Balance Patch Notes
Misc:
- Wand Basic Attacks damage lowered by 15%
Archer:
Time to bring back to life some spells that have been overlooked. Also reviving the Longshot spec that has been long forgotten since many eras ago.
- Exori Gran Con damage increased by 30%
- Mega Exploding Spear damage increased by 25%
- Focused Shot damage increaed by 20%
- Skyfall damage increased by 15%
- High Velocity Shot damage increased by 15%
- Perfect Shot damage increased by 5%
- Pinpoint Shot damage increased by 25%
Bard:
Bard is mainly a utility class, used to buff other party members with mild heals while still viable solo. After recent testing, bards have been far too strong for their role.
- Enchant Party 5 has been fixed to give the right amount of buff from awakening it.
- Soul Rune effect lowered by 10%
- Bard Wave damage lowered by 20%
- Music Strike damage lowered by 15%
- Sound Explosion damage increased by 70%
Berserker:
For Berserkers, while being an off-tank class, they still wield a heavy weapon and should deal out more damage than they have been so far.
- Basic Attacks damage increased by 45%
- Soul Rune damage increased by 15%
- Exori Gran damage increased by 35%
- Strong Spinning Blades initial hits damage increased by 25% (Bleed damage stays the same)
- Spinning Blades initial hits damage increased by 20%
- Relentless Rage damage lowered by 10%
- Precision Slice damage increased by 20%
- Precision Throw damage increased by 35%
Corsair:
Adding a some spice to the Gambler specialization and also making the filler attacks more noticed while still keeping their overall damage in a good place.
- Gauss Barrel damage increased by 35%
- Quick Draw damage increased by 10%
- Run The Barrel damage decreased by 5%
Druid:
A utility class that should have a little less burst, but a little more solo play ability.
- Soul Rune damage decreased by 5%
- Exevo Gran Mas Frigo damage increased by 10%
- Exevo Gran Mas Tera damage increased by 10%
Guardian:
Some damage increases to allow Guardians to try out some enchantments other than Enflmaing to compensate for their missing damage.
- Sunfire damage increased by 10%
- Shield Slam damage increased by 35%
- Shield Bash damage increased by 80%
- Holy Retribution damage increased by 50%
Monk:
Monk is a damage dealing class with two specializations, one more focused on PvE or AOE damage, and the other on single target damage. Monk has been weak long enough!
- Basic Attacks damage increased by 25%
- Death Back Kick damage increased by 35%
- Electric Back Kick damage increased by 35%
- Flaming Back Kick damage increased by 35%
- Frozen Back Kick damage increased by 35%
- Nature Back Kick damage increased by 35%
- Strong Flurry Of Punches damage increased by 35%
- Knockout Punch damage increased by 55%
Necromancer:
Keeping the same damage overall around the necro, while increasing it's farming AOE abilities. Also making summons more of a core part of the Necromancer's gameplay.
- Necromancer received its long missing 5th awakening skill, that will increase the health and damage of all summons by 5% per point.
- Gathering Fear Cooldown from 12s -> 8s
- Gathering Fear damage decreased by 5%
- Death Wave Cooldown from 8s -> 6s
- Death Wave damage decreased by 10%
- Witchs Cauldron damage increased by 20%
- Demonic Shadowfiend base damage increased by 165%
Rogue:
Not too much explaining needed. A little buff to an overlooked and underused spell, bringing down the Rogue's overwhelming damage a little bit.
- Base attack speed lowered by 10%
- Smoke Bomb damage increased by 35%
Sorcerer:
Making the Sorcerer a little less bursty, but have a little more area damage, keeping it around the same sweet spot it was on.
- Soul Rune damage increased by 5%
- Dragon Breath damage reduced by 10%
- Vortex Breath damage reduced by 10%
- Exevo Gran Mas Vis damage increased by 15%
- Exevo Gran Mas Flam damage increased by 15%