- Mysticism
- Changed functionality to: "Each rank in Mysticism reduces the cost of your Dervish enchantments by 4%. In PvE, you have +1 armor per rank of Mysticism while you are enchanted."
- Assassin
- Shadow Walk: decreased duration to 15 seconds.
- Dervish
- Pious Fury (PvP): increased recharge to 15 seconds.
- Mesmer
- Fevered Dreams (PvP): removed application of Dazed.
- Mind Wrack (PvP): split for PvP; changed functionality to: "For 5...40 seconds, whenever this foe is the target of one of your non-hex Mesmer skills, that foe loses 1 Energy. If the target foe's Energy drops to 0, Mind Wrack ends and that foe takes 15...100 damage."
Feature Changes
- Adjusted the locations for Luxon Longbows in "The Jade Quarry."
- Adjusted the timing and AI for jade carriers in "The Jade Quarry."
- Adjusted the timing and AI for Siege Turtles in "Fort Aspenwood."
- When used by Siege Turtles in "Fort Aspenwood," Siege Turtle Attack now ignores collision.
- NPCs and creatures in "Fort Aspenwood" now use the PvP versions of their respective skills.
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Well, it doesn't fix every problem and I haven't checked if it all works, but now Kurzicks will have to cap the shrine on Yellow's route and hopefully it fixes the carriers getting stuck as well.|||Quote:
- Adjusted the timing and AI for Siege Turtles in "Fort Aspenwood."
- When used by Siege Turtles in "Fort Aspenwood," Siege Turtle Attack now ignores collision.
So, no more rangers causing the turtles to get stuck, or behind the gate healing? Hrm. I should try FA and see.|||Quote:
- Adjusted the timing and AI for Siege Turtles in "Fort Aspenwood."
- When used by Siege Turtles in "Fort Aspenwood," Siege Turtle Attack now ignores collision.
- NPCs and creatures in "Fort Aspenwood" now use the PvP versions of their respective skills.
This should be interesting, maybe now there won't be all the kiddies playing on Kurzick-side only...|||Finally JQ gets a fix. Now to see what they did.
Still waiting for the Wastrel's nerf.|||Bloody hell, I uninstall GW in the morning, only to be greeted by a FA-update in the evening. >.>
I guess it's now going to be all about the W/R tanks outside the Fort that are able to stall both turtles at the same time.|||I spent an hour in JQ Friday. Due to teams being pretty slanted I couldn't tell if the yellow longbows were adjusted or not.|||No moar mindwrack? Finally.
Maybe I can go back to playing interesting mesmer bars without feeling like I'm weighing down my team by NOT having MW.|||An update on JQ and the juggernauts STILL get stuck? LOL...|||Whoa, was there a stealth update to Shield Gaurdian? It ****ing blows now. Thanks a lot E/Mos for taking away one of the coolest prot spells.
Regoddamdiculous, fix eles, don't nerf prot monks.
And that didn't nerf ERs in the least.
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