Energized Barriers – When your barrier receives melee attacks, you have a 10% chance to be granted 1 Fire Blast/1 Fingers of Frost/ 1 Clearcasting charge.Only usable within 8 seconds of Blinking. Reflection – Teleports you back to where you last Blinked.Blast Wave’s cooldown is reduced by 5 seconds. Volatile Detonation – Greatly increases the effect of Blast Wave’s knockback.Rearranged various talents and created new pathways and choices.The full list of changes in today’s update: We’ll address some of the remaining tweaks and NYI spots in a future build soon after the next. Thank you for all of your testing and feedback so far. Presence of Mind – Cooldown reduced to 45 seconds, down from 60 seconds.Resonance – Moved to Enlightened’s previous position.Enlightened – Moved lower into the tree (from Row 6 to Row 8).Cascading Power – Now grants up to 2 stacks of Clearcasting when consuming a Mana Gem (previously granted Spell Power).Now grants 5% increased spell power for 10 seconds baseline.Conjure Mana Gem – Now restores 25% Mana, up from 10% Mana.Nether Tempest - Position on the tree has moved toward the center of the talent tree as a choice node with Reverberate connecting from Mana Adept and Improved Arcane Barrage.Now also reduces the cooldown of Arcane Orb by 2 seconds when Clearcasting is consumed.Orb Barrage – Converted to a single node (was previously a choice node with Orb Barrage).Charged Orb – Now available after unlocking the first gate (Charged Orb grants Arcane Orb 1 additional Charge).Siphon Storm – Converted to a single node (was previously a choice node with Improved Evocation).Evocation – Cooldown reduced to 90 seconds, down from 120 seconds.This choice node has swapped places with Arcane Tempo Rules of Threes - Now a choice node with Arcane Familiar.It’s now available before the first gate and directly after Arcane Missiles. Arcane Surge – Now grants a burst of mana on cast so that the player can immediately start casting Arcane Blast.Arcane Echo – Reduced to max 1 rank, down from 2.Arcane Bombardment – Reduced to max 1 rank, down from 2.Below is a highlight of some of the changes you can expect in the next alpha build. Cooldowns on some abilities have also been adjusted to better flow with Arcane’s 45/90-second windows. The Arcane tree has been updated and will have quite a bit of re-organization of talents to better open up options as you navigate through the tree as well as make a few talents that felt previously inaccessible a little easier to access. Additionally, Winter’s Chill functionality will now be baseline when Flurry is learned to allow for more point flexibility. To help accomplish this, we’re making all 3 point nodes into 2 point nodes and reducing the point count of the Icy Veins related nodes below gate 2. We’re looking to allow for backtracking and additional choice. Frost TreeĪ good amount of feedback for this tree has been related to the Icy Veins nodes and how required they feel, which is leading to little choice in the bottom third of the tree. Phoenix Flames will also be moving up to above gate 1. We’re looking to reduce the number of “mandatory” points by moving a few spells baseline, such as Hot Streak and Fire Blast Rank 2, and providing more options below gate 1 and 2. We felt the pathing in this tree has not allowed for enough exploration due to nodes that feel required. Some of this work is ongoing, and you can expect to see a couple of nodes marked NYI (Not Yet Implemented) for now. Casting your barrier removes all snare effects. Energized Barriers – When your barrier receives melee attacks, you have a 10% chance to be granted 1 Fire Blast/1 Fingers of Frost/1 Clearcasting charge.Time Manipulation - Casting Fire Blast/Ice Lance on Frozen targets/Arcane Missiles reduces the cooldown of your loss of control abilities by 1/2 seconds.Volatile Detonation - Greatly increases the effect of Blast Wave’s knockback.Only usable within 8 seconds of Blinking, 45 second cooldown. Here are some examples of spells you can expect to see: Cone of Cold will be moving baseline to improve the base kit and remove dependency issues. We’ve also been looking to reduce the number of nodes that may feel required. Several choice nodes have been split into standalone nodes to increase utility options. Our goal has been to increase options by adding new spells, reducing overall multi-point nodes, cutting all existing 3-point nodes, and improve pathing. The Core tree is seeing the heaviest redesign. We’d like to talk a bit about our design directions for this iteration and the improvements we’re looking to make. In this week’s Alpha update, there will be a number of updates to both the Core and Spec trees for the Mage Class.
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