their GCD if the spell was canceled before the first tick.

Abilities

  • Barrier
    • Fixed a bug where the tier 8 bonus was healing more than intended. Reduced the duration of the Interrupt Armor granted by Barrier to 3 seconds, down from 10 seconds.
  • Devastator Probes
    • Reduced the detonate damage from Tier 4 to 35%, down from 50%. Reduced the amount of additional foes affected by tier 8 to 2, down from 3. Additionally the splash damage from Tier 8 now deals 75% of normal detonate damage.
  • Gamma Rays
    • Can now hit 3 targets per beam, up from 1.
    • Base damage per beam has been reduced to 14.19 damage per level, down from 14.89, and 32.62% Assault Power, down from 34.21%.
    • The tier 4 bonus now causes each use of Gamma Rays to reduce its cast time by 0.5 second. Every third cast resets the cast time back to normal.
    • The tier 8 bonus now grants a 33% chance per beam that hits an enemy to build an Actuator.
    • Landing a hit with all 3 beams still grants a 100% chance to build an Actuator. There is now a 2 second cooldown on the Actuator granted from T8.
  • Mending Probes
    • Reduced the detonate healing from Tier 4 to 35%, down from 50%. Reduced the amount of additional allies affected by tier 8 to 2, down from 3. Additionally the splash healing from Tier 8 now restores 75% of normal detonate healing.
  • Rejuvenator
    • Reduced the duration of the Interrupt Armor granted by tier 4 to 3 seconds, down from 10 seconds.

AMPs

  • Reboot
    • This will now trigger on allies below 30% shield rather than only on empty shields. The bonus shield healing has been reduced to 135% Support Power, down from 225%.
  • Solid State
    • The Interrupt Armor granted by this now only lasts for the first 3 seconds of Protection Probes rather than the full duration.

Spellslinger
General

  • Quick Draw and Rapid Fire tooltips now read the proper target count.

Abilities

  • Rapid Fire
    • Once the initial cast is ‘Surged’, each tap will now trigger ’The One’ and ‘Surge Damage’.
  • Spell Surge
    • Spell Power is no longer consumed if Spell Surge is activated mid-cast.
    • Spell Surge is now castable while casting.
  • Voidspring
    • Will now only trigger The One and Surge Damage at cast.
  • Wild Barrage
    • Can now be deflected.

AMPs

  • Gunslinger
    • Now procs when landing a hit with an assault ability that has a cooldown.
    • Can only trigger once per second.
    • Buff duration refreshes with each proc.
    • Buff duration reduced to 8s from 20s.
    • Critical Chance buff increased to 3.5% from 2.5%, and its stack count decreased to 3 from 5.
  • ‘The One’ and ‘Surge Damage’ no longer replace one another.

Stalker
General

  • Fixed a bug that caused Ruin, Phlebotomize, Frenzy and Razor Disk to have a higher than intended Deflect Chance.

Abilities

  • Impale
    • Now hits 2 targets up from 1.
  • Last Stand
    • Reduced the Duration to 3 seconds down from 3.5 seconds.
  • Nano Field
    • Tier 8 Lifesteal reduced to 75% down from 100%.
  • Neutralize
    • Cost Debuff stack cap reduced to 5 from 6.
  • Steadfast
    • The tier 8 bonus can only trigger the Suit Power Regen a maximum of 5 times for the duration.

AMPs

  • Precision AMP is now properly flagged as Stalker Class only.

Warrior
General

  • Fixed a bug that was preventing tiered abilities from using cooldown reduction.

AMPs

  • Fixed an issue that was causing certain Warrior AMPs to drop more frequently than intended from Challenge reward bags. This fix will also slightly increase the chance to get rare AMPs from the Challenge reward bag.

PvP
General

  • Extricate will no longer work on bomb carriers.

Items

  • Rating requirements for PvP gear have been adjusted.
  • Scientist scanbots can no longer be summoned in Battlegrounds or Arenas.

Arena’s

  • Players will no longer be able to avoid being teleported into the arena by jumping off of the spawn platform and using a force move ability to get back.
  • Fixed exploit related to players leaving an Arena match early.

Daggerstone Pass

  • The bomb will no longer lose functionality when dropped multiple times.
  • Sabotage bomb visual polished.
  • A Spellslinger can no longer access an enemy spawn point by using Spatial Shift.
  • Re-secured the Dominion spawn point from Exile wall climbers!
  • Quest arrows will correctly point to the enemy Fusion Core.
  • The progress bar tooltips in both Warplots and Sabotage now indicate which team they belong to.

Content
General

  • Fixed a bug where some imbuement quests were not localized.

Blighthaven

  • All group-difficulty creatures in Blighthaven are now set for soft-kill, accommodating for multiple groups/ungrouped players and removing bottlenecking.
  • Breadcrumb quests into Blighthaven weren't being fired properly. Now they are! Welcome to Blighthaven!
  • Fixed a number of issues with the Scorchwing encounter in Blighthaven.
  • Multiple players (grouped or not) will be awarded participation for "Lost" in Blighthaven when they engage in the holdout.

Drusera Instances
Drusera Instance 2

  • Straining to be Heard
    • Fixed issue where exile players would not be pushed the quest on meeting the prerequisites.

Drusera Instance 3

  • The Hidden Dark
    • Canceling the clone spawning cinematic before it finishes will no longer block progression.

Galeras

  • The objective to poison the air supply for quest "The Warden" now correctly shows up as optional in the Quest Tracker.

Grimvault

  • Scorchwing should no longer occasionally go un-responsive when transitioning into the Egg phase.

Malgrave

  • Darkspur enemies in Swindler's End will now give XP to players as intended.

Northern Wilds

  • ‘Calm Before the Storm’ quest text has been restored.
  • The Dominion Cannon is now appropriately telling players what it is.

Whitevale

  • The Wigwalli Lopp have decided to protect a holocrypt from the Ascendancy near Augmentation Facility X426 in Whitevale.

Adventures
The Hycrest Insurrection

  • Fixed a bug in Hycrest adventure where players might temporarily be unable to see each other.

The Malgrave Trail

  • The distance bar has been switched to fill up when players get close to the lost caravan member (rather than show how far away you are). The text messaging has also been improved to better inform players that the location is based off the caravan's position rather than the individual player's.

Dungeons
The Ruins of Kel Voreth

  • Forgemaster Trogun
    • Removed some safe areas during the Exanite Shards phase.
    • Adjusted boss wall placement.
  • Voreth Beastmaster
    • Pulverize can no longer crit.

Sanctuary of the Swordmaiden

  • Normalized the random event selection by wing to reduce variance in clear times caused by random optional objectives. In order to accomplish this we've done the following:
    • Enabled a single random non-miniboss objective per wing (previously 0 to 4). The entry wing and hub objectives are considered the same wing for this purpose.
    • Reduced the total number of non-miniboss random objectives selected to 4 (down from 5).
    • Adjusted the counts and parameters of the optional objectives to bring them closer in line in terms of time to complete.
  • ‘Dodge the Totems’ challenge no longer fails when the totems' telegraph hits an NPC.
  • Deadringer Shallaos
    • The Sound and the Fury veteran boss challenge now only enables on Veteran difficulty.

Raids
Datascape

  • Updated multiple basepop encounters to improve cluster cooldowns, add missing Moments of Opportunity, correct execution frequency, etc. Just general cleanup.
  • System Daemons
    • Overload is now removed when entering one of the lower rooms.
    • Daemons should no longer sometimes auto attack between Disconnect and Memory Wipe.
    • Should be less likely to cast Power Surge in addition to another spell.
    • Increased trigger volume size for teleporters.
    • Overload now reduces threat generation per stack.
  • Maelstrom Authority
    • Increased HP.
    • Static Bombshell now also applies ability restriction.
    • Platform layouts are now random presets instead of complete randomization.
    • Lightning Strikes should no long be offset from the target.
  • Gloomclaw
    • HP Increased to 54.6m.
  • Volatility Lattice
    • Obstinate Logic Wall HP increased to ~1.23m.
  • Avatus
    • Increased HP.
  • Earthen Biomes
    • Updated spawn clusters and positioning.
    • Removed cleave from Bonechewer Rockhorde auto attack.
  • Glacial Fortress
    • Updated spawn clusters and positioning.
    • Snownado knockback is now more horizontal.
    • Pulling either Frost-boulder Avalanche now aggro’s all basepop on that platform.
    • The cube bridge to the final miniboss now activates once the basepop in front of it is killed.
    • Removed cleave from Icespike Hordling auto attack.
  • Obsidian Wastes
    • Updated spawn clusters and positioning.
    • Removed cleave from Obsidian Spikehorde auto attack.

Genetic Archives

  • Centrifuge Challenge loot will no longer be awarded until the event room is complete.
  • Experiment X-89
    • Shattering Shockwave no longer damages pets. Classes that start with the letter 'E' rejoice.
  • Dreadphage Ohmna
    • In order to discourage strategies based entirely on random chance, the following changes are being made to the final phase of the Dreadphage Ohmna encounter (We apologize for accidentally encouraging any use of the phrase "YOLO"):
      • Strain Spit from Phageborn Plasma Leeches and Tentacles of Ohmna will no longer daze players.
      • Final phase tentacle spawns will no longer take damage until they finish casting Erupt
      • Initial spawn of tentacles in the final phase now have pre-set positions and the total count has been reduced.
      • Genetic Torrent in the final phase now creates an additional "unsafe" area that prevents players from avoiding Torrent in unintended ways.
      • Ohmna no longer casts Genetic Torrent immediately upon beginning the final phase.
      • There is now small delay before Ohmna begins to rotate for Genetic Torrent in the final phase.
      • Ohmna will no longer cast Devour in the final phase.
      • Her challenge should now be correctly rewarded upon completion.

Ultimate Protogames

  • Each event room now has a holocrypt.
  • Upon entering each of the different event rooms, players receive a communicator message to introduce the gameplay.
  • When teleporting between event rooms, players can click on their transitional objective to see where the teleporter is located.

Paths
Settler

  • Settlers were unable to complete a mission that relied heavily on a quest to be completed before the mission was unlocked, this has been fixed.

Economy
Loot

  • Rare mob packs will no longer drop loot until the entire group has been killed.

Tradeskills
General

  • Sittable chairs near crafting stations have been removed. This is part of a short term fix to address a bug that occurs when players attempt to craft in any animation state except standing.

Architect

  • Architect Cybene in Malgrave has had her phasing flags updated, and her spawn point and quest location have been moved to increase visibility.

Tailor

  • Fixed an issue where some Walatiki and Bloodsworn schematic-granting items were not pointing to the correct schematics, causing some achievements to be un-achievable.
  • Corrected multiple instances of recipe granting schematics linking to the incorrect schematics. The following items have been corrected:
    • Pattern: Darkspur Spurboots
    • Pattern: Darkspur Darkpants
    • Pattern: Darkspur Darkshawl
    • Pattern: Shatterforce Commando Gloves
    • Pattern: Shatterforce Commando Robes
    • Pattern: Shatterforce Commando Sandals
    • Pattern: Shatterforce Commando Tights
    • Pattern: Shatterforce Commando Mantle
    • Pattern: Siegebreaker Gloves
    • Pattern: Siegebreaker Boots
    • Pattern: Siegebreaker Tunic
    • Pattern: Siegebreaker Trousers
    • Pattern: Thermock Bandana
    • Pattern: Thermock Colors
    • Pattern: Thermock Hands
    • Pattern: Thermock Shoes
    • Pattern: Thermock Knickers
    • Pattern: Thirsty Creek Gloves
    • Pattern: Thirsty Creek Waterseekers
    • Pattern: Thirsty Creek Duster
    • Pattern: Thirsty Creek Breeches
    • Pattern: Thirsty Creek Kerchief
    • Pattern: Thirsty Creek Bowler
  • Associated tech tree achievements are not affected, but should now track properly.

User Interface

  • Fixed a bug where certain special characters were being treated as word delimiters.
  • Improvements have been made to the salvage UI! It is now a flat list of all salvageable items and each entry has a detailed tooltip which compares the item with what you currently have equipped!
  • Fixed an issue where several addons would not load correctly if the player did not have addon save data.
  • Fixed a LUA error in the quest tracker if you disabled the Interface (OptionsInterface) addon.

Housing

  • FABkits have been adjusted in level to match their required placement level in housing.

Social

  • Fixed a bug which would sometimes prevent a COD mail from creating all items which were stackable.

Paul "BigV" Williams
Community Manager

#2 Hoppy

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Posted 23 July 2014 - 10:57 AM

 

Abilities

  • Rapid Fire
    • Once the initial cast is ‘Surged’, each tap will now trigger ’The One’ and ‘Surge Damage’.
    • Surged Rapid Fire now consumes 25 Spell Power once for all 4 taps (previously 25 Spell Power per Tap).

 

It looks like you don't even know how your game works :D



#3 Ayestes

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Posted 23 July 2014 - 11:17 AM

It's not unlikely that someone was tinkering with it, broke it, and they fixed it before it was ever released to us.  


Exile - Pago (PvP) - Fail Gaming | Ayestem - PvP DPS Melee Mage Esper

Ayestes - Spellslinger | Ayestet - Medic  |  Ayestee -  Engineer


#4 Turbotailz86

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Posted 23 July 2014 - 12:17 PM

Steadfast and Nano field do not need nerf knowing from experience that they aren't that great or survivable as many players turn it out to be. I get that not many players do not like to do teamwork unless they truly want to win rated gears, but many don't and turns into a rambo doing 1 vs 1. Depending on the class in a 1 vs 1 a stalker tank can be tough to break, but does not have the damage output to bring the enemy down. Stalkers gain high deflect rating for 2 seconds from Steadfast T8 receiving 20 suit power by every deflect and depending on the proc 50% reduces the cool down by 2 secs. This what made the ability popular for stalker tanks because they know how much of a zergfest this game can be in pvp. They can gain their suit power back up to full within 2 secs and use nano field afterwards because opponents are going after the mask or control points.

 

However the bad side is that once the 2secs are up players will used their cool downs to burst down the stalker tank and use their healing debuff attack knowing nano field will be hampered. That's what most observant pvp players do when reading the buffs on their opponents knowing the icons and all. What also makes a decent stalker tank is their amps and how they designed it because we are all trying to look cool while being the best in the battlefield. Overall Steadfast and Nanofield isn't a dangerous combo as many turns it out to be. It only frustrate those who don't not take the time to truly see what is keeping the stalker tank alive * healers* and especially at 1% *Last Stand broken amp*. So when they complain about the two abilities in a argument not knowing how to counter it.  It's practically fantasy vs reality argument like they know its troublesome in 1 vs 1 - 2 vs 1 fight, but want to ignore that it can be countered.

 

So I hope these two abilities Nano field and Steadfast T8 perfomance are reverted back to normal and not nerf down due to unskilled pvp complaints. All I get from that is * I refuse the challenge learning to adapt while increasing my skills and realize tanks aren't meant to be pin cushion meat bags*

 

 

As for pve content I do not know how this build performs in a actual raid instance or dungeon, but I highly doubt the stalker tank will withstand the incoming damage especially if they're trying to solo everything.


  • Khale_Kitha likes this

Testing 1 to three


#5 Ebonleaf

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Posted 23 July 2014 - 01:26 PM

So when the medic changes were pitched, was there one person in the room? And was that one person a clown.. with big shoes?


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#6 plasmus

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Posted 23 July 2014 - 01:57 PM

If any level works on PTR now how do boom boxes work!?
"Housing
FABkits have been adjusted in level to match their required placement level in housing." What does this mean? Can I not use elite on a level 14? Because I thought that was a perk of their high cost.
Also PLEASE let espers be mobile or rooted still. Just let us change the "R" skill between mobile or the old way. Some people liked the old way :( it was a challenge and fair. Please!!

#7 Xurple

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Posted 23 July 2014 - 02:06 PM

Please fix the Savage Warpig. 20 platinum for a mount I don't want to ride because it's so slow but I feel obliged to ride because I paid 20 platinum for it. I use it for my trips between the AH and Mailbox and occasionally while I'm guarding the Bank I'll give him Lopp ears.
I had always dreamed of so much more for my awesome, double-jumping, striped pig.



#8 Aphex8

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Posted 23 July 2014 - 02:21 PM

Is this update live on PTR?



#9 Ygg

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Posted 23 July 2014 - 02:37 PM

52904905.jpg

 

 

Work in progress for me.


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#10 Shroudb

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Posted 23 July 2014 - 03:07 PM

the one who thought that 2sec ICD on Gamma rays probably has never EVER played a dps medic.

 

Really glad that now from being just 20% behind engineers medics will be at minimum 50% behind. No point in even trying to play one.


  • ttyl likes this

#11 Vade

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Posted 23 July 2014 - 03:08 PM

Carbine officially hates medics.


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#12 ttyl

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Posted 23 July 2014 - 03:55 PM

Highlights

  • Gamma Rays
    • The tier 4 bonus now causes each use of Gamma Rays to reduce its cast time by 0.5 second. Every third cast resets the cast time back to normal.
    • The tier 8 bonus now grants a 33% chance per beam that hits an enemy to build an Actuator.
    • Landing a hit with all 3 beams still grants a 100% chance to build an Actuator. There is now a 2 second cooldown on the Actuator granted from T8

So tier 4 makes tier 8 worse? Simultaneously nerfing the only Medic DPS buff... Is this going to be rectified elsewhere? Would need like tripled Discharge damage, so I'm doubtful :|



#13 Tigerlily

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Posted 23 July 2014 - 04:14 PM

What's with all the medic nerfs? I don't even play one, and I know these changes aren't warranted. 


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#14 PariahDog

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Posted 23 July 2014 - 04:17 PM

I got a joke for you, people that played WoW at launch will get it.  Ready?  Here it goes.  Priest DPS.


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#15 Nyoro~

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Posted 23 July 2014 - 05:25 PM

These medic changes are pure comedy. Class lead obviously didn't get the memo that medics are already the gimpest DPS and an all round terrible class.

 

I suppose you'll be halving the damage of discharge next; and then adding a 5second ICD to its actuator gain.

 

 

I got a joke for you, people that played WoW at launch will get it.  Ready?  Here it goes.  Priest DPS.

 

Sure WoW had terrible balance, but that was 10 years ago. Carbine have had time to see what works and what doesn't from other mmos by now. There's no excuse for them to f-up this bad.


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#16 Aorin

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Posted 23 July 2014 - 05:52 PM

 
  • Gamma Rays
    • The tier 8 bonus now grants a 33% chance per beam that hits an enemy to build an Actuator.
    • Landing a hit with all 3 beams still grants a 100% chance to build an Actuator. There is now a 2 second cooldown on the Actuator granted from T8.
    •  

 

Revert this. Seriously. This is terrible and whoever came up with it ought to be caned and made to sit outside in the rain.



#17 Taugrim

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Posted 23 July 2014 - 07:14 PM

Steadfast and Nano field do not need nerf knowing from experience that they aren't that great or survivable as many players turn it out to be

 

<snip>

 

TLDR:

1. The problem isn't that my class is ridiculously better than any other class or build at flag carrying, which it is

2. The problem is you all suck


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Taugrim: 50 Esper | Pergo (US PVP) | Dominion | <Pharos> | 1800+ 2v2, 1791 solo RBG

WildStar Guides: Keybinding/Melee Strafing | Esper "Melee Mage" PVP | YouTube Videos


#18 GrimCrim

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Posted 23 July 2014 - 09:09 PM

  • Fixed a bug where Medics existed in the game.
  • Forced all Medics to now /dance whenever they attempt to cast a spell.
  • Hired a walrus as the Medic lead designer.

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#19 Turbotailz86

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Posted 23 July 2014 - 09:23 PM

TLDR:

1. The problem isn't that my class is ridiculously better than any other class or build at flag carrying, which it is

2. The problem is you all suck

 

Wow..this is coming from you?? That's a shock, but to be honest once they fix Last Stand amp you'll see how easy stalker tanks can be. Just like in any other pvp games all classes weakness are CC and healing debuff attacks. That's how my rated battleground group take care of stalker tanks and mask carriers in general. 
 

Bad players or complainers want to see this class build nerf to the ground not realizing that stalker tanks in pvp already are. Once again * Last Stand * not the other 2 abilties everyone keep jumping on the bandwagon about.


Testing 1 to three


#20 Uzu-

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Posted 23 July 2014 - 09:24 PM

 
  • Bolster and Concentrated blade now have a small 250ms Cooldown to prevent all charges from firing at the same time if Hold to Continue Casting is enabled.

PLEASE DON'T DO THIS.

 

We're suppose to weave the spells in between our gcd, if you do that there's no way that is possible.


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