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Oct 23rd, 2017
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  1. (REAVER): Corruptor is definitely an underpowered class but Reaver is more or less fine, and both are benefitting from these changes. The following are Reaver-specific birth tweaks to offset the improvements a bit. Note that these changes are still a big net buff to Reaver overall.
  2.  
  3. - Life rating reduced by 1
  4.  
  5. - Plague mastery level reduced to 1.0 from 1.3. There are a *lot* of disease synergies that Reaver has access to both from specific talents (Rot) and weapon itemization (ITEM_BLIGHT_DISEASE, Epidemic proc, disease tinker, Gnaw..). While its unintuitive for a class with so much focus on disease to have a lower mastery in practice they still get far more use out of it than Corruptor.
  6.  
  7. - Sanguisage mastery reduced to 1.0
  8.  
  9. - Vim mastery reduced to 1.0
  10.  
  11. (PLAGUE)
  12.  
  13. Virulent Disease: Now passive and applies on non-disease blight damage dealt (prioritizing an enemy with the highest disease count). This talent already feels like a proc since its an instant cast that you spam on cooldown all game. This way, though, you do actually have to *do* something to get the effect. This indirectly removes the range 5 limitation which will help it be more useful to Corruptor again. Overall, this is a minor to moderate nerf but QoL improvement that should still maintain the functionality of the rest of the synergy talents in the tree.
  14.  
  15. Cyst Burst: Cooldown reduced from 9 to 4, range increased from 8 to 10, cost increased to 25, damage increased from 15,85 to 15,120 (45,360 at 3 diseases), targeting changed to hit from bolt. This helps add another short cooldown blight damage nuke for rotations trying to maximize the new Virulent Disease. At 9 cooldown you're stuck having to save it for once you have all your diseases built up pre-catalepsy. Targeting is simple QoL, its annoying when you can't use a combo setup talent because some dumb trash mob is in your path.
  16.  
  17. (ROT)
  18.  
  19. Worms: Increase accuracy and APR so they can always apply their on hit effect despite bad stats, set AI to always try to use talents, movement speed increased by 50%,
  20.  
  21. Infestation: Reduce cooldown to 15, increase the radius they can spawn in from 2 to 4, ground effect healing reduced by 66%, now procs before Bone Shield.
  22.  
  23. (SCOURGE):
  24.  
  25. Rend: Removed. Bleed is out of theme and not synergistic with Reaver, and since Reaver only gets 3 melee specific strikes I'd like them to have a fair amount of polish.
  26.  
  27. Dark Surprise: Removed. See above.
  28.  
  29. New talent - Virulent Strike: Replacement for Rend. Same damage but each hit increases the duration of a random disease on the target by 1..3.
  30.  
  31. New talent - Corruption Strike: Applies a brief 100% disease immunity reduction, removes 2 nature sustains, then hits with both weapons for blight damage. This is kind of a messy design. The original plan was for a strike that stripped nature effects and sustains, but after talking it over with people adding more things that kill infusion buffs and such didn't seem like a great idea. The disease immunity reduction is applied before the weapon attack making it pretty useful for applying the new VD or disease weapon procs on the same hit.
  32.  
  33. (VIM)
  34.  
  35. Vim Sense: Cooldown reduced from 25 to 15, blight resistance lowered, now also reduces saves, cost increased. Since this is a not terribly impressive 2 talent combo with Leech it didn't make sense to have it on such a long cooldown. Landing debuffs is a problem both Corruptor and Reaver have and since this talent needed love anyway it was a good place to put it.
  36.  
  37. Leech: Heal reduced. These numbers were okay at 25 CD, but its a bit generous at 15.
  38.  
  39. (SANGUISAGE)
  40.  
  41. Drain: Changed to hit from bolt. Carrion Worms and such get in the way a lot.
  42.  
  43. (TORMENT)
  44.  
  45. Corruptor: Now unlocked base. Feels weird that Reaver gets this but not Corruptor, and the tree really isn't good enough to be worth a category point.
  46.  
  47. Wilful Tormenter: Numbers raised a bit, changed to passive instead of sustain.
  48.  
  49. (BLOOD)
  50.  
  51. (REAVING COMBAT)
  52.  
  53. Corrupted Strength: Damage considerably reduced. Just another part of refactoring class power to make room for the buffs.
  54.  
  55. Bloodlust: Spellpower cap increased significantly, buildup time increased slightly. The amount of time this takes to stack is not trivial, and with 1.5 numbers its underwhelming even if it just gave the spellpower passively. Also, having spellpower available directly reduces the value of staves, though not that significantly.
  56.  
  57. (MISC)
  58.  
  59. - Clarified that Bloody Vengeance reduces all talent cooldowns not all spells
  60.  
  61. - Fix Rot Carrion Worms being hardcoded to attack the summoner
  62.  
  63. - Disable Worm Walk on NPCs as it currently has no tactical table and is a % of max HP healer which were planning to disable all variants of until they're rescaled to something else
  64.  
  65. - Fix Carrion Worms spamming the combat log with useless 0 damages
  66.  
  67. - Remove the combat log entry for Leech
  68.  
  69. - Fix Bloodlust stacking on self damage
  70.  
  71. - Fix Carrion Worms not properly inheriting spellpower
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