Secret World Legends Stop Droug From Attacking Read

Note: Weapons and Abilities and Skills have been substantially altered in the Dungeon and Raid Rebalance Patch of November 2020; see also Dungeon and Raid Rebalance patch notes - secretworldlegends.com, and the Patch Notes department here. Weapon pages that have been thoroughly edited to reflect the new changes will accept a link to the erstwhile version of the page with the former skills.

Abilities in Secret World Legends are almost completely changed from those bachelor in The Clandestine Earth. The myriad singled-out interdependencies of States and Abilities are unified; there are however a range of distinctions for each Weapon, but they are all loosely based on a single resources-building mechanic.

New players may find the option of skills considerably less demanding than in other games, where ability choices are fixed, or require expensive Real Life money upgrades to exist altered, and if they practise non research the ideal, cookie cutter combination of abilities and gear, their characters' future is bleak. Cloak-and-dagger World Legends allows every skill in the game to exist acquired by every character. Players that love storytelling may decide the three free graphic symbol slots are free seats to the feel of all iii of the playable Factions storylines : Illuminati, Dragon and Templars.

Assail Rifle : Grenade
Bract : Chi
Blood Magic : Corruption and Martyrdom
Chaos : Paradox
Elementalism : Heat and Cooling
Fist : Fury
Hammer : Rage
Pistol : Random; curl to match Blue, Red, and White
Shotgun : Reload

The resources all have unlike names for each Weapon's, and build in four different ways:

  1. After a known number of attacks (Shotgun - Reload)
  2. Randomly (Pistol matching)

Click to enlarge : Elementalism tree

  1. Opposing forces employed to create an optimum rest (blood Magic and Elementalism)
  2. Accruing with each assault, to pay a cost for a payoff (Assault Rifle, Blade, Fist, Hammer)

Contents

  • one Active Ability
  • 2 Passive Skill
  • 3 Capstone
  • 4 Patch notes
    • 4.one Tank Office
    • 4.two Healer Role
  • 5 Set on Rifle
  • 6 Bract
  • 7 Blood Magic
  • eight Chaos Magic
  • nine Elementalism
  • ten Fist
  • xi Hammer
  • 12 Pistol
  • thirteen Shotgun
  • 14 Miscellaneous
    • 14.i Miscellaneous patch notes
    • fourteen.two Links

Active Ability [ ]

Agile Abilities, manually used (triggered) in battle past the player. Every weapon's abilities are divided into 3 different progression lines (skill trees that do not branch, but instead converge at the end into a single Capstone skill).

At that place are five types of abilities:

  • Basic Abilities (no energy required to utilise)
  • Ability Abilities
  • Special Abilities
  • Elite Abilities
  • Capstone (capstones are really more of a passive power despite existence in the active skills' tree)

Passive Skill [ ]

Click to enlarge : Passive Skills on the Elementalism tree

The system of Passives is retained from TSW; they may be thought of every bit buffs that are always active. In TSW, Passives could create particularly powerful combinations, peculiarly if they did not require the associated weapon to exist equipped. This is even more the case in Secret Globe Legends, since Any passives tin can be equipped, regardless of the equipped weapon.

Starting characters may benefit the most from taking Passives, where boosted weapons are expensive, and the points to climb higher in third or higher copse are scarce.

Click to overstate : Elemental Capstone

Capstone [ ]

Capstones are unlocked at the end of the actives skill tree of any weapon, once all agile abilities of the weapon are unlocked; this costs 40 ability points in full. Capstones give players stat boosts, which boosts can exist enhanced by unlocking capstones from other weapons.


Unlocking at to the lowest degree 3 weapons for the endgame of Secret World Legends profoundly enhances the stat boosts given by the capstones.

Patch notes [ ]

Tank Role [ ]

ROLE: TANK (Chaos MAGIC, HAMMER, SHOTGUN)
Rebalanced Survivability Anima Allotment: Increased amount of Health gained, reduced amount of Protection gained.
Anima Allocation provides increased threat, scaling with Survivability allotment.
Removed all bonus hate generation from Abilities, Passives, and Items.
This ways that Chaos, Hammer, and Shotgun users tin can now employ bottom row Power and Basic abilities when dealing harm.
Tanking-oriented %-based healing now heal a per centum of missing health, instead of maximum health.
%-based healing effects are at present affected by "increased healing received".
Rebalanced and redesigned/replaced many tank-related abilities and passives to give each tank weapon a unique flavor and focus.
Tank Special cooldowns (like Pain Suppression) now have a lx second base cooldown.
Tank Elites (like Immutable) at present have a 60 second base cooldown.
Each tank weapon's middle row Elite'south passive was redesigned or replaced to convert the middle row Elite (Anomaly, Bombardment, Unstoppable) into a Tank Aristocracy.
Each tank weapon has been gotten a new ability blazon – a "Signature" ability that provides moderate mitigation, surface area harm, and scales with the pulley'south tanking glyphs.
These abilities accept a base cooldown of 30 seconds. The cooldown timer is reduced by mitigating/avoiding incoming damage and executing the relevant weapon mechanic (reaching 8 Paradoxes, Enraging, or reloading the Shotgun).
These abilities share a cooldown – but 1 can be used at a fourth dimension.
While heavily Damage Anima Allocated, the harm of Signature abilities scales drastically and compensates for lacking Critical Chance and Disquisitional Power glyphs in a soloing situation.
All tank weapons now take admission to +thirty% maximum wellness buffs.
These exercise not stack.
Capstones now give 30 Max Health per tier, up from fifteen.

Healer Role [ ]

Part: HEALER (Set on Burglarize, BLOOD MAGIC, FIST)
Rebalanced value of Heal Power.
Rebalanced Healing Anima Allotment to better friction match a Healer'south healing output with a tank's Health across Elites.
Rebalanced coefficients of all heal abilities.
Characters who have 51% or college Healing Anima Allocation have 30 Assail Rifle, Fist, and Blood Max Free energy.
Single target Power heal abilities now price vi Energy.
Grouping Power heal abilities now cost ten Energy.
This was washed to shift healers to a more tactical playstyle and make power abilities and elites feel impactful while achieving the new balance level.
As office of this shift, all healer bones abilities at present generate a college contribution to the weapon mechanic (Martyrdom, Grenades, Wrath) to ensure that the mechanics remain relevant for healers.
Basic healer abilities will at present direct one-half of their heal to the healer's defensive target, and the other half will seek out the raid member with the everyman wellness % (perchance the defensive target).
If the defensive target is at full HP, so the full healing amount will exist allocated to whoever has the everyman health %.
To keep Assail Rifle'due south gearing expectations in line with other healers, while at 51% or higher Healing Anima Allocation Assault Rifle's healing abilities cannot glance and will not trigger dungeon reverberate shields.

Set on Rifle [ ]

ASSAULT RIFLE
Mechanic: Grenades
Loading Grenades now uses a Procs-Per-Minute system that scales with the corporeality of Assault Rifle Energy spent casting Power abilities. To put it some other way: Spending more Energy on Grenade-generating Power abilities will generate more than Grenades.
The number of Grenades generated per minute on average with base free energy generation is half-dozen.
Grenades at present accept 2 seconds to melt.
One time cooked, grenades have a 4 second timer before detonating in the barrel.
Impairment of cooked grenades has been slightly adjusted to compensate for the potential for higher frequency grenades.
This change was made to improve the experience of playing Rifle with weapons other than a KSR-43, and to shift the cap at which additional grenades per minute (and thus energy generation) is ineffective to a much higher plateau.
Basic Ability: Leeching Ray
At present uses a scaling heal amount instead of a % leech.
When the casting player is 51+% Healing AA:
Can also load grenades.
Cannot glance.
Will not deal damage to targets afflicted by dungeon reflect shields. This was necessary to allow rifle healers to continue to heal during downtimes, such as while the Machine Tyrant has his shield active.
Power Ability: Vital Shot
When the casting player is 51+% Healing AA:
Cannot glance.
Will not deal harm to targets affected by dungeon reflect shields.
Healing increased by 300% when used to heal the pulley
Ability Ability: Unveil Essence
Healing now comes from the player that cast Unveil Essence. The healing amount still scales with the damage done.
The leech consequence from hitting the target now simply applies to your team members.
When the casting player is 51+% Healing AA:
Cannot glance.
Volition not bargain damage to targets affected by dungeon reflect shields.
Elite: Anima Suffusion
Base healing value is dramatically higher than squad-focused Healer Elites (such as Regeneration).
Now increases effectiveness of Assail Burglarize healing abilities by 35% for iv seconds.
Dev Commentary: We want to give Anima Suffusion a niche to excel in, compared to other healer Elites. To achieve this, we focused it on single target healing, making it by far the strongest single-target healer Elite.
Passive: Permeate
Redesigned.
After you cease channeling Anima Suffusion, your target receives xxx% increased healing for 4 seconds.
Special Ability: Anima Canister
This ability is no longer a TAoE
Now delivers a large heal to your defensive target
Delivers a minor heal to your team
Passive: Enlarged Canister
Replaced by Synergy:
For 5 seconds after activating Anima Canister on an ally, whenever anyone healed by Anima Canister is healed, y'all likewise heal Anima Canister'south primary target, up to v times per second.
Special Ability: Energise
The next Assault Rifle attack purges i beneficial effect from all enemies striking. No longer purges on every Assault Rifle set on while Energise is agile.
Passive: Ground Marker Rounds
Replaced past Anima Stasis:
When a grenade would time out, its explosives are purged and replaced with anima, then it is stored in stasis.
When you activate Anima Canister or Essence Grenades while you do non have a cooked grenade prepare, but you lot take a stasis grenade ready, you volition instead burn the stasis grenade. Stasis grenades bargain 75% less damage and 66% more healing.
Anima Canister and Essence Grenades prioritize consuming stasis grenades over uncooked grenades
Additionally, when you enter combat, yous generate one stasis grenade.
Special Power: Incendiary Grenade
No longer ground-targeted – now uses your target. Say cheerio to annoying basis targeting!
Now purges 1 benign outcome from striking targets.
At present does non-AoE harm to the primary target, and AoE damage to secondary targets.
The not-AoE damage does not calibration with Signet of Nemain. The AoE damage continues to scale with Signet of Nemain.
This alter was necessary to fix a scaling problem where the Signet of Nemain granted far more single-target DPS for Rifle than was intended, due to combining multiplicatively with Rifle'southward grenade upkeep.
Specal Power: Essence Grenade
Now does non-AOE damage to the primary target, and AoE harm to secondary targets.
Weapon: Auxiliary Loader
Now increases number of Grenades loaded per minute past 3.
Passive: Backup Plan
Replaced by Combat Readiness:
While you accept an Uncooked Grenade loaded, your Assault Rifle basic abilities practise 20% more healing and damage. This increase is multiplicative with other effects.
Passive: Emergency Loader
Renamed to Overclocked Loader
Now increases number of Grenades loaded per minute past 1.2, regardless of the user'south health.
Passive: Auto-Loader
Now has a xl% chance to brand the next power power load a grenade.

Blade [ ]

BLADE
Preface:
This update is making some significant changes to Blade. This is not a DPS or damage dealer balance pass, just a pass to address a potential self healing trouble by using Bract as a tanking offhand.
The original design of Bract intended for it to be a viable tanking off-hand, but did not fully accomplish this primarily due to lacking proper threat generation.
The redesign of tanks has pushed them abroad from self healing, which means that Blade and its numerous healing furnishings is no longer an appropriate pairing for tanks.
A wide number of changes were made during this laissez passer: some direct addressing the above concerns, some for quality of life, and some considering they were quick and piece of cake to get in while making the same changes.
Mechanic: Spirit Blade
On reaching five Chi, Spirit Blade now automatically forges with a duration of 5 attacks. If your Spirit Blade is already forged, 5 attacks are added to information technology. The diminishing returns are gone.
Chi is no longer lost when the Spirit Bract shatters.
Bones abilities accept a reduced chance to generate Chi.
Ability, Elite, and Special abilities have an increased chance to generate Chi.
This fixes a scaling issue where at higher Free energy generation, Bract'south mechanic did non scale on the same curve as other weapons like Set on Rifle or Claret Magic.
The harm dealt by Spirit Bract has been adjusted to be in line with the change in Chi generation and Spirit Blade attack generation from Chi.
A number of passives that collaborate with Spirit Blade have had a balance laissez passer to bring them in line with the new Spirit Blade uptime and damage.
Several weapons had their balance updated for the new Spirit Bract uptime and impairment.
Special Power: Spirit Blade
Redesigned as Crushing Tide:
20 second cooldown, 2 Blade Energy cost, off the GCD
Can only be activated when yous have at to the lowest degree 2 Spirit Blade attacks remaining
Empower your Spirit Blade with the destructive force of a tsunami making landfall, causing your next Blade attack to shatter the Spirit Blade, dealing ii.6CP harm for each remaining attack.
Passive: Masterpiece
Redesigned as 2nd Wave:
When "Crushing Tide" shatters your Spirit Blade, its recharge timer is reduced past i.25 seconds for each remaining Spirit Blade attack.
Power: Swallow Cut
Now benefits from agents that increase Power ability damage.
Passive: Immortal Spirit
Can no longer exist purged.
Stock-still an incorrect interaction that triggered Immortal Spirit as well oft.
Ability: Tsunami
While channeling, your movement speed is increased by 20%.
When Tsunami is interrupted, you are now refunded unused energy. If you get off 3 hits and then are interrupted, yous volition be refunded 2 energy for the ii uncompleted hits.
Elite: Dancing Bract
Range increased to 15 meters, up from 10.
Special Ability: Hone
The adjacent Bract assail purges 1 beneficial effect from all enemies information technology hits.
Special Ability: Soothing Spring
Additionally cleanses 1 detrimental effect from team members every two seconds for 6 seconds.
Healing is at present capped at 15,000 maximum health
Dev Commentary: Blade equally a weapon did not have much in the way of squad utility, making it the perfect place to add additional team-wide cleansing as an alternative to Cleanup.
Passive: Clairvoyance
Healing is now capped at xv,000 maximum health
Passive: Focused Breathing
Generates ane Chi every 10 seconds.
Passive: Warrior's Spirit
Impairment increased.
Talisman: Primary'due south Chain
Redesigned.
When you lot reach 5 Chi, your adjacent Blade set on deals ane.25CP additional harm.
Weapon: Stormbringer
Now generates 2 Chi on inbound combat, and 1 Chi every 4 seconds afterwards.
Weapon: Shattered Hellblade
Updated: When your Spirit Blade shatters, deal 4.5 CP harm to nearby enemies.
Weapon: Rhythmic Blade
Redesigned.
While your Spirit Blade is forged, you generate an boosted Spirit Blade attack every 4 seconds.
Weapon: Mantric Blade
Redesigned.
Whenever your Spirit Blade shatters, recite a mantra for iii seconds that increases your chance to generate Chi by 30% for 3 seconds.
Weapon: Soviet Techsword
Redesigned.
Whenever you hit with a Blade ability, you deal 0.25CP actress damage. Whenever yous striking with a non-Blade power, you have an 28% chance to generate 1 Chi.
The Techsword belongs to a set of weapons designed to function as offhands. However, it gained popularity every bit a mainhand weapon, so its redesigned form aims to fit both roles, although it is most constructive as an offhand.
Weapon: Blade of Bloodied Silks
Redesigned.
The cooldown of "Burdensome Tide" is reduced by 4 seconds.
Weapon: Razor's Edge
Adventure to generate Chi increased to 50% on crit.

Blood Magic [ ]

BLOOD MAGIC
Mechanic: Corruption
Self damage reduced past 60%.
No longer reduces healing received.
Damage bonus for being at high Abuse reduced.
Damage dealt to the caster when above 90 Corruption increased.
Corruption deals gradually increasing damage the longer the caster stays to a higher place ninety Corruption. ::This can be encounter through the buff "Tainted Blood" in the player's vitrify tray.
Activating Blood Magic abilities while your Corruption is below 90 will remove stacks of :"Tainted Claret".
"Tainted Blood" is removed when you get out gainsay.
Mechanic: Martyrdom
Self damage reduced past lx%.
No longer reduces healing received.
Bonus to healing done rebalanced.
Passive: Absolution
Redesigned
At present heals for 2.5% of maximum wellness every time your Corruption or Martyrdom attempts to damage you, up to 375.
Basic Ability: Mend
While 51%+ Healing AA: Generates i actress Martyrdom per cast.
No longer deals Martyrdom damage when cast within an anima well.
Power Ability: Sanctuary
No longer tries to bandage a barrier every bit its main objective; now immediately does healing.
Overhealing is turned into a barrier.
Overhealing increases the strength of the target'due south agile barrier, up to a set limit that scales with the pulley's HealPower, Crit Run a risk, Crit Power and Martyrdom.
Healing increased by 300% when used to heal the pulley
Passive: Restorative Ward
Renamed Haematopoiesis and Redesigned.
When Sanctuary is bandage on a target with less than 50% Wellness, Sanctuary both heals and applies its barrier for the aforementioned amount. You can only affect a specific target this way every 15 seconds.
Special Power: Redemption
Cooldown reduced to 12 seconds.
Now off the GCD.
Now consumes all Martyrdom to utilise additional healing, scaling based on how much Martyrdom was consumed.
Passive: Mercy
Redesigned
Increases Redemption'due south healing by 47%.
After casting Redemption, for three seconds all your Blood Magic abilities carry as though you accept at least 61 Marytrdom.
Elite: Communion
Now cleanses 1 outcome on the starting time and the final tick.
Special Ability: Desecrate
Purges 1 beneficial result from the target.
Passive: Soothe
Increased HP threshold at Alleviate volition apply its barrier to 50%, and healing from all sources is at present increased by 20%.
Special Power: Rejuvenate
Replaced past Expunge Blight:
40 second cooldown, costs two Blood Energy, off the GCD.
Summons a Flesh Monstrosity from the defensive target. The health of the Mankind Monstrosity scales with the caster's Healing Power and Martyrdom.
The Flesh Monstrosity absorbs 50% of incoming impairment confronting the defensive target, and 20% of incoming damage against the rest of the defensive target's team.
The Flesh Monstrosity will expire afterwards 8 seconds, or whenever it has absorbed enough harm that it dies.
Passive: Resurgence
Replaced by Antibody:
Increases the health of "Expunge Blight"'s Flesh Monstrosity and increases the amount of harm it absorbs to 65% of incoming damage against the defensive target, and 30% of incoming damage against the rest of the defensive target's team.
As long every bit the Flesh Monstrosity stays alive, it will cleanse ane detrimental result from all squad members every 2 seconds.

Chaos Magic [ ]

Chaos MAGIC
Weapon Mechanics:
Removed Enigmas
The pattern of Enigmas aimed to accomplish 2 things:
Provide some amount of mitigation and survivability for Chaos tanks
Provide interesting play with a layer of observing and timing purges
Unfortunately, information technology did non satisfactorily meet either of these goals. The mitigation was too inconsistent, and nosotros saw very few players engage in the purge layer of gameplay – most preferred to slot Resonance Cascade and forget that Enigmas existed.
Additionally, players who ignored this mechanic created a penalization for teammembers (who hither has been 1-shot by Reciprocity Enigma in the New York Raid?).
This caused Chaos to experience bad when yous reached 8 Paradoxes and didn't come across anything happen 1/3rd of the time. To meliorate the feel of playing Chaos, and open up an alternate avenue to provide more consistent mitigation to Chaos tanks, information technology was decided to remove this aspect of the Chaos toolset.
Paradoxes
When you accomplish 8 Paradoxes, you at present have a fifty/fifty chance to go Singularities or Doppelgangers
Slightly reduced impairment of Doppelgangers and Singularities
Adjusted the gamble to generate Paradoxes:
Ability, Special, and Aristocracy abilities have an increased chance to generate Paradoxes
Basic abilities now have a reduced adventure to generate Paradoxes
This change was needed to set up Chaos damage not scaling properly with increased Energy generation
New baseline mechanic: Aegis of Parallelism
While having a Chaos Focus equipped, 20% of incoming damage is delayed and instead received over six seconds. The total amount of damage taken is unchanged, but the timeframe in which information technology is taken is spread out.
On leaving combat, if the remaining delayed damage from Custodianship of Parallelism volition non be fatal, it is immediately dealt in a single clamper.
This is done to meliorate soloing – so that Chaos users are non prevented from naturally regenerating health for an extended catamenia of fourth dimension.
Several tanking-oriented passives and abilities have been updated to collaborate with and improve Aegis of Parallelism
This mechanic smooths out the impairment spikes that evade tanks so often meet, which gives the healer time to react and proceed the tank live, instead of getting 2-shot or having to retry the meet an absurd number of times in the hopes of getting lucky.
Chaos damage now benefits from agents that increase impairment confronting specific types of targets, and the Cernunnos Antler Fragment
Passive: Resonance Cascade
No longer affects enigmas. This effect was considered a "freebie" and was not office of this passive's balancing.
Still has an 18.5% chance to generate a Paradox every second while in gainsay
Will no longer randomly continue to generate Paradoxes while out of combat.
Passive: Body Double
With the changes to Paradoxes, this passive needed to be re-budgeted for the higher frequency of Doppelgangers
Increases impairment of Doppelgangers by 50%.
The damage increment is now applied to base damage
Passive: Eye of the Ruinstorm
With the changes to Paradoxes, this passive needed to exist re-budgeted for the higher frequency of Singularities
Harm decreased past approximately 14%
Signature: Twist Fate
Redesigned
Signature Ability – merely 1 Signature Power may be used at a time
3 free energy toll, 30 sec cooldown
Twist Fate deals PBAoE damage in a 10m radius, and applies a harm over time effect lasting 12 seconds
Clears 65% of impairment currently delayed by Aegis of Parallelism
Evading attacks and reaching 8 Paradoxes reduce the remaining cooldown of Twist Fate
Scales with tank allocation and evade rating/defense rating
Passive: Backlash
Replaced by Out of Stage:
Twist Fate applies Devitalized, and for 6 seconds increases your evade chance by 10% and the amount of damage delayed past Aegis of Parallelism by 25%.
Special Ability: Rewind
Replaced by Invoke Self:
Summons ii Extradimensional Defenders with 20% of your maximum health who intercept 80% of incoming damage. The Defenders terminal up to vii seconds.
Passive: Flash-Back
Replaced by Displacement:
"Invoke Self" summons 1 boosted Extradimensional Defender and cleanses three debuffs. :Additionally, all Extradimensional Defenders terminal 3 seconds longer.
Elite: Immutable
Redesigned
Increases damage delayed by Aegis of Parallelism by thirty% and reduces delayed damage by 80%
To compensate for not dealing whatever impairment, and thus not generating any threat, Immutable provides a multiplicative xx% more threat generation while active
Passive: Incongruity
Redesigned
When Immutable ends, clear 35% harm currently delayed by Aegis of Parallelism and become immune to damage delayed by Aegis of Parallelism for two seconds
Elite: Anomaly
Evade hazard is now increased past ten% while channeling.
Passive: Disorientation
Replaced by X Gene:
Turns Anomaly into a tank aristocracy (60 sec cooldown).
Increases Evade Chance while channeling and for 5 seconds after past 40%.
Applies Debilitated and increases harm of Anomaly.
When the Evade Chance buff expires, all living enemies damaged by Bibelot miss their next set on made within 5 seconds.
Special Power: Entropy
The next Anarchy set on purges ane beneficial outcome from all enemies hit. No longer purges on every Chaos set on while Entropy is active.
Passive: Contradiction
Renamed Ripples in Reality
"Winds of Change" increases the chance that damaged enemies will take their attacks evaded by three% for v seconds.
Passive: Aegis of Parallelism
Replaced past Multidimensional Threads:
Increase amount of harm delayed past Aegis of Parallelism past fifteen% and reduce delayed damage by 11%
Passive: Long Term Chaos
Redesigned
Extends the duration of Custodianship of Parallelism by 3 seconds and reduces delayed damage past half dozen%.
Increases wellness of Extradimensional Defenders by l%.
Passive: Veil of Deformity
Redesigned
Distortion now increases the pulley'south maximum health by xxx% for 15 seconds.
Passive: Probability Protection
Redesigned
When you striking with a Chaos ability, if you were hitting since the last time you lot attacked, gain 2.5% Evade Chance, stacking.
Stacks persist until you lot evade an set on or exit combat.
Special Ability: Tumultuous Whisper
This harm of this power now has variance, meaning it won't e'er hit for the same exact number. It will even so e'er hit for a multiple of eight.
Instead of faking crits, Critical Chance and Critical Power at present proportionally increase damage done. This ability however cannot critically hit but directly benefits from these stats.
Stock-still an issue where very loftier Critical Chance Rating and Critical Ability Rating would result in lowered total damage from Tumultuous Whisper.
Passive: Paradoxical Restoration
Can now occur every 3 seconds.
Weapon: Sanity'southward Aphelion
Redesigned
Yous accept a risk to summon one Extradimension Defender when damaged. The take chances is higher the fewer Paradoxes you take.
Weapon: Incalculable Abacus
Redesigned
Whenever yous evade, generate 1 – 2 Paradoxes.
Weapon: The Cause'southward Consequence
Now grants 4.5% Evade instead of Protection.
Weapon: Focus of the Unwritten Talisman
At present reduces damage taken instead of giving Protection.
Weapon: Irregularity Architect
Updated the gamble to get Singularites.
Weapon: Enigmatic Appliance
Redesigned.
Increase the amount of harm delayed by Aegis of Parallelism by five%.
On reaching 8 Paradoxes, you become immune to delayed harm for ii seconds. This effect has a ix second cooldown.
Talisman: Tumultuous Sash
Now always gives ane Paradox.

Elementalism [ ]

ELEMENTALISM
Preface:
At high free energy generation, Elementalism is able to get stuck in a land where information technology is locked out and its cold abilities are already on cooldown. This is not an intended nor desirable state, and feels rather punishing. To address this heatlock, non-Elite oestrus reducing abilities are existence fabricated more readily available. Additionally, changes were fabricated to address ongoing balance and utility bug in solo vs grouping encounters.
Mechanic: Thermotics
Impairment thresholds updated:
76-100 Rut: +67.vi% damage
51-75 Heat: +33.8% damage
26-50 Rut: +16.9% damage
Special Ability: Flash Freeze
Cooldown is reset when you overheat.
If yous have a hostile target within 20m, Flash Freeze volition cast both at your anxiety and at the target.
Wink Freeze snares targets it hits for 6 seconds.
Wink Freeze'south damage is now calculated before the caster's rut is reduced.
Dev Commentary: With cold abilities requiring close proximity to deal damage, using them was too risky in a grouping setting. This change should provide a lower risk long-range cooling selection while also keeping a snare effect in Elementalism'south toolkit.
Special Ability: Flicker
Cooldown is reset when you overheat, merely casting Flicker while Overheated prevents you lot from immediately recasting it.
Special Ability: Crystallised Frost
Cooldown reduced to 12 seconds.
Dev Commentary: Crystallised Frost is oriented more at keeping heat under command than rapidly burning information technology off. It was decided that it was meliorate to give it a higher overall uptime than to necktie it to overheating and so that playstyles that like to hover at loftier estrus just not overheat have a supporting ability.
Special Ability: Crystallised Tempest
When cast, if the caster has xxx or more than Heat, purges the area. After 5 seconds, if the caster has 30 or more Heat, purges the area once more. No longer purges on hit.
Passive: Discharge
The damage proc now triggers 100% of the time when Crystallised Storm purges, and when it hits an enemy with a purgable buff. Nonetheless has a 33% chance to trigger against an enemy without a purgable buff.
Special Ability: Crystallised Flame
Replaced with Living Flame
Summons a Living Flame at the targeted location, which immediately casts Flame Flare.
The Living Flame inherits your combat stats and Thermotic rut. Its health scales with your attack power, and information technology attacks every one.v seconds.
Casting Crystallised Flame while you have a Living Flame agile teleports the Living Flame to your targeted location and makes it immediately bandage Flame Flare.
Flame Flare: Deals damage in a 5m radius effectually the Living Flame, and stuns hit targets for three seconds.
Dev Commentary: Elementalism had an unfortunate survivability trouble in solo content (peculiarly Dark Agartha). Additionally, there was a known customer crash caused by Crystallised Flame that we were unable to reproduce internally, and all prior attempts to set it were unsuccessful. The conclusion was made to tackle both of these issues simultaneously while also giving Elementalism something unique and fleshing out its flavour, while also removing a source of visual basis clutter.
Passive: Crystallised Blaze
Replaced with Synergetic Flames
Increases the harm dealt by the Living Flame pet.
While yous have a Living Flame pet agile, the bandage time of Living Flame is reduced by 1 2nd (to instant).
Living Flame will provoke enemies who attack you. This effect does not work against Dungeon, Lair, or Raid monsters.
Your Elemental Fire and Lightning damage heal your Living Flame pet for 35% of the damage done.
Passive: Cauterise
Increased healing to iv%, upwards from 2%
Passive: Thermocoupler
This passive at present functions every bit described, assuasive weaving back and forth between fire and lightning abilities.
Damage has been updated for the new frequency of its impairment trigger; average damage over the class of a fight unchanged.
Weapon: Cryo-Charged Conduit
No longer triggers off a Flicker cast that increases your estrus.
Weapon: Frozen Figurine
No longer triggers off a Flicker cast that increases your heat.
Weapon: Voltaic Shunt
There is at present an FX cue when the effect is active, and increased its duration from five seconds to eight seconds.
Weapon: Orochi Thermal Inverter
Redesigned and renamed Orochi Thermal Capacitor
Your elemental damage is calculated as though yous accept 100 estrus. This effect lasts for 3.5 seconds after dealing elemental impairment. After this result ends, it will automatically return after 25 seconds.
At that place is an FX cue visible on the player during gainsay while the damage increment is active.
This weapon was released without a rest pass. As a result, it over-performed by such a wide margin information technology was not feasible to leave it in its original unbalanced grade. The redesigned form attempts to adhere to the original intent of the weapon and retain its usefulness and utility as an offhand weapon.
Weapon: Totemic Hell Lord
Fixed the debuff from this weapon sometimes not properly applying to striking enemies.

Fist [ ]

FIST WEAPONS
Basic Ability: Nurture
The HoT now stacks upwardly to half-dozen times, and each target healed by Nurture receives 1 stack.
If the selected lowest % target is the aforementioned as your target, then they receive 2 stacks.
Casting Nurture onto a target who has the HoT fully stacked now provides a refresh/compensation heal amount, similar to the mode that DoTs work.
When multiple casters apply Nurture, each pulley will now get their own instance of the stacking HoT.
If the caster is 51+% Healing AA, Nurture generates an extra two Fury.
Power Ability: Renewal
Healing increased by 300% when used to heal the pulley.
Passive: Recuperate
No longer triggers itself
Ability Ability: Feral Regrowth
Now affects the entire team.
Passive: Outgrowth
Replaced by Overgrowth:
Increase the duration of Feral Regrowth'south HoT past two seconds.
Special Ability: Invigorating Wrath
Revitalise is now a defensive target heal.
Invigorate no longer has a cooldown, heals the team, and increases healing received past all squad members by 8% for iv seconds.
Elite: Primal Instinct
Bonus to Heal over Time furnishings increased to 250%.
Passive: Natural Remedy
While equipped, Regeneration properly obeys variance (pregnant the healing it does tin can be +/-5% of the displayed value).
No longer causes Regeneration to not benefit from furnishings that increment the authority of Elite abilities.
The overhealing that is redistributed to the lowest health squad member is no longer incorrectly buffed a 2nd time past global healing modifiers.
Special: Ferocity
When used to consume Fist DoTs from a hostile target, additionally purges 1 beneficial effect from the target.
When used to consume Fist HoTs from a friendly target, additionally cleanses 2 detrimental effects from the target.
Passive: Vigour
Can no longer exist purged.
Buff is now visible.
Weapon: Bladed Gauntlets
Now generate the intended amount of fury.
Weapon: Fist-in-Chains
At present interacts properly with Serenity.
Reduced the guaranteed corporeality of Fury generated later leaving Wrath.

Hammer [ ]

HAMMER
Signature: Thick Peel
Replaced with Blazing Fury
Signature Ability – merely 1 Signature Ability may be used at a time.
three free energy cost, 30 sec cooldown.
Blazing Fury deals PBAoE damage in a 10m radius, and applies a harm over time effect lasting 12 seconds.
Increases max health, grants temporary health, and increases healing received for half-dozen seconds.
Taking damage, successfully mitigating harm, and Enraging all reduce the remaining cooldown of Blazing Fury.
Scales with tank allocation and evade rating/defense rating.
Passive: Rock Hard
Blazing Fury applies Debilitated
While Blazing Fury is active, gain 8200 Protection.
Special Ability: Pain Suppression
At present triggers off glanced hits.
This ability at present interacts with increased healing received buffs and debuffs at a 35% ratio.
Passive Ability: No Hurting, No Gain
Redesigned
When Hurting Suppression ends, grants 18800 Protection for 3 – seven seconds, based on how many attacks were suffered while Pain Suppression was active.
Increases healing received by 25% while Hurting Suppression or No Pain, No Proceeds are agile.
Passive: Juggernaut
Redesigned
Turns Unstoppable Strength into a tank elite (60 sec cooldown).
Removes Free energy cost from Unstoppable Strength and while it is active, you have 50% less damage and receive 25% more than healing.
Elite: Raging Volcano
Reduced CD to 50 seconds.
Radius increased to 10m.
Damage reduction removed. Now grants a large amount of temporary wellness while channeling.
When healed while channeling Raging Volcano, you heal again for 85% of the healing received.
The forced attack component at present behaves like other taunts – giving the tank enough hate that the target should continue to attack the tank after the forced attack debuff ends.
Passive: Molten Armor
Redesigned
Now causes Raging Volcano'southward defensive effect to persist for 4 seconds afterward you end channeling Raging Volcano.
Power Ability: Pulverise
When applying the maximum wellness vitrify, the caster's health percent now remains unchanged.
If you lot are at 75% HP and gain the max HP boost from Pulverise, you will gain plenty current HP to stay at 75% HP.
Passive: Percussive Maintenance
Redesigned
When you refresh the duration of Pulverise'due south health buff, receive 20% more healing for 5 seconds.
Special Ability: Enter the Fray
Taunt component now requires the caster to have 51%+ Survivability Anima Allocation.
Passive: Animosity
The buff is at present visible and lasts for 10 seconds.
Passive: Unbridled Wrath
At present increases Pulverise's maximum health buff to 45%.
Passive: Bullheaded
In addition to existing functionality, when you receive an assault that deals more than 7% of your maximum health, you gain +10% healing received for 4 seconds.
This passive now requires a Hammer.
Passive: Bristling Rage
In add-on to existing functionality, hitting an enemy with a Hammer Power power who was damaged by Bristling Rage has a 30% run a risk to give you 2045 Protection for v seconds.
This passive now requires a Hammer and no longer damages targets that accept not already attacked.
Passive: Die Hard
Result increased to 30000 Protection and also increases healing received by 60%.
Rage price is now 8 per 2d, doubling every ii seconds and information technology ensures you have at least 25 Rage when it triggers.
Die Hard now has a sixty second cooldown and requires a Hammer.
Updated the tooltip to indicate that it is removed when the player is healed higher up fifty% wellness (tooltip merely ready).
Passive: Forged in Fire
Now triggers when you generate Rage from attacking while below 75% Wellness.
Can no longer exist purged.
Weapon: Torturer'south Instrument
Now gives these passives: Juggernaut, Rock Hard, Die Hard
Weapon: Manticore Riot Suppressor
Redesigned
While protected by "Enter the Fray", "Blazing Fury", "Raging Volcano", "Juggernaut", or "Dice Hard" you generate 2 Rage every time you are striking, and 1 stack of Fortifying every second.
On reaching 20 stacks, Fortifying is removed and your Protection is increased by 22500 for five seconds.

Pistol [ ]

PISTOLS
Special Ability: Clean Slate
Rebudgeted for updated soloing expectations
Passive: Rehabilitation
Rebudgeted for updated soloing expectations
Passive: Bamboozle
Now causes Fob Shot to purge 1 beneficial effect from hitting targets.
Dissentious effects now work against enemies who are immune to crowd control, and multiple players using Bamboozle will no longer overwrite each other'south dissentious effects.
Weapon: Calamitous Inspiration
Stock-still this weapon'due south weapon power at Mythic quality – it was previously giving too little.

Shotgun [ ]

SHOTGUN
Mechanic: Shells
Shotgun Basic abilities at present always offer the selection to reload the previously loaded beat out type.
Anima-Infused Shells at present heal 2% of missing health, and increase received healing by 4%
Dragon'southward Jiff Shells' damage over time outcome no longer bargain damage to targets protected past a dungeon reflect shield.
Abilities that consume all remaining shells now specify in their tooltip that they consume "all" shells, instead of listing "6".
While 51%+ Survivability Anima Resource allotment, Anima-Infused Shells and Armor-Piercing Shells give a passive threat increment.
This compensates for not getting impairment from the shells that would normally provide additional threat.
Equipping a shotgun while at 51%+ Survivability Anima Allocation now gives Anima-Infused Shells.
Special Ability: Glutton for Penalization
Replaced with Sonic Nail
Signature Power – simply one Signature Ability may exist used at a time.
three free energy price, thirty sec cooldown.
Does not require or consume shells.
Sonic Nail taunts and deals PBAoE damage in a 10m radius, and applies a harm over time effect lasting 12 seconds.
Increases caster's Protection by 8200 for 6 seconds.
Glancing attacks and reloading the shotgun reduce the remaining cooldown of Sonic Smash.
Scales with tank allocation and evade rating/defense rating.
Sonic Blast'south taunt will no longer prevent taunt effects from other players from landing.
Passive Ability: Injure Me More
Replaced by All Optics on Me:
Increases your maximum health by thirty% for 60 seconds.
Being glanced within 6 seconds of casting Sonic Blast grants an additional 9000 Protection for 4 seconds.
Special Power: Reconstituting Shells
Replaced by Reinforce Shells:
threescore sec cooldown, 2 Shotgun Energy.
Off the GCD.
Can exist activated while reloading (does not swap during reloading).
Increases protection past 20400 for half dozen seconds, and cleanses 1 detrimental effect.
Dev Commentary: Those who played in the open beta will observe that this power has changed from its open up beta grade. While the open beta form was interesting, information technology did not properly make full the role needed past tanks as a defensive cooldown.
Passive: Fortifying Shells
Replaced by Resupply:
Increases take chances to be glanced by 30% while Reinforce Shells is active.
Elite: Battery
Adapted the manner that Signet of Nemain interacts with Bombardment:
No longer increases the number of master targets, or damage dealt to the primary target
Increases the number of secondary targets, and impairment dealt to secondary targets
Passive: Cluster Bombs
Replaced by Supremacy:
Turns Bombardment into a tank elite (60 sec cooldown).
Removes the shell cost and requirement from Bombardment.
While y'all stand in your Battery, you gain 40000 Protection and are allowed to crowd command effects.
While allies stand up in your Bombardment, they gain 7100 Protection and are immune to snare and root effects.
Damage done by Battery is likewise increased.
Elite: Kneecapper
Glance chance is now 26.ix% – 38.four%
Passive: Stand up Business firm
Added: When you are glanced while "Kneecapper"'due south glance chance buff is active, you gain 29100 Protection for 5 seconds.
Special Ability: Cleanup
Redesigned
No longer consumes or requires Shells.
Can exist activated while reloading (does non bandy during reloading).
The pulley'due south next Shotgun attack will purge one beneficial upshot from hit targets.
At present cleanses 2 detrimental furnishings plus i for every two unloaded shells, affecting each group fellow member over 10 seconds.
Cleanup checks for and cleanses detrimental furnishings every 0.5 second.
Cleanup is capable of cleansing multiple detrimental effects each tick.
Passive: Cleanup Crew
Now triggers when cleansing Lifeburn.
Now applies the buff to all group members whenever Cleanup cleanses or purges any issue.
Damage increased.
Harm now comes from the thespian that cast Cleanup.
Multiple players with Cleanup Coiffure no longer overwrite each other'due south Cleanup Crew effects.
Passive: Munitions Skilful
While 51%+ Survivability allotment, increases the chance to get Anima-Infused Shells and Armor-Piercing Shells, and Armor-Piercing Shells apply Debilitated instead of Exposed
Passive: Fortifying Shells
Also grants four% Glance chance to the caster.
Passive: Reinforced Rockets
Now increases Glance run a risk by 1.iii% for 10 seconds, stacking upwardly to 3 times
Passive: Controlled Boom
Duration increased to 10 seconds.
Fixed this ability not working on allied players in the area or on other Shotgun players too using Controlled Blast.
Passive: Condensed Anima Shells
Replaced by Deflecting Anima:
When you load Anima-Infused Shells, increase your chance to exist glanced past 10% for 8 seconds.
Passive: Riot Shield
Now provides 1550 Protection for 4 seconds after reloading your Shotgun.
Passive: No Time To Bleed
Replaced by Anima Coating:
After being glanced 13 times, the next time y'all reload your shells will be coated with anima, healing you for ii% of your missing wellness, and increasing received healing by 4%.
This consequence stacks with Anima-Infused Shells, and triggers all effects that would activate off loading Anima-Infused Shells.
Passive: White Phosphorous Shells
At present increases damage done by Dragon'southward Breath Shells past 14%.
The damage increase from this passive is now applied to base damage (meaning it is no longer condiment with other damage increases)
Weapon: Shotgun of the Howling Domestic dog
Now properly reports the risk to utilize in the tooltip as 100%, not 75%. This is a tooltip-only set, it already functioned this way.
Weapon: Sov-Tech Demolisher
Now also increases the impairment washed past Depleted Uranium Shells.
Weapon: Thundering Demise
Now gives these passives: All Optics on Me, Munitions Good, Supremacy
Weapon: Bolstering Equalizer
Redesigned
When y'all are glanced, reduce the remaining cooldown of Kneecapper and Bombardment (if you take the Supremacy passive equipped) by two seconds.

Miscellaneous [ ]

MISCELLANEOUS
Ultimate: Ophanim of the Awakened
The targeting circle can exist now be brought up while moving
Impairment now scales with the role player's overall power, instead of Combat Ability
Damage increased. A maximally geared role player at present does about 400,000 damage with the initial blast, and the subsequent damage area hits for around eight,000 per second
Can no longer critically hit, be evaded, or glance.
Misc: Healing Potion
Healing corporeality reworked: Now heals based on your ability – as your gear improves, your healing potion improves.
Cooldown increased to 90 seconds.
No longer increased past +healing received, and no longer generates threat.
Can no longer crit.
All solo survival passives now cap healing at fifteen,000 max HP

Miscellaneous patch notes [ ]

PATRON
The Loot Primal organisation has been reworked:
Dungeons, Scenarios, and Lairs no longer require keys to obtain loot.
When completing a Dungeon, Scenario, or after killing a Lair dominate, a Patron'south Chest will announced nearly the standard loot chest.
One of each type of Patron'southward Chest tin be opened per day by Patrons.
The Patron Chests award ane guaranteed special distillate (Energized or Purified), Anima Shards, and varying useful items (like Distillate Shifters or Catalysts), exclusive cosmetics, or even 3 new agents.
ALL PLAYERS, INCLUDING NON-PATRONS, RECEIVED 1 OF EACH TYPE OF PATRON KEY WITH THE UPDATE.

UI

Fixed an issue where the combat log was reporting damage or healing as coming from the incorrect ability. This was fairly ordinarily seen with Signet of Savage Delight and Unveil Essence, but happened with a large number of abilities and effects.
DUNGEONS
Yous can at present queue upwardly to Aristocracy 17.
Queues have been merged into these ranges:
Elite one – 2
Aristocracy 3 – four
Elite five – 7
Elite 8 – 10
Elite 11 – xiii
Aristocracy 14 – xvi
Elite 17
Loot awarded in dungeons is awarded for the highest Elite in the range (ie an Aristocracy 8 – 10 queue will accolade iv,000-4,200 XP Distillates).
Agent Dossiers drop criteria now requires completing a Dungeon in your highest unlocked range (instead of within 3 Elite levels).
Third tier (aka "Nightmare") mechanics now start in the Elite 8 – 10 tier.
Additional mechanics have been added, starting at the Elite 14 – 16 tier.
New achievements take been added for the Aristocracy 17 tier.
Rebalanced boodle tables.
Boosted loot drops when completing a dungeon at your highest unlocked range.
Keys are no longer required to open up Dungeon Loot Boxes.
XP awarded for killing enemies scales with the Elite level.
Non-combat pets can now accompany you in dungeons and raids!
Corrected several cases where Debilitated either provided likewise much or also trivial benefit. This was an enemy-specific occurrence.
Adjusted damage of Lifeburn globally.
This will no longer 1-shot when it reaches 2 stacks.
Impairment scales on an exponential curve – letting it attain 10 stacks is still a death judgement.
Polaris
Blarbane Sorceress
Deathsquall
FX has been updated; it should be less laggy on Elites.
At present has preview FX.
Should no longer desync the cloud and the damage area.
Impairment now properly scales with the dungeon Elite level.
Dev Commentary: Don't stand in lightning clouds, mkay? It'south probably a bad idea.
The Varangian
Electrified tin now be evaded, and no longer scales with the histrion's maximum health.
Ur-Draug's Forcefulness from Beyond (blueish phase buff)
Retaliatory damage now ignores LoS and will retaliate confronting all non-DoT harm sources, including ground effects.
Retaliatory damage has been increased.
Harm washed scales up over the first 5 seconds, to make ground effects like Bombardment and Crystallised Storm less problematic.
At present considered a dungeon reverberate shield.
Volatile Hosts are now considered zombies.
Darkness War
Xibalban Bloodhound
Concuss
Renamed to "Gaze Into the Void" to avert defoliation with the concluding boss's mechanic.
Harm changed to Physical (Protection at present reduces information technology)
No longer knocks if the attack is glanced or evaded.
Fabricated changes to reduce the risk of getting invisible Filth. This does not 100% resolve the problem, but makes information technology less probable to happen.
Night House Wizard
Stock-still an upshot that would cause the boss to target DPS instead of the tank.
Unbound Ak'ab
Nuance now inflicts harm fifty-fifty when the dominate does non have enough infinite to movement.
Nacom Warcaller (trash mob)
Fevered Blow now has an avoidable decal.
Wayeb-Xul, the Hound of Nameless Days
Concuss tin no longer be avoided by using line of sight.
Wayeb-Xul is now immune to taunts while casting Concuss.
When taunted after Concuss has finished casting, Wayeb-Xul'south current action is now interrupted. This enables him to rapidly modify targets, fifty-fifty if he has already started his set on swing.
Increased the time before Wayeb-Xul resumes gainsay afterward casting Concuss.
Fixed a case where information technology was possible for players to go hostile to each other.
Fixed a geometry exploit.
Hell Raised
Hardwired Fleshtank
He has had enough of your positioning shenanigans. Set to be burned.
Traumadriver
Molten Metal now has a preview.
Recursia
Recursia'due south reverberate shield expanse is at present tagged equally a dungeon reflect shield.
Triggerthings now have a new passive effect: Sole Purpose
This creature's sole purpose is to be consumed. Failure to fulfil that purpose is death. ::::When Stunned, Rooted or Knocked, this creature will die.
Dev Commentary: Recursia'southward difficulty was far too high compared to the penultimate bosses in other dungeons. In that location has long been a problems where interrupting a Triggerthing'south cast would impale the Triggerthing, and while this was never an intended mechanic it was interesting gameplay. This alter aims to bring Recursia'due south difficulty in line while expanding on the aforementioned emergent gameplay.
Auto Tyrant
Increased enrage timer to half dozen minutes.
Anima Vortex proximity damage reduced.
Anima Overcharge (the reflect shield) volition no longer reflect DoTs.
The Ankh
Dr. Klein
Dreaming Shroud
Now does Physical impairment and so that % reduced damage taken and protection reduce incoming damage.
Damage has been adapted so that this nevertheless remains a healer check, merely it provides a petty more than room for tanks to assist in mitigating the incoming damage.
Melothat, the Colossus (on the bridge)
Gate HP now scales with Elite level, and the Gates can now be affected past debuffs such every bit DoTs.
Fixed Race assignments for: "The Clossus, Melothat", The Defiled, Enquiry Assistant, Wretched Receptacle, and Md Klein
This change makes them take increased harm from agents that target specific types of enemies (ie filth, or mummies)
Fixed a number of geometry exploits
Stock-still an incorrectly placed collision bulwark at the offset anima well
Added some missing death zones
The Filth is more dangerous
Hell Eternal
Fixed being able to access an out of bounds area.
Occluding Lens
Now tagged as a Dungeon Reflect Shield.
Now lasts 10 seconds, and has a longer recast timer.
Archaenean Seismocrat
No longer randomly drops threat when he pulls the tank.
Prime Maker
The Prime Maker will no longer momentarily reflect harm when getting its shield back while standing in a puddle of water.
Fixed being stuck in combat after completing the Prime number Maker encounter.
Reduction
No longer exist immediately recast when successfully interrupted.
Note that Reduction is no longer interruptable on Elite 14 or college.
Draw Rut
Stock-still a problem where this did damage at locations information technology was not supposed to.
Added preview lines to point where the damage volition hit.
The Penthouse

The Penthouse minidungeon has returned! A fan favorite back in TSW, information technology has been updated for SWL :::– AEGIS has been torn out and mechanics have been updated.

This dungeon is accessed via the Group Finder dungeon queues but like the other Dungeons. :::Due to its college base difficulty, it has the following parameters:
Tin can simply be rolled on Elite eleven or college
Gains "Nightmare" mechanics at Elite 17
MANHATTAN EXCLUSION ZONE
The Unutterable Lurker is at present of the race "Filth".
The way that targeting works for The Unutterable Lurker has been changed. This should brand information technology much easier to target adds near the Lurker.
Devitalized now reduces the damage done by Whisper of Darkness.
Guardian and Titan spawn social club at present resets between encounter attempts.
Will no longer kill Tanks during the last Concluding Resort cast, if Whisper of Darkness runs out at that fourth dimension.
Elite ten+
Moved Rose's combat point a piffling closer to the boss so that melee players can reliably reach the boss while continuing with her.
Fixed the fullscreen FX non properly playing when casting Shadow Out of Fourth dimension.
Filth Waves now spawn further back – continuing with Alex is no longer a death wish.
Adjusted Titan spawn points.
Whisper of Darkness
On Aristocracy 10, now deals impairment on a 1 2d interval. Full damage unchanged.
On Elite 17, deals damage on a 1.5 second interval.
From Beneath You lot, Information technology Devours at present centers its "splash" radius on its victim.
SEEK & PRESERVE SCENARIOS
Solo and Duo are now available up to Elite 17.
Reduced the number of Survivors that need to be kept alive to 5 for Elite v+ scenarios.
Boodle obtained at the cease of the scenario now scales based on how many Survivors you kept live, and the loot table was rebalanced.
Keys are no longer required to open Scenario Loot Boxes.
The collaborate prompt now properly appears when doing the Possession event.
Achievements now increment and award when completing a scenario at a higher tier, no longer just at the exact tier.
OCCULT DEFENCE SCENARIO
XP awarded for killing enemies now scales with the current wave.
Rebalanced loot tabular array.
Keys are no longer required to open up Scenario Boodle Boxes.
Powerup: Enthused now provides 10% critical gamble, and actually gives that chance.
Waves 31 and 33 are at present available every bit start points in the Grouping Finder
Enemy stat templates completely rebalanced.
Due to this modify, and the now higher reachable maximum wave, the "Highest Wave" leaderboards have been reset.
SCALING MISSIONS (FACTION, SEASONAL)
XP awarded for killing enemies now scales with the Elite level.
Rebalanced loot table.
LAIRS
Lair boss, Regional Lair boss, and Lair Megaboss loot boxes now use standardized distillates. This provides an increase in average Signet XP gained.
Rebalanced boodle tables.
Keys are no longer required to open Lair Loot Boxes.
MONSTERS
All Aristocracy 1+ monsters have had a stat pass to rebalance them in accordance with the remainder of the changes made in this update
Randomly targeted abilities will not target pets.
Some abilities have been updated so that even if a pet is tanking, they will notwithstanding target the player.
Dark Agartha: Sava Savanovic
Blood Font is now limited to healing one time per 2d
Revenant
Misdirect now has a 2 2d cast time, and a 35 second recast
Werewolf Alpha
Overrun should no longer plow at the end of the bandage
Jinn
Searing Flash should no longer turn at the stop of the cast
CRAFTING & Item XP
Content using standardized distillates (dungeons, scaling missions, scenarios, lairs) can now drib distillates larger than 4,000 XP.
Added Energized Distillates.
Added 3 types of Empowerment Catalyst. These drop from ingame content and tin can exist traded on the marketplace. Bound versions can be purchased with Aurum.
Added Distillate Shifters. These tin can be purchased with Aurum.
When empowering an item, credit is given for the daily challenges for each not-catalyst particular used in the empowerment.
This means that when you put 5 distillates in a single empowerment, yous go challenge credit for empowering 5 times.
ITEMIZATION
Recovering glyphs and signets costs 4,000 MoF for a ruddy item. The price scales down for lower quality items.
This change is already Live, but included hither for completeness.
Krampus Rockets
Fixed an issue that could eject players from the map.
Talisman: Lycanthropic Essence
At present restores %missing health.
Talisman: Mark of the Starspawn
Now restores %missing health.
Talisman: Pigment from Beyond
Triggers when you are striking five times in a row, or evade 2 times in a row.
Talisman: Mark of the Starspawn
Triggers when you are hit 5 times in a row, or evade 2 times in a row.
Talisman: Tachyon Pigment
Triggers when y'all are hit 5 times in a row, evade 2 times in a row, or hit the same target 3 times in a row.
Talisman: Black Sash
Redesigned.
At present increases global threat generation past 20% for 5 seconds when you hit an enemy who is facing you lot. This outcome can occur once every 30 seconds against the aforementioned target.
Talisman: Serum Pouch
Detest subtract improved to -30%. Elapsing increased to five seconds.
Additionally, if you take damage while the hate decrease effect is active, yous are healed and the hate decrease effect is removed.
Can occur once every 5 seconds.
Weapon Braze: Restoration
Healing amount is now capped at 150/300/450 health.
Weapon Affix: Warding
Protection increased 525/1050/1575.
Weapon Affix: Destruction
Damage increased ~235%.
Signet: Signet of Thorns
Now triggers when you activate a Signature ability
No longer has a fifteen 2nd cooldown
Damage dealt adapted, and now scales with the histrion's maximum wellness
Volition deal retaliatory damage when you lot are glanced and when you evade the assault
NEW: Signet: Signet of Vitalization
Luck Slot
When you activate a Signature ability, gain temporary wellness for 5 seconds
NEW: Signet: Signet of Resilience
Luck slot
When you activate a Signature ability, gain Protection for 3 seconds.
Signet: Signet of Thirst
Healing rebalanced.
Signet: Signet of Cruel Please
Healing rebalanced.
Gadget: Mnemonic Doppelganger
No longer deals damage to enemies protected by a dungeon reflect shield.
Gadget: True Ancile of the Salii
Range increased to 25m
Gadget: Concentrated Anima Jet
Range increased to 25m
Healing amount rebalanced
Gadget: The Osmium Configuration
Cooldown increased to 50 seconds
Gadget: Compact Catastrophe Shelter
Cooldown increased to 50 seconds
Gadget: Earliest Jötunn Cranial Fragment
Cooldown increased to 50 seconds
Gadget: Mnemonic Guardian – Orochi Buckler Drone
Cooldown increased to 50 seconds
Gadget: Unification Susceptibility Module
Cooldown increased to 40 seconds
Gadget: Purification Drone Model UW-0
Now volition at present jump to targets with Lifeburn.
Utility: Marking of the Dragon/Illuminati/Templar
Can now be purchased from faction quartermasters in Agartha or Kaidan afterwards reaching faction rank 13.
Marks belonging to another faction cannot be purchased.
These items are stored in the Mission Inventory.
Utility: Marker of Anarchy/Marking of the Eye/Marking of Blood
Tin can at present be purchased from Doctor Caligari in Agartha after reaching 3000 Achievement Points.
These items are stored in the Mission Inventory.
Weapon Set: Frost-Bound
Rebalanced.
Now deal 1.875 CP, and reduce damage taken by 4%.
Dev Commentary: Unfortunately, the original balancing made this set up of weapons also strong for a tank. As such, these now deal more than damage when they proc, and prevent less damage while the vitrify is active.
Weapon Set: Anima-Touched
To bring these weapons in line with the new self healing/soloing expectations, the amount healed is now 35% of the harm dealt.

Links [ ]

  • Overview of Passive skills - CryGaia
  • SWL Skills Listing (Alive Version 2.one.five) - spreadsheet form
  • Abilities and Builds - Funcom Forums
  • Group Roles - Reddit

mcwilliamswhimeldreved.blogspot.com

Source: https://secretworldlegends.fandom.com/wiki/Abilities_and_Skills

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