GENERAL
- You may now equip items of any armor type in your Wardrobe. Mix and match – the world is your closet!
Hold on, let me repeat that.
- You may now equip items of any armor type in your Wardrobe.
- The first time you accept a teleport for an Instant Adventure group, your starting location is remembered. Later, when you’re done adventuring, you’ll now be asked if you’d like to return to your starting position.
- Fixed a case where auto-attack wouldn’t toggle off due to a line of sight issue.
GUILDS
- Added an automatic leader-promotion feature. If a guild has no active Leader rank members for 37 days, the most senior recently active character will be automatically promoted to Leader rank. Any existing Leaders who have played within the prior 60 days will receive an in-game mail notifying them of the change.
- Guild Rally Scrolls will no longer be consumed when a character attempts to teleport to a Banner placed in an area they can’t enter due to their level (ex: Ember Isle).
PLANAR ATTUNEMENT
- Planar Attunement is now shared between all characters on your account! Planar Attunement experience earned is applied to all of your characters.
- You’ll need to log in to each existing character to add their PA experience to your account-wide total. There’s no advantage in logging in characters in a certain order or leaving some characters to be logged in later.
- The account-wide Planar Attunement change is going hand-in-hand with a change to how Planar Attunement experience applies to PA levels. The combined total of PA from your characters is converted before adding to the account-wide amount.
- Each Planar Attunement level now gives you 1 point. Each purchase now costs 1 point rather than the previous 75-600 points.
- The amount of experience needed to earn a level/point now starts at a lower total – 100,000 rather than 500,000 – but the amount needed per point increases with more points gained.
- Your old PA levels have been converted to the new system using the most favorable of the following scenarios:
- 1: Number of points you’d have if you had earned your current Planar Attunement experience total under the new values,
- 2: Number of purchased PA hexes if you had only bought the cheapest Planar Attunement upgrades,
- 3: Number of purchased PA hexes in your current Planar Attunement trees
- The new Planar Attunement cap after conversion is 628, the total if you had previously completed tier 2 and had 1034 PA levels.
- There is now a ‘Fill Tier’ button for each tier in the Planar Attunement window. Clicking this will attempt to fill in as much of the selected tier as you have points for. Much like the Fill Soul button, you can edit and adjust how the points have been spent before saving.
SOUL PRESETS
- Soul Tree: Opening the Soul Tree window when you are above level 6 and have no points spent will now display the Soul Presets window first. You’ll also see it when activating a new, empty Role.
- Selecting a Preset on the Soul Tree will now auto-distribute points into that preset, but not commit them.
- Updated the available Soul Presets and added some new ones, to go along with the giant chunk of Soul changes!
- Some Soul Presets now only appear after a minimum level is reached – so keep an eye out for additional advanced Soul Presets as you level up.
- Added a ‘difficulty rating’ to Soul Presets so you have a general idea of how complex the preset is to play.
CONSUMABLE ITEM UPDATES
- Most of these updates are across a very large number of items from every tier. Please forgive us for not listing every item individually. As a general rule, if a potion or food consumable boosted your stats or performance, it was probably adjusted in 1.11.
- Explosive Philters now hit up to 8 targets. Previously, these were uncapped.
- Healing Philters and Philters of Restoration can now only affect an ally once every 2 minutes.
- Updated the Bottle of Critical Strikes and Bottle of Spellstrikes to provide a flat bonus to Critical Strike ratings rather than a percentage.
- Updated the Vials of elemental resistances to work with the new Resistance calculations.
- Updated Manasurge Vials based on new mana pools.
- Updated Agility Serums based on new avoidance calculations.
- Surprise! Stat potions and Anti-Planar Power potions also updated!
- Updated the buff values for a variety of crafted foods.
CONQUEST
- If you are still in the queue for Conquest when a match ends, you will be notified with sound and text.
PVP/WARFRONTS
- Abilities with snares and knockbacks no longer trigger diminishing returns.
- Gaining Prestige Ranks past 40 now grants 500,000 Planar Attunement experience.
- Healing has been reduced across the board in PvP combat.
- AoE Damage and Healing have been reduced in general in PvP combat.
- The following DPS adjustments have been made to tank soul passive Gift abilities while in PvP:
- Justicar: Faith in Action: Damage increase per point spent becomes 0% per point.
- Riftstalker: Riftstalker Mastery: Damage increase per point spent becomes 0% per point.
- Paladin: Paladin’s Gift: Damage increase per point spent becomes 0% per point.
- Reaver: Gift of the Reaver: Damage increase per point spent becomes 0% per point.
- Void Knight: Gift of the Void Knight: Damage increase per point spent becomes 0% per point.
- Warlord: Gift of the Warlord: Damage increase per point spent becomes 0.65% rather than 0.9%.
- The 2% Valor gained from leveling has been removed, and added to base PvP armor sets.
- In preparation for Storm Legion PvP, Valor amounts have been adjusted across all PvP gear. Numerical values at level 50 are significantly lower, but provide the same or slightly more damage reduction than pre-1.11.
- PvP Rifts: The turn-in location will once again appear on the main map when you are a stone carrier.
- Heads up! Prestige and Favor boost potions will have their bonuses reduced when you use them at level 51+.
- You can no longer take the mount from the quest Recluse Wrangling into Warfronts.
ZONES
- Added more cross-faction respawn points in Freemarch, Silverwood, Stonefield, and Gloamwood.
GLOAMWOOD
- Adjusted Instant Adventure teleport locations to be closer to adventure targets.
MERIDIAN
- The questgiver Shriage Qutugh in Orphiel’s Spire will no longer use her Nightblade powers to play peek-a-boo with players.
SANCTUM
- Fishing works again in Sanctum!
SCARLET GORGE
- You will no longer loot Mansfield’s Sword if you are already on or have completed ‘Fear of the Dark’.
INSTANT ADVENTURE
- ‘Defend Wardstone’ adventure bosses in Gloamwood, Stonefield, and Scarwood Reach should now scale properly to the amount of players on the adventure.
- Friendly NPC allies in ‘Defend Wardstone’ adventures shoud now be friendly to players of both factions.
ITEMS
- The Farmer’s Hat from Autumn Harvest can now be dyed.
- Air Rift consumables have had their effect changed to increase run speed. Existing items will still have their old effects but will no longer drop.
- Earth Rift consumables have had their effect changed to Intelligence and Dexterity buffs or damage absorption. Existing items will still have their old effects but will no longer drop.
- Adjusted Synergy Crystals for all Souls to go along with the huge soul revamps!
PLANAR ATTUNEMENT
The following abilities have been modified to match the new Whetstones, Oilstones, and Powerstones.
- Flaring Glyph now applies +80 Spell Power
- Keen Edge now applies +80 Attack Power
- Razor Edge now applies +40 Attack Power
AUDIO
- Melee combat bosses now with more weapony sound goodness!
UI/SETTINGS
- Instant-cast abilities that do not trigger global cooldown now display this on their tooltips.
- The chatlog now shows a notice for Plaques of Achievement awarded by quests.
- The combat log and scrolling combat text messages now show whether experience gained is going toward Planar Attunement.
- Fixed a guild bank bug that would cause the vaults to stop showing correctly after viewing the Items or Currency logs.
- We now display warning messages when you post an item in the Auction House from a client set to a different language than the server’s language.
SYSTEM
- The PTS Client now saves its settings, combat logs, and other files to different locations than the regular RIFT client. They will no longer interfere with each other if you use both clients on the same machine.
- RiftConnect: The Tumblr and YouTube hookups work again!
CRAFTING CHANGES
General changes:
- Normalized the rate of gaining skill points for all recipes across all professions.
- All crafting daily quest reward bags have been rebalanced.
- Reward bags will have slightly reduced amounts of crafting materials.
- To offset this, reward bags now have more rare rewards including Salvaged Materials, Augments, Artisan’s Marks and Master Craftsman’s Marks.
- Ironhide now has an increased chance to be skinned from level 52 mobs.
Crafting Specialty Goods Merchant:
- The random Augment boxes have been removed.
- The cost of a Master Craftsman’s Mark has been reduced to 400 Artisan Marks, (approximately one week of daily quests).
- Planar Attunement XP Crystals have been added to the Crafting Specialty Goods merchants.
- 1 Eternal Crystallized Insight can be purchased for 1 Master Craftsman’s Mark.
- 1 Pure Crystallized Insight can be purchased for 200 Artisan’s Marks.
- 1 Crystallized Insight can be purchased for 100 Artisan’s Marks.
APOTHECARY
- To reduce the number of different Apothecary reagent types and save room in your bags, we’ve made the following changes!
- The following Reagents no longer appear in recipes and existing items have been converted to sale items:
- Bubbling Extract, Cloudy Extract, Potent Extract, Pure Extract
- Empty Crystal Bottle, Empty Gilded Flask, Empty Glass Bottle, Empty Glass Flask, Empty Runed Bottle, Empty Runed Flask
- High Grade Sulfur, Low Grade Sulfur, Standard Grade Sulfur, Vinegar Concoction
- All ‘Bottle’ type recipe requirements now use a ‘Set of Gilded Bottles’.
- All ‘Flask’ type recipe requirements now use a ‘Set of Crystal Flasks’.
- All recipes that require Sulfur now just use ‘Top Grade Sulfur’.
- Most recipes requiring Extracts have been changed to use an appropriate-tier acid instead.
- Most recipes requiring Vinegar Concoctions have been changed to use an appropriate-tier bone or tooth instead.
- Removed recipes that had Notoriety requirements from the Apothecary Artisan Store. They are still sold by their respective Notoriety Quartermasters.
- All valid Apothecary reagents now stack to 99. To aid with identification, some reagent icons have been updated.
- Some reagent prices have been adjusted.
- The following recipes have been adjusted so they reach yellow and green difficulty sooner:
- Heroic Healing Tonic, Heroic Heartshatter Vial, Heroic Spiritshatter Vial, Tenacity, all Vials of [Element] Resistance.
- The level of skill required to craft the lesser serums is no longer higher than that of recipes that use serums as ingredients.
- The following potion recipes are now purchased with Artisan’s Marks rather than gold:
- Recipe: Curse Elixir
- Recipe: Heroic Enduring Vial
- Recipe: Heroic Powersurge Vial
- Recipe: Heroic Brightsurge Vial
ARMORSMITH
- Increased the skill requirements on the recipe scrolls for Orichalcum Buckler, Orichalcum Chausses, Orichalcum Cuisses, and Orichalcum Gauntlets to match the skill requirements to craft the item.
- The following recipes have been adjusted so they reach yellow and green difficulty sooner:
- Thick Armor Plating, Thick Padding, Razor-Sharp Spikes, Carmintium Shield, Carmintium Buckler, Vitality
- Fixed a typo in the name of Faith-Forged Spaulders.
ARTIFICER
- The following recipes have been adjusted so they reach yellow and green difficulty sooner:
- Burning Powerstone, Burning Manastone, Burning Witchstone, Burning Spellstone, Sacred Tome, Sacred Fetish, Insight, Carmintium Lariat
- Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
- Platinum Necklace, Platinum Gorget, Ornate Platinum Choke, Fine Platinum Chain, Shadethorn Virage, Shadethorn Spellstaff
OUTFITTER
- Increased the skill requirements on Recipe: Dusty Treasure Hunter’s Satchel to match the skill required to craft the item.
- The following recipes have been adjusted so they reach yellow and green difficulty sooner:
- Performance Insoles, Extra Sticky Grips, Lightweight Riding Chaps, Dusty Treasure Hunter’s Satchel, Witchweave Cowl, Steeled Leather Brigandine, Aptitude, Spellspun Bag, Bolt of Spiritweave
RUNECRAFTER
- Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
- Blazing Unwavering Rune, Blazing Valorous Rune, Blazing Adamant Rune, Blazing Valorous Runeshard, Brilliant Air, Death, Earth, Fire, and Water Resistance Runes.
SURVIVAL
- The recipes for Eel Fillet, Pome Ambrosia, Grilled Steak, and Jellied Ray will turn yellow and green difficulty sooner.
- Survival: Updated description on Bedrolls and Tents so their use is more clear.
WEAPONSMITH
- The following recipes have been adjusted so they reach yellow and green difficulty sooner:
- Exquisite Oilstone, Exquisite Whetstone, Massive Weaponstone, Noise Canceling Coating, Carmintium Dagger, Carmintium Musket, Carmintium Halberd, Finesse
- Adjusted the skill requirements to learn the following recipes so they match the skill required to craft the item:
- Orichalcum Claymore, Orichalcum Mace, Orichalcum Ritual Blade, Shadethorn Bow
SALVAGING
- Salvage loot tables have been cleaned up. You will no longer sometimes be awarded with materials from the incorrect tier.
- Salvage materials no longer need to be combined into Salvaged, Reclaimed, Processed, or Refined materials.
- All recipes that require Salvaged Materials now use the base material.
- If you have combined Salvage items in your bank or bags, you will be able to convert these back to their component parts.
- Salvaged Bones have been completely removed from all Salvage tables.
- They are now flagged as Trash items.
- Normal Bone type crafting material can still be salvaged from items that awarded them previously.
- Uncommon and Rare items will salvage into normal Salvaged Materials.
- Epic items will salvage into Epic Salvaged Materials.
- Epic Salvaged Materials are required for all Epic Augment recipes.
- Epic Salvaged Materials also have a very low chance of being rewarded through the skill 300 Crafting Daily reward bags.
AUGMENTS
All Augment recipes now require Salvaged Materials.
Several Augments will no longer drop in the world and cannot be crafted or acquired by any means. They will not be removed from players who currently have them. If you still have one hiding in your bank, you will be able to use it.
Scorpid Stinger
Centair Tail
Faerie Wing
Phylactery
Mistwalker Essence
Gravemaker Hide
Harpy Feather
Werewolf Blood
Dragon Turtle Shell
Treant Bark
Basilisk Tail
All other existing Augments have been renamed to better communicate the bonuses they will apply.
Below is a list of the existing Augment and its new name (they are named for the bonus it applies, plus a prefix to indicate tier/relative power, ex: Lesser Dexterity). The format is Old Name: New Name without tier indicator.
Vespid Stinger: Attack Power
Hellhound Heart: Endurance and Parry
Wight Essence: Strength and Attack Power
Thick Troll Hide: Strength and Melee Crit
Adrenalite: Strength
Etherialite: Intelligence
Saintstone: Wisdom
Thiefstone: Dexterity
Vitalium: Endurance
Sobek Eye: Spell Crit
Bogling Eye: Dodge
Deep One Tooth: Endurance and Block
Whelp Scale: Wisdom and Spell Power
Griffon Hide: Wisdom and Spell Crit
Golem Core: Spell Power
Satyr Horn: Endurance and Dodge
Naga Scale: Intelligence and Spell Power
Gnar Pincer: Intelligence and Spell Crit
Dragonian Scale: Melee Crit
Barghest Fang: Parry
Demon Horn: Dexterity and Attack Power
Razormaw Spine: Dexterity and Melee Crit
Several new Augments have been added to fill the gaps in the Augment system.
Block
Deflect
Crit Power
Strength and Crit Power
Wisdom and Crit Power
Intelligence and Crit Power
Dexterity and Crit Power
Endurance and Deflect
Augments will no longer drop in the world. They can now only be acquired through crafting and the crafting daily quest reward bag.
All Augments can now be crafted by each profession except Runecrafter.
New recipes for all of the below Augments can be found on your profession trainer and at your profession’s Artisan Store merchant.
Uncommon Augments can be trained at your crafting profession trainer at skill levels 50, 150, and 225.
Rare and Epic Augments can be purchased at your crafting profession Artisan Store for Artisan’s Marks and Master Craftsman’s Marks.
Because of the changes and reductions to the material costs of the recipes, all Augment recipes will now only make one Augment.
Existing Uncommon Augment recipes have been removed from the Artisan Store merchant. If you already purchased these recipes, but had not trained them yet, you will still be able to learn the recipe from the scroll.
The bonus stats applied by Augments have been normalized. In some cases, this mean dual-stat Augments will be slightly better than their single-stat counterparts. Because of this, dual-stat Augments are generally more expensive to craft.
The available Augments are broken down amongst the professions as follows:
Apothecary
Dexterity
Endurance
Intelligence
Wisdom
Strength
Crit Power (new Augment)
Armorsmith
Attack Power
Block (new Augment)
Endurance and Parry
Strength and Attack Power
Strength and Melee Crit
Strength and Crit Power (new Augment)
Artificer:
Spell Crit
Dodge
Endurance and Block
Wisdom and Spell Power
Wisdom and Spell Crit
Wisdom and Crit Power (new Augment)
Outfitter:
Spell Power
Deflect (new Augment)
Endurance and Dodge
Intelligence and Spell Power
Intelligence and Spell Crit
Intelligence and Crit Power (New Augment)
Weaponsmith:
Melee Crit
Parry
Endurance and Deflect (new Augment)
Dexterity and Attack Power
Dexterity and Melee Crit
Dexterity and Crit Power (new Augment)
COMBAT CHANGES
GENERAL COMBAT
- Reduced the damage of one and two-handed Caster weapons except for Wands. The damage of a caster’s 1 or 2-handed weapon should now be lower than that of a melee 1 or 2-hander.
- Pets belonging to mentored players now have normalized Armor and Resistance values across all callings.
- Player pets – particularly the Druid’s Faerie – will now cast instant-cast abilities while they or their owner are moving.
- Auto-attack should begin properly when you’re using ‘Cast on Target of Target’ to attack.
- NPC Inquisitors no longer cast Bolt of Depravity.
Several changes have been made to combat mechanics and stat derivation to meet these goals:
- Consistent scaling in power with gear across all Callings.
- Clear distinction of stats between Callings.
- Consistent scaling between different damage types with gear.
ATTACK POWER AND SPELL POWER
The amount of Attack Power and Spell Power derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio for each Calling:
- Warrior: 75% from Strength and 25% from Dexterity contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
- Rogue: 75% from Dexterity and 25% from Strength contributes to Attack Power. 50% from Intelligence and 50% from Wisdom contributes to Spell Power.
- Mage: 75% from Intelligence and 25% from Wisdom contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
- Cleric: 75% from Wisdom and 25% from Intelligence contributes to Spell Power. 50% from Strength and 50% from Dexterity contributes to Attack Power.
- 5 Attack Power now adds 1 DPS to your ability attacks, down from 10 Attack Power.
CRITICAL HIT RATING AND SPELL CRITICAL HIT RATING
The amount of Critical Hit Rating and Spell Critical Hit Rating derived from Strength, Dexterity, Intelligence and Wisdom is now based on the following ratio:
- 50% from Strength and 50% from Dexterity contributes to Critical Hit Rating. 50% from Intelligence and 50% from Wisdom contributes to Spell Critical Hit Rating.
BLOCK AND DEFLECT
The mitigation from a successful Block/Deflect is now fixed at 30%. It is no longer increased by Block/Deflect rating. However, this value can be increased by specific soul abilities.
Block/Deflect rating now only increases chance to Block/Deflect.
PARRY AND DODGE
The hard caps for parry and dodge chance have been set at 40%. There are no soft caps for either of them.
The chance to parry derived from each point of Parry Rating is now similar to the chance to dodge derived from each point of Dodge Rating.
The chance to miss, parry, or dodge are now rolled independently instead of on a single determination chance.
HIT AND FOCUS
Hit and Focus will be merged into a single stat called Hit. Focus will be removed from the game and all existing items with Focus on it will be changed to Hit.
Hit is used to reduce the caster’s innate chance to Miss for both spell and non-spell attacks and the defender’s chance to Parry and Dodge for non-spell attacks.
- Hit will no longer reduce the defender’s non-physical mitigation.
RESIST
Resist will no longer give the player a chance to Resist or avoid a spell attack. It now only reduces the damage taken from non-physical attacks. The percentage of damage reduction is reduced with increasing player level.
All rings, necklaces and cloaks will now have a +Resist All stat.
CRITICAL POWER
Critical Power is a new stat added into the combat system. It increases the amount of Critical Hit Damage and Critical Heal.
- The Critical Hit damage and healing multiplier starts with a base of 1.5 and caps out at a maximum value of 2.
HIT POINTS
- All Callings now have their Max HP increased by 10 for every point of Endurance.
MANA
Mana regeneration is no longer increased by Intelligence and Wisdom. It is now a fixed value that increases with player level.
- Max mana is equally increased by Intelligence and Wisdom for both Mage and Cleric, and caps out at a specific value. Once the cap is reached, you can no longer get additional mana from Intelligence and Wisdom. However, you can still go beyond the mana cap from talents and consumables.
DUAL WIELDING
When dual wielding, weapon ability attacks from your main hand or off hand will have their weapon damage contribution multiplied by 1.3. This will make the damage from an ability attack with a 2-hander similar to the damage from an ability attack while dual wielding.
PETS
Pets no longer inherit Strength, Dexterity, Intelligence, Wisdom and Endurance from their owner. They will now inherit all derived stats like Attack Power, Spell Power, Resist and Armor from their owner.
WARRIOR CHANGES
- All AoE abilities that previously hit 10 targets now hit a maximum of 8, with the exception of tank Soul burst-threat-generators.
BEASTMASTER
The Beastmaster is a master of communication and bringing allies together to fight as one, devastating their enemy with their unity of purpose. They fight alongside their Primal Companion, lending their aid and power to those who choose to fight with them.
The Beastmaster has become a support soul, buffing themselves before battle and then using their Finisher attacks to trigger those buffs that enhance the combat effectiveness of all their allies.
- Gift of the Beastmaster: Base Damage is increased by 0.5% for each point spent in the Beastmaster Soul. The Primal Companion’s Base Damage is increased by 2.5% for each point spent in the Beastmaster Soul.
Major Ability Changes:
- Bleed / DoT Effects: All effects that used to be enhanced by multiple Bleed effects on the target are now enhanced by any DoT effect you place on the enemy.
New Root Abilities:
- Brutal Strike: Deals Physical damage per Attack Point and additional Physical damage for each damage over time effect (up to 5) on the target.
- Cutting Slash: Deals Physical damage. Bleeds health over 15 seconds, can be stacked up to 3 times.
- Spotter’s Call (moved to Beastmaster from Warlord): Causes the target to take additional Physical damage when hit. Each attacker may trigger this once every 3 seconds.
- Vicious Opportunity: Deals Physical damage, plus additional Physical damage for each damage over time effect (up to 5) on the target. Must be used after the Warrior’s pet Critically Hits.
- Bond of Shelter: Increases Armor and Resistances on all party or raid members.
- Command to Recover (moved to Beastmaster from Warlord): Increases healing done on all party or raid members.
- Messy Wounds: Causes the target to take additional damage from the Warrior’s damage over time effects.
- Call of Stone: Reduces incoming damage on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
- Enrage: Increases the Damage, Critical Hit Chance, and Critical Hit Power of your raid and pet. Each damage over time effect on the enemy multiplies these values, up to 5x.
- Command to Stand Ground (moved to Beastmaster from Warlord): Increases current and Maximum Health, Armor and Resistances on all party or raid members.
- Twin Cuts: Deals Physical damage. Bleeds health over 15 seconds, plus an additional Bleed over 15 seconds from a second wound.
- Call of Blood: Increases Critical Hit chance on all Party or Raid members after a successful Bleed attack. Lasts 1 hour.
- Fury Unleashed: Increases the Critical Hit Power of the Warrior and their Primal Companion. Each damage over time effect on the enemy multiplies these values, up to 5x. This ability is not on Global Cooldown.
- Call of Savagery: Increases base damage of all party or raid members after a successful Bleed attack. Lasts 1 hour.
- Primal Heal: Heals and grants additional health for each damage over time effect (up to 5) on the enemy.
- Command to Attack (moved to Beastmaster from Warlord): Increases Attack Power and Spell Power by on all party or raid members.
- Call of Kinship: Grants a heal over time effect to Party or Raid members a successful Bleed attack. Also enhances incoming healing, similar to Motif of Regeneration. Lasts 1 hour.
- Cunning Ruse: Deals Physical damage and boosts the damage dealt by the Beastmaster and their Primal Companion per damage over time effect (up to 5) on the enemy.
- Bond of Power – Increases Strength, Dexterity, Intelligence, and Wisdom on all party or raid members.
Removed Root Abilities:
- Backhanded Blow: Changed to Vicious Blow.
- Kinship: Changed to Call of Kinship, to work better with the new support direction of the Beastmaster.
- Primal Recovery: Replaced with Primal Heal, which is not a Heal over Time effect and uses the theming of the Beastmaster to a better degree.
- Protective Companion: The Companion buffs were removed and their effects either converted into Soul Tree boosts, other buffs, or changed altogether.
- Bond of Might: Strength was combined into Bond of Power.
- Bond of Feline Grace: Dexterity was combined into Bond of Power.
- Enraged Companion
- Slashing Strike
- Feral Sweep
- Diversion Strike
- Bond of Vigor
- Primal Rage
- Fight As One
- Spoils of the Hunt
New Soul Tree Abilities:
- Swiftness: Increases out of combat movement speed.
- Razor Sharp Fangs: Increases damage dealt by the Primal Companion.
- Fierce Wounds: Hitting with Fierce Strike increases the damage that your Pet does for 12 seconds.
- Hunter: Increases the base damage of damage over time effects.
- Primal Bond: Healing done to you also heals your Primal Companion.
- Blood Rage: The Primal Companion’s Bite increases their damage on the target for 6 seconds.
- Hunt Master: Increases duration on Calls and Commands.
- Tenacious Wounds: Damage over time effect damage is increased.
- Brotherhood: Some of the damage taken by the Primal Companion is transferred to the Warrior.
- Relentless: Beastmaster Bleed effects that are not channeled last for an additional hit.
- Loyalty: Some of the damage done by the Primal Companion heals the Warrior.
Removed Soul Tree Abilities:
- Natural Instincts: This and the secondary effect of Fierce Strike were combined into Fierce Wounds.
- Survival of the Fittest: Became the Gift of the Beastmaster.
- Iron Bonds
- Agile Footwork
- Shared Bonds
- Protective Instincts
- Improved Protective Instincts
- Primal Senses
CHAMPION
Used to fighting a losing battle against multiple foes, the Champion has become a master of fending off outnumbering forces and emerging victorious even against the most unbalanced odds. Their powerful attacks sweep through their enemies like they are harvesting wheat, leaving the bodies of their foes piled in their wake.
The Champion is a master of facing multiple targets, dealing damage and defending themselves from overwhelming forces. That being said, they lose effectiveness when facing a single opponent.
Gift of the Champion: Base Damage is increased by 1% for each Point spent in the Champion Soul.
Major Ability Changes:
- Marks: These debuffs are now AoE instead of single target.
- Removed Two-Handed Weapon focus – all Warrior abilities can now be used with equal effectiveness with a 2 hander or while dual wielding. Because of this, we don’t have abilities that modify only certain weapon types any more.
New Root Abilities:
- Inescapable: Increases the range of your next Charge by 10 meters. This ability is not on Global Cooldown.
- Reaper’s Bearing: Single target attacks deal a percentage of their damage to up to 4 additional enemies. Only 1 Bearing can be active at a time. Lasts 1 hour.
- Chains of Death: Chains to several targets, dealing Physical damage to a small number of enemies for each target it affects.
- Chains of Life: Chains to several targets, healing the Warrior for each enemy it affects.
- Death Blossom: Up to 3 single target attacks deal 100% of their damage on up to 9 additional enemies.
- Dominating Bearing: Grants all Bearings.
- Savage Sweep: Deals Physical damage over the next 15 seconds to several enemies. This ability grants 1 Attack Point.
- Shared Suffering: When hit by an attack, you have a 25% chance of dealing Physical damage back against the attacker. Lasts 1 hour.
- Weapon Defense: Absorbs 50% of damage taken, up to a maximum value. This ability is not on the global cooldown.
- Juggernaut’s Bearing: Reduces damage taken for each nearby enemy (up to 10) after using an AoE attack. Only 1 Bearing can be active at a time. Lasts 1 hour.
- Mark of Exclusion: Nearby enemies deal less damage to the Warrior. Only 1 Mark can be active at a time.
- Thunderous Strike: Deals Physical damage per Attack Point on several targets in front of the Warrior.
Removed Abilities:
- Thunderous Kick: Moved to the Tempest.
- Ruthless Pursuit: Removed because all souls now get Break Free.
- Bloodthirst
- Debilitating Strike
- Inescapable Fury
- Bash – Bash was removed from the Champion, but additional interrupts have been added to other souls.
- Leg Sweep
- Frenzied Strike
New Soul Tree Abilities:
- One on Many: Increases base damage for Area of Effect attacks.
- Quick Footed: Increases Dodge.
- Berserker: On a successful ability hit you have a chance of increasing Strength by for 15 seconds.
- Mired: Enemies affected by a Mark take increased damage from your attacks for 15 seconds.
- Close on the Target: Increases the range on all Charge attacks.
- Trample: Enemies damaged by Bull Rush take more damage from your Area of Effect attacks for 15 seconds.
- Fight or Flight: Reduces cooldown on Cornered Beast.
- Furious Stand: When you cast Weapon Defense, you gain an additional absorb equal to 15% of your Attack Power per nearby enemy up to a maximum of 5.
- Iron Strikes: Increases base damage.
Removed Soul Tree Abilities:
- Cruel Efficiency
- Weapon Specialization: Combined into the Gift of the Champion.
- Brutal Punishment
- Don’t Make Me Angry: Became Berserker.
- Lingering Wounds
- Overrun
- Blood Frenzy
PALADIN
Stalwart defenders of the innocent, the Paladin wields his great shield to protect himself and his allies in battle. He wields the power of life to heal his wounds and rend it’s spark from his enemies, destroying those who would seek to harm those he protects.
The Paladin protects themselves with their Shield, turning their opponent’s attacks back on them. They have learned to wield the power of the Plane of Life to heal themselves, protect themselves, protect themselves and their allies, or deal further damage to their enemies. As would be expected by their large shield, Paladin’s are better at defending against Physical attacks, but fall behind when it comes to magical protection.
Gift of the Paladin: Increases Maximum Health by 0.76% per point spent in the Paladin soul. Increases Armor by 1% per point spent in the Paladin soul. Increases Resistances by 2% per point spent in the Paladin soul. Base Damage is increased by 0.5% for each Point spent in the Paladin Soul.
New Root Abilities:
- Light’s Balm: Heals the Warrior or a selected ally.
- Light’s Vengeance: Deals Life damage over time. Must be used after the Warrior has Blocked.
- Light’s Reprisal: Deals Life damage to several enemies. Must be used after the Warrior has Blocked.
- Light’s Blessing: Heals the Warrior or a selected ally.
- Light’s Benediction: Deals Life damage to the target. Reduces both spell and non-spell damage done by the affected target.
- Shield of the Light: Applies a stack of Soothing Light each time the Warrior Blocks an attack. Max 5 stacks. Can only occur once per second. Soothing Light grants the temporary ability Soothing Grace, allowing the Warrior to heal several group or raid members per stack of Soothing Light. Lasts 1 hour.
- Shield of the Vengeful: Increases damage. Lasts 1 hour.
- Light’s Domination: Stuns several enemies in front of the Warrior. Grants 1 Attack Point.
- Light’s Protection: Increases the value of incoming heals on the Warrior.
- Shield Defense: The Warrior takes less damage. Must be used after the Warrior has Blocked.
- Protector’s Fury: Applies a stack of Righteous Fury when damaged, increasing the Warrior’s Life damage per stack. Max 5 stacks. Can only occur once per second.
Removed Root Abilities:
- Aegis of Vitality
- Life’s Grace
- Aegis of Salvation – Group endurance buffs have been removed from the Warriors.
- Disarming Counterblow
- Scales of Justice.
- Preservation
- Impassable Guard
- Paladin’s Devotion
- Paladin’s Reprisal
New Soul Tree Abilities:
- A Good Defense: Increases Damage of attacks that generate Attack Points.
- Pacification: Your Pacifying Strike reduces both the spell and non-spell damage taken from the target for 6 seconds.
- Steady Aggression: Increases the duration of Aggressive Block by 3 seconds.
- Enduring: Increases Endurance.
- Hardened Defenses: Increases your Resistances.
- Resolution: Reduces the cooldown of your Light’s Balm and Light’s Blessing.
- Front Line Training: Increases the number of enemies hit with Sweeping Strikes, Judgment and Light’s Decree.
- Invigoration: For 12 seconds after you block an attack, your damage is increased by 5%. This effect can stack up to 5 times.
- Divine Grace: Increases the healing of your Light’s Balm and Light’s Blessing.
- Brutal Response: Increases threat, based on your Endurance, from attacks that must follow a Block.
- Light’s Favor: Reduces the cooldown of your Touch of Life and Life’s Rapture.
- Blessed Aegis: You may have 2 active Shield Buffs.
Removed Soul Tree Abilities:
- Small Arms Specialization
- Steely Resolve
- Graceful Under Pressure
- Hardened Will: Replaced with Hardened Defenses.
- Karmic Resolution
- Improved Reverent Protection
- Tip the Balance
- Improved Paladin’s Devotion
- Defender
PARAGON
Master of weapons and her own body, the Paragon wields her weapons as if they were a part of her. Facing each enemy with a dance of blood and steel that leaves her foes cast aside as she moves on to her next doomed target.
The Paragon is the master of facing off against a single opponent, dealing swift and brutal damage to them. When faced by multiple enemies however they cannot keep up and quickly fall to their foes.
- Gift of the Paragon: Base Damage is increased by 1% for each Point spent in the Paragon Soul.
New Root Abilities:
- Way of the Sun: Follow-up attacks heal the Paragon. Lasts 1 hour.
- Sweeping Blades: Single target ability attacks hit additional targets.
- Final Blessing: Follow-up attack. Deals Physical damage to an enemy if they are below 30% health. This ability grants 1 Attack Point.
- Setting Moon: Deals Physical damage in addition to increasing the damage of Follow-up attacks. This ability grants 1 Attack Point.
- Open the Stream: Follow-up attack for Physical damage, plus Physical damage over time. This ability grants 1 Attack Point.
- Combat Focus: Instantly adds up to 3 Attack Points to the Warrior, to bring them to a total of 3 current Attack Points.
- Alacrity: Reduces the duration of the global cooldown by 0.5 seconds for a short period of time.
- Shield of Will: Absorbs 50% of damage taken, up to a maximum value. This ability is not affected by the global cooldown.
- Tranquility: Incapacitates a target. Can be active on 1 target at a time. Cannot be used while in combat, and any damage on the enemy will remove this effect.
- Feint: Reduces the Dodge, Parry, and Block rating of the target.
- Unleashed: Each follow-up attack used places a stack of Readiness on the Warrior. Each Readiness stack increases Attack Power and Weapon Damage Contribution. Lasts 1 hour.
Removed Root Abilities:
- Focus of Strength
- Path of the Wind
- Path of the Raptor
- Path of the Hurricane
- Swift Blades
- Path of the Tempest
- Bend Like the Reed
- Touch of Tranquility: Replaced by Tranquility.
- Paired Strike: Renamed to Setting Moon.
New Soul Tree Abilities:
- Teaching of the Five Rings: Increases the damage of attacks that generate Attack Points.
- Weapon Familiarity: Swift Strike causes ability attacks to ignore enemy Armor and Resistances for 6 seconds.
- Devoted Training: Increases Strength.
- One Two Punch: Increases base damage of Follow Up attacks.
- Swift Finesse: Flurry hits additional times.
- Analyze Weakness: Finishers ignore target’s Armor and Resistances.
- Decisive Strikes: Increases the base damage of Finishers.
- Duality: You may have 2 active Way buffs.
Removed Soul Tree Abilities:
- Duality of Mind
- Teaching of the Five Rings: Combined into the Gift of the Paragon.
- Serenity
REAVER
The Reaver surrounds themselves in the energy of the Plane of Death to corrupt their foes and the very ground at their feet. They infect their enemies to weaken them and feed on the corruption to survive even the most deadly opponents.
The Reaver continues to use the powers of the Plane of Death to deal damage to their foes. Their defenses may not be as strong as those of other tanks, but they do a better job at dealing damage and handling multiple opponents.
Gift of the Reaver: Increases Maximum Health by 0.76% per point spent in the Reaver soul. Increases Armor by 1% per point spent in the Reaver soul. Increases Resistances by 2% per point spent in the Reaver soul. Base Damage is increased by 0.5% for each Point spent in the Reaver Soul.
Major Ability Changes:
- Bleed / DoT Effects: All effects that were previously enhanced by multiple Reaver DoT effects are now enhanced by any DoT effect you place on the enemy.
- Crippling Infestation: Now causes the Reaver to deal more Death damage on the affected targets, rather than causing the targets to do less damage to the Reaver.
- Plague Bringer: Now affects up to 9 additional targets.
- Flesh Rot, Soul Sickness: Removed cooldown from these abilities and rebalanced damage accordingly.
New Root Abilities:
- Binding of Shadow: Increases the range of Soul Sickness, Necrotic Wounds, Flesh Rot, Infestation, and Explosive Infestation. Lasts 1 hour.
- Stumbling Corruption: Corrupts the targeted ground, causing several targets within the corruption to be snared.
- Creeping Corruption: Applies Creeping Corruption to the Warrior, dealing additional Death damage per Attack Point to several targets.
- Decaying Corruption: Corrupts the targeted ground, targets within the corruption take Death damage every 3 seconds based on the number of damage over time effects they have on them.
- Plague Eater: Removes up to 5 Damage over Time abilities from several targets to heal the Warrior for each effect removed.
- Binding of Devouring Darkness: Grants the effects of Binding of Shadow, Binding of Death, Binding of Affliction and Plague Bringer. Lasts 1 hour.
- Crest of the Shadow: Absorbs damage.
- Dire Corruption: Corrupts the targeted ground, multiple enemies within the corruption take Death damage every 3 seconds.
- Spasm: Interrupts the target.
- Immunization: Makes the target immune to all of the Warrior’s Reaver-based Damage over Time abilities and Taunts for 5 minutes. Does not work against players.
- Explosive Infestation: Hits multiple targets, dealing Death damage, increased by 45% for each damage over time effect already on the target (up to 5).
- Crest of Entropy (Renamed from Shroud of Entropy): Reduces damage taken by 35%.
Removed Root Abilities:
- Track Death Creatures
- Vicious Cleave
- Weakening Essence
- Binding of Atrophy
- Shroud of Entropy – Renamed Crest of Entropy.
- Master of the Abyss
- Enraged Essence
New Soul Tree Abilities:
- Reaping Touch: Ravaging Strike reduces the enemy’s Armor and Resistances for 6 seconds.
- Tempered Constitution: Increases Endurance.
- Vile Affinity: Corruptions gain additional duration.
- Infectious: Increases the damage of Soul Sickness, Blood Fever, Necrotic Wounds, and Flesh Rot.
- Walks with Death: Reduces the cooldown of Infestation, Explosive Infestation and Plague Eater.
Removed Soul Tree Abilities:
- Power in the Blood
- Wasting Away
- Improved Master of the Abyss
RIFTBLADE
She gathers the energy of the Rifts themselves around herself and uses it to enhance her weapons and herself. Wielding blades of electricity or sheathing her body in flame she carves her way through her opponents like a force of nature. When the fighting gets desperate or her target tries to evade her, she cloaks herself in the power of the Rifts to slip across great distances instantly.
The Riftblade uses Elemental damage to enhance their weapon attacks in battle. When faced with difficult situations they have multiple teleports they can use to escape or chase after an opponent.
Gift of the Riftblade: Base Damage is increased by 1% for each Point spent in the Riftblade Soul.
Major Ability Changes:
- Bursts on global cooldown: Bursts are now on the global cooldown, and rebalanced accordingly. You can still spend Soul Points to remove these from global cooldown for a tradeoff in effectiveness.
- Frost Strike: The amount of damage increase can now be increased from 5-20%.
New Root Abilities:
- Rift Travel: Teleports to the target location.
- Rift Spear: Deals Air damage to the target and up to 8 enemies along the path of the projectile. Grants 1 Attack Point.
- Burst Synergy: The next 3 Burst abilities have their base damage increased. This ability is not affected by the global cooldown.
- Blade of the Ascended: Grants Storm Blade, Blade of Elemental Affinity, and Planar Blade. Lasts 1 hour.
- Rift Barrage: Stuns several enemies.
- Avatar of Flame: Ability hits on you have a chance to deal Fire damage back to the attacker. Only 1 Avatar spell can be active at a time. Lasts 1 hour.
- Rift Assault: Teleports to a different enemy each second dealing Air damage. Awards 1 Attack Point every 2 seconds.
Removed Root Abilities:
- Track Earth Creatures
- Freeze Armor
- Rift Surge
New Soul Tree Abilities:
- Elemental Precision: Attack Point-generating abilities ignore some of the target’s Armor.
- Elemental Empowerment: Increases Elemental damage.
- Affinity: Reduces incoming damage from Elemental attacks.
- Burst Capacitor: Increases the base damage of Bursts.
- Synergy: Reduce the Power cost of Teleports.
- Rift Familiarity: Increases the range of Teleports.
- Downpour: Increases the duration of Rift Storm.
- Quick Burst: Burst attacks are removed from the Global cooldown, and their base damage is reduced by 40%.
- Intensify: Increases Critical Hit Power.
Removed Soul Tree Abilities:
- Rift Fury – Moved to become the Gift of the Riftblade.
- Elemental Deflection
- Static Shock
- Unrelenting
- Improved Rifwalk
- Empowered Strikes
VOID KNIGHT
Devouring the power of his foes the Void Knight uses it to enhance himself in battle, turning himself into a juggernaut on the battlefield.
The Void Knight absorbs the power of their foes to make themselves stronger in battle. This power can then be used to protect themselves, or to unleash brutal damage against their foes. because of their nature, they tend to be better at Magical protection than other tanks, but lack more in defending against Physical blows.
Gift of the Void Knight: Increases Maximum Health by 0.76% per point spent in the Void Knight soul. Increases Armor by 1% per point spent in the Void Knight soul. Increases Resistances by 2% per point spent in the Void Knight soul. Base Damage is increased by 0.5% for each Point spent in the Void Knight Soul.
New Abilities:
- Devouring Shield: Absorbs incoming damage based on Attack Points used.
- Accord of Resilience: Increases Armor and Resistances for each active Pact. Lasts 1 hour.
- Accord of Power: Increases Attack Power and Weapon damage contribution for each active Pact. Lasts 1 hour.
- Shock: Silences the enemy.
- Rift Reversal: Spell-based attacks made against the Warrior are reflected back against the attacker.
- Power Shield: Consumes up to 5 Pacts to shield party or raid members against incoming damage, increasing per Pact consumed.
- Spell Destruction: Creates a field of negative energy which removes 1 Buff each second from enemies, and 1 Poison, Curse or Disease from allies each second.
- Accord of the Rift: Increases incoming healing effectiveness for each active Pact. Lasts 1 hour.
- Void Storm – Consumes up to 3 pacts to deal Air damage to several targets in front of the Warrior, increased for each Pact consumed.
- Protective Shield: Consumes 1 Pact per second to absorb an amount damage per Pact consumed. Awards 1 Attack Point every 2 seconds.
- Accord of Shifting: Movement speed is increased per active Pact. Lasts 1 hour.
- Void Summon: Teleports several enemies near the targeted enemy to the Warrior. Forces affected enemies to attack the Warrior. Awards 1 Attack Point.
- Void Propulsion: Hurl the enemy backwards. This ability awards 1 Attack Point.
- Unstable Void: Creates a Void that causes enemies to take more damage from the Warrior’s Air attacks, in addition to reducing the damage they do to the Warrior.
Removed Root Abilities:
- Devouring Blow: This ability is currently removed but will be added back in over the next few days.
- Pact Conversion
- Disrupt
- Soul Pillage
- Singularity
- Accord of Emptiness
- Rift Tap
- Power Sink
New Soul Tree Abilities:
- Elemental Precision: Attack Point-generating abilities ignore some of the target’s Armor.
- Magical Affinity: Increases all Resistances.
- Destructive Forces: Reckless Strike and Ragestorm now deal additional Air damage for each active Pact.
- Empowerment: Increases Endurance.
- Empowered Armor: Increases Armor.
- Surging Touch: Increases Damage.
- Long Reach: Increases the range of Summon abilities.
- Event Horizon: Increases value of Absorb shields.
- Refreshing Opportunity: Gaining a Pact has a chance to refresh the cooldown on your Summon abilities.
- Ambient Engorgement: Gain a Pact every few seconds.
Removed Soul Tree Abilities:
- Insatiable Hunger
- Ravenous Strength: Effect is now on Accord of Power.
- Ravenous Defense: Effect is now on Accord of Resilience.
- Blood From a Stone
- Improved Rift Summon
- Replenish
WARLORD
The Warlord is a master of the Battlefield, he uses his awareness of it and his enemies to give him great advantage. He is balanced in his attacks and does not extend himself too far, or too often. Instead waiting for the right moment to deal effectively with his foes.
A hybrid that cares as much about self preservation as they do about defeating their foes, the Warlord balances defense and offense. They are not as strong at defense as a tank, nor as strong at offense as a purely attack focused Soul but they combine both to add utility to either, or allow someone who is focused in one discipline to enhance themselves in the other.
Gift of the Warlord: Increases Base Damage by 0.9% per point spent in the Warlord soul. Increases Maximum Health by 0.57% per point spent in the Warlord soul. Increases Armor by 0.75% per point spent in the Warlord soul. Increases Resistances by 1.5% per point spent in the Warlord soul.
Major Ability Changes:
- The Warlord’s role and ability set has changed significantly. It now acts as a Tanking Utility soul up to around 20 points, where it starts to shift into stronger DPS. A full Warlord build will have decent DPS and more survivability.
New Root Abilities:
- Breaking Blow: Deals Physical damage per Attack Point.
- Recovery Posture: Attack Point builders heal for part of the damage dealt. Does not stack with Way of the Sun or Blade of Elemental Affinity. Lasts 1 hour.
- Eye of the Storm: A single target is immune to all of the Warrior’s Taunt and threat generation abilities. Does not work against players.
- Defensive Posture: Reduces damage taken and increases Maximum Health. Lasts 1 hour.
- A Quick Death: Deals Physical damage to a target with under 30% health remaining.
- Brothers in Arms: 30% of the damage done to a single ally is redirected to the Warlord.
- Piercing Thrust: Deals Physical damage. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the global cooldown.
- Deadly Posture: Increases your Critical Hit chance. Lasts 1 hour.
- Battle Surge: Increases Attack Power and Weapon damage contribution.
- Wave of Steel: Deals Physical damage to several enemies. Must be used within 6 seconds of a Charge, Teleport, Summon, or Pull. This ability is not affected by the Global Cooldown.
- Tactical Surge: Increases damage dealt.
- Battlefield Experience: Increases Critical Hit Chance and Critical Hit Power.
- Clear the Breach: Charge the enemy and deal Physical damage to several surrounding targets. Grants 1 Attack Point.
- Decisive Strike: Deals Physical damage. Activates and refreshes Piercing Thrust and Wave of Steel. Awards 1 Attack Point.
- Ready Posture: All ability attacks that are on the Global Cooldown become 1 second global cooldown. Damage is reduced by 40%.
- Neck Punch: Interrupts casting of the target.
- Backhand: Deals Physical damage to an enemy. Must be used after the target or the Warlord Blocks, Dodges, or Parries an attack.
- Into the Breach: Charges an enemy, dealing Physical damage. This ability grants 1 Attack Point.
- Forced March: Increases your movement speed.
- Defensive Manuever: Leaps backwards.
- King of the Hill: Deals Physical damage, in addition to knocking the target back 15 meters.
- Battlefield Medic: heals the Warrior.
- Arterial Strike: Deals Physical damage plus additional Physical damage over time. Must be used after the target or the Warlord Block, Dodge, or Parry an attack.
- Everything is a Weapon: Adds 25% of your Armor to Attack Power.
Removed Root Abilities:
- Leader’s Mark
- Battlefield Distraction
- Battlefield Awareness
- Aspect of the Fallen Hero
- Pin Target
- Cracking Skulls
- Intercept
- Cutting Distraction
- Promise of Steel
- Aspect of the Elements
- Call to Regroup
- Weapon Blow
Abilities Moved to Beastmaster and Renamed:
- Locked Down
- Spotter’s Order
- Aid Command
- Rallying Command
- Assault Command
- Call to Battle
- Call to Entrench
New Soul Tree Abilities:
- Soldier’s Might: Increases your Strength.
- Trained Defenses: Increases your Armor and Resistances.
- Strength of Arms: Empowering Strike also increases Attack Power and weapon damage contribution for 6 seconds.
- Staying Power: Increases the duration of Surges.
- Shatter: Breaking Blow increases the damage that the enemy takes from you for 12 seconds.
- Down and Dirty: Attackers within 5 meters deal less damage to you.
- Disorient: Enemies affected by Into the Breach, Sergeant’s Order, and General’s Order deal less damage to you for 6 seconds.
- Thick of Battle: Reduces incoming Ranged damage for 6 seconds after a charge.
- Three Moves Ahead: Increases the damage on Piercing Thrust and Wave of Steel.
- Field Navigation: Increases the range on Into the Breach, Clear the Breach, Sergeant’s Order and General’s Order.
- Offensive Surge: Using a Surge deals Physical damage on up to 5 nearby enemies.
- Calculating: Increases the damage on attacks that must follow a Block.
- Seasoned: Increases damage for 10 seconds after Blocking, Dodging or Parrying or being Blocked, Dodged, or Parried.
- Combat Training: Increases Damage.
- Adaptability: You may have 2 active Postures.
- Advance Planning: King of the Hill refreshes the cooldown on Piercing Thrust and Wave of Steel, also increases the critical hit chance of the next Piercing Thrust or Wave of Steel.
- Combat Veteran: You can block without a shield.
Removed Soul Tree Abilities:
- Powerful Countenance
- Intimidating
- Enhanced Dodge
- Defensive Experience
- Improved Weapon Blow
- Dramatic Presence
- Battlefield Domination
- That Which Doesn’t Kill Me
- Imposing
- Figurehead
- Commanding Presence
- Untenable Position
- Rapid Recovery
ROGUE CHANGES
Several mechanical changes have been made to the Rogue and combat in general for Storm Legion. Because of these changes, multiple abilities have either been removed and replaced, or adjusted to appropriate values. For all of the souls, their primary functions remain the same. There are some changes to the combat rotations for a few of the Rogues as we attempt to reduce the reliance on macros and improve the overall gameplay experience for specific Souls
- Combo Points now persist on the Rogue and are no longer lost when the target dies.
- Energy regeneration and Energy costs of all abilities have been adjusted to increase the time it takes for the Rogue to be energy starved, and reduce the reliance of cost reduction buffs like Anthem of Fervor to do competitive DPS.
- Energy costs of Finishers are no longer reduced with more Combo Points. Instead, their damage increases exponentially with more Combo Points used.
- Self buffing Finishers like Scourge of Darkness or Meditative Trance no longer require an enemy target to be executed.
ASSASSIN
Assassins are masters of stealth and selectively take down weaker opponents by catching them off guard. They specializes in single combat and are vulnerable when dealing with multiple opponents.
Assassin Gift: Damage is increased by 1% for every point added into the Assassin soul.
Major Ability Changes:
- Assassin Poisons: These are now only triggered by ability attacks and are no longer triggered by autoattacks. The 1 second internal cooldown of these procs has been removed.
- Savage Strike: Now deals 5% more damage when used from behind the target.
- Final Blow: Now deals 5% more damage when used from behind the target.
- Puncture: Now grants 1 Combo Point.
- Serpent Strike: Cooldown increased to 20 seconds. If Serpent Strike is executed after a Critical Hit, the next cooldown is only 8 seconds.
- Magnify Pain: Now applies a debuff on the target on a critical hit, increasing their damage taken by 1-5%.
- Serrated Blades: Now scales with Attack Power.
New Root Abilities:
- Malicious Poison: Unlocked with 54 points in the soul. Weapon ability attacks have a 20% chance to deal Water damage and give the Rogue 2 Energy.
- Leaping Plunge: Unlocked with 58 points in the soul. You leap to the enemy, dealing Water damage on impact. Awards 1 Combo Point. 8 second cooldown.
- Master of Poisons: Unlocked with 61 points in the soul. The Rogue can now apply up to 3 different weapon enchantments.
Removed Root Abilities:
- Malicious Strike
- Cut and Run
New Soul Tree Abilities:
- Manslaughter: Unlocked at Tier 8. Assassin Finishers have a 20% chance per Combo Point to apply Expose Weakness to the enemy.
- Heartseeker: Unlocked at Tier 8. Increases the damage of Assassin attacks by 4-20%.
- Enfeebling Poison: Unlocked at Tier 8. Weapon ability attacks have a 20% chance to deal Water damage and cause the affected target to deal 10% less damage to the Rogue.
- Thread of Death: Unlocked at Tier 9. Allows one ability that requires Stealth to be used while out of Stealth during the next 5 seconds.
Removed Soul Tree Abilities:
- Double Cross
- Baneful Touch
BARD
These musicians are the true jack of all trades, masters of none. Their tunes motivate and heal allies, and weaken and hurt enemies.
Bard Gift: Increases damage by 0.75%, increases healing by 0.5% and increases Endurance by 0.5% for each point spent in the Bard soul.
Major Ability Changes:
- Bard attacks are now considered ranged weapon attacks and will benefit from any buffs to ranged weapon attacks.
- Motif of Bravery: Now also increases Critical Hit chance by 5%.
- Motif of Regeneration: Now also increases other healing done to people under Motif of Regeneration by 5%.
- Anthem of Glory: Also increases Resistances.
- Fanfare of Power: Increases Strength, Dexterity, Intelligence and Wisdom.
- Deafening Music: Increases the damage of non-physical attacks by 2-10%.
- Invigorated Soul: Your Cadence heals up to 5 party or raid members for 4-12% of your Attack Power each time it deals damage.
- Stage Presence: All healing effects on you are increased by 2-4%.
- Street Performer: Whenever your health goes below 30%, your movement speed is increased by 5-10% and all healing effects on you are increased by 5-10%.
- Street Smart: Now increases damage and healing done by 1-5%.
- Bardic Inspiration: Codas have a 20% chance per Combo Point to refresh existing Motifs.
- Cadence: Now allows you to move while channeling.
- Power Chord: Cooldown increased to 4 seconds from 3.
New Root Abilities:
- Cadenza: Unlocked with 16 points in the soul. Deals Life damage over 2 seconds. Grants 1 Combo Point each second. Can be channeled while moving.
- Multiple Oscillations: Unlocked with 54 points in the soul. Cadence and Cadenza deal damage to 3 targets, but deals 50% less damage overall.
- Verse of Occlusion: Unlocked with 58 points in the soul. Places a shield on all party or raid members, absorbing damage. Lasts 30 seconds.
- Orchestra of the Planes: Unlocked with 61 points in the soul. Places an aura at the Rogue’s feet, reducing the damage that group and raid members take by 5%, increasing the damage they deal by 10%, healing group members, and dealing Life damage to up to 10 surrounding enemies over 15 seconds.
Removed Root Abilities:
- Motif of Focus
- Motif of Grandeur
- Motif of Renewal
- Fanfare of Knowledge
- Verse of Rebirth
New Soul Tree Abilities:
- Verse of Agony: Unlocked at Tier 8. Deals Life damage.
- Harmonic Distortion: Unlocked at Tier 9. Each time a Coda is used, the Rogue has a 20% chance per Combo Point to gain Harmonic Energy, increasing damage by 5%. This buff stacks up to 5 times. Harmonic Distortion consumes 1 stack of Harmonic Energy and heals a single ally.
- Chord of Inspiration: Power Chord heals up to 5 party or raid members for 5-15% of your Attack Power. Increases the damage of your next Cadence or Cadenza by 5-15%.
- Improved Motif of Regeneration: Unlocked at Tier 6. Your Motif of Regeneration now affects party and raid members.
- Advanced Music Theory: Unlocked at Tier 7. Increases the damage of Bard attacks by 10-30%.
- Reverberation: Unlocked at Tier 8. Using a Coda has a 20% chance per Combo Point spent to apply a stacking buff to you, increasing your Attack Power by 8% per stack. Maximum 1-5 stacks.
- Modulation: Unlocked at Tier 8. Cadenza reduces the cooldown of Verse of Agony and Verse of Vitality by 1-3 seconds per second of channel.
BLADEDANCER
Bladedancer are duelists and are proficient in face to face melee combat. They execute a series of rhythmic actions to boost their combat prowess.
Bladedancer Gift: Damage is increased by 1% for every point added into the Bladedancer soul.
Major Ability Changes:
- Deadly Dance: All Bladedancer Finishers now trigger Deadly Dance, increasing the damage of the Rogue’s next Combo Point generating ability by 3% per Combo Point used. This bonus is applied only to attacks with melee weapons.
- Strike Back: Now scales with Attack Power.
- Blade Finesse: Increases the damage of Finishers by 2-10%.
- Combat Expertise: Increases the damage of Combo Point generating attacks by 2-10%.
- Contra Tempo: Increases the Attack Power and Weapon Damage contribution to your offhand attacks by 5-25%.
- Sprint: Reduced run speed bonus to 50%. Reduced cooldown to 60 seconds.
- Precision Strike: No longer has a cooldown, and its damage has been reduced.
New Root Abilities:
- Double Strike: Unlocked with 54 points in the soul. A Finisher that deals combined weapon damage plus additional damage per Combo Point.
- Binary Strike: Unlocked with 58 points in the soul. Deals combined weapon damage. Grants 1 Combo Point. Unlocks the use of Quick Strike and Precision Strike.
- Fated Blades: Unlocked with 61 points in the soul. A Rhythmic Action that increases Attack Power contribution to all Bladedancer attacks by 100% and causes them to ignore 100% of the enemy’s Armor. Lasts 15 seconds.
Removed Root Abilities:
- Maim
- Combat Pose
- Mass Subdue
New Soul Tree Abilities:
- Hack and Slash: Unlocked at Tier 4. Successful Critical Hits increase your Physical damage by 3-15% and reduce damage taken by 1-5%.
- Duelist Pose: Unlocked at Tier 8. Successful Critical Hits with Bladedancer abilities increase your Attack Power by 1-2% per stack. Maximum 5 stacks. Lasts 15 seconds.
- Defensive Posture: Unlocked at Tier 8. Toggled ability that reduces damage taken by 20%, but also reduces Energy regeneration rate by 10 per second. Lasts until canceled.
- Hundred Blades: Unlocked at Tier 9. Deals damage over 6 seconds on up to 5 enemies in a cone within 20 meters of the Rogue. Allows movement.
Removed Soul Tree Abilities:
- Unabating Steel
- Improved Meditative Trance
- Turn the Tide
MARKSMAN
These deadly ranged fighters are highly capable of overwhelming their opponents from afar. In addition, they are able to distance themselves away from danger.
Marksman’s Gift: Damage is increased by 1% for every point added into the Marksman soul.
Major Ability Changes:
- Swift Shot: The movement speed buff is no longer removed by any Finishers. No longer has to stack, and applies the full 15% run speed bonus on the first application.
- Eradicate: Now has a 5 second cooldown.
- Crossfire: Now deals Air damage over 4 seconds on up to 5 enemies in a frontal cone. Damaged enemies are additionally knocked back if close to the Rogue. No longer requires a targeted enemy to use this ability.
- Keen Eye: Also increases the Attack Power and Weapon Damage contribution to ranged weapon attacks by 1-5%.
- Single Minded Focus: Now increases the damage of all attacks by 1-5%.
- Killer Instinct: Increases the Critical Hit chance of cast time and channeled attacks by 5-10%.
- Master Archer: Marksman attacks deal 3-9% more damage.
- Collateral Damage: Now also increases the damage of single target ranged weapon attacks by 1-3%.
- Controlled Fire: No longer a root ability – now unlocked at Tier 7. Reduces Energy cost of ranged weapon attacks by 1-5%. Increases the damage of ranged weapon attacks by 4-20%.
- On the Double: Reduced run speed bonus to 50%.
New Root Abilities: