Dear Tibians,
The recent intense test of the vocation adjustments provided us with a lot of valuable input and feedback. You shared your thoughts, concerns, and suggestions with us, and based on that, we were able to improve and fine-tune numerous aspects of the vocation adjustments throughout the test.
Changes and further fine-tuning after release may therefore happen at any time if we consider them necessary or useful.
Please note that the release of the vocation adjustments is still a few weeks away, as we are currently wrapping up their development.
The following list reflects the state of the vocation adjustments on their release date.
Jump to: General | Knight | Paladin | Sorcerer | Druid | MonkGeneral
AoE Rune Adjustments
- Avalanche, Great Fireball, Thunderstorm and Stone Shower now all have the same base power of 50.
- Their area of effect in the game remains unchanged.
- Explosion rune area has been increased from affecting 5 to 9 squares.
- Auto-attacks now only trigger charms on their main target. This currently only affects AoE ammunition.
- Now additionally recovers 20/25/30% of your maximum mana.
Group XP Bonus
- The XP bonus for groups consisting of two and three different vocations has been increased:
- Two different vocations: 30% -> 35%
- Three different vocations: 60% -> 70%
- Combat modes are no longer available.
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To compensate for the bonuses they offered:
- The attack value of all characters has been increased by 20%.
- The defense value of all shields has been increased by 30%.
- The defense value of all spellbooks has been increased by 60%.
- The mitigation formula has been adjusted to reflect the removal of combat modes.
- The type of weapon you wear now has a much larger impact on your mitigation.
- Dedication perks now grant 0.075% mitigation multiplier per promotion point instead of 0.03%.
- Gems now provide 20/22/24/30% mitigation multiplier instead of 5/5.5/6/7.5%.
- Monster mitigation has been increased.
- A new mana potion has been added: The superior mana potion. It costs 254 gold, grants 240 to 360 mana, requires level 100 and can be used by paladins, monks, sorcerers and druids.
- Two new distilled mana potions have been added: The distilled superior mana potion and the distilled ultimate mana potion.
- Distilled potions have the same effect as their non-distilled versions and can be used by all vocations. However, they cost 50% more gold.
- Great mana potions, including corresponding kegs and casks, can now be used by all vocations.
- Energy ring now consumes 2 mana per point of damage instead of 1.
- Ultimate Healing runes can no longer be used on other characters.
Stance Quality-of-Life Changes
- Active stances now persist between sessions instead of resetting to the default stance. After logging in, characters will return with the same stance they had when logging out.
- It is now possible to have no stance active.
- Only one stance can be active at a time. Sorcerers are an exception, they can have one elemental stance and one crippling stance active at the same time.
Knight
Stances
- Starting with the promotion, a knight can now switch between two stances:
- Bloodrage: Grants 30% sword/axe/club fighting and increases damage taken by 15%.
- Protector: Grants 30% shielding, and reduces damage taken as well as damage done by 15%.
- The skill bonus of both stances impacts your total skill (including bonuses from gear and other buffs like potions).
- These stances replace the spells Bloodrage and Protector which are no longer available.
- Berserk: Mana cost increased from 115 to 125.
- Fierce Berserk: Mana cost increased from 340 to 360.
- Groundshaker: Mana cost increased from 160 to 200.
- Shield Bash:
- Hits your target, dealing damage based on the defense value of your shield and reducing the damage of the target's next auto-attack within 10 seconds by 50%.
- 55 base power, 4 seconds cooldown, 30 mana and learned at level 18.
- Can only be used while wielding a shield.
- Shield Slam:
- Hits all adjacent enemies, dealing damage based on the defense value of your shield and reducing the damage of the targets' next auto-attack within 10 seconds by 50%.
- 52 base power, 6 seconds cooldown, 110 mana and learned at level 30.
- Can only be used while wielding a shield.
- Healing spells of knights now scale better with magic level and shielding.
- Consequently, the base power of all knight healing spells has been reduced and the values of proficiency perks have been doubled.
- Bruise Bane: Base power is now 15.
- Wound Cleansing: Base power is now 70.
- Fair Wound Cleansing: Base power is now 225.
- Intense Wound Cleansing: Base power is now 500. Cooldown reduced from 10 to 2 minutes. All augments that reduced its cooldown were adjusted accordingly by 80%.
- All knight healing spells now have a group cooldown of 2 seconds instead of 1.
- Chivalrous Challenge: Jump range has been increased to 7 and now hits an additional target.
- Front Sweep: Base power has been increased from 72 to 80.
Wheel of Destiny Adjustments
- Front Sweep augments:
- I: Now grants +40% base power.
- II: Now increases shape to hit two additional squares to the sides of your character, for a total of 5 affected squares.
- Shield Slam augments:
- I: +15% life leech.
- II: +25% damage reduction, for a total of 75%.
- Replace Chivalrous Challenge I/II.
- Groundshaker: Switched augment I and augment II.
- Battle Healing has been reworked:
- Now increases the effect of your healing spells by 10%.
- This bonus is tripled while wearing a shield.
- No longer grants healing when challenging.
- Combat Mastery has been reworked:
- Take less damage the lower your life is (1% reduced damage taken per 12/10/8% missing hp). This bonus is doubled while wielding a shield.
- Deal more damage the lower your targets life is (1% increased damage per 12/10/8% missing hp). This bonus is doubled while wielding a two-handed weapon.
Paladin
Stances
- Starting with the promotion, a paladin can now switch between two stances:
- Sharpshooter: Grants 40% distance fighting. The skill bonus impacts your total skill (including bonuses from gear and other buffs like potions). Replaces the spell Sharpshooter which is no longer available.
- Divine Defiance: Grants 7.5% of distance fighting as holy and healing magic level as well as 15% dodge against non adjacent enemies.
- Divine Barrage:
- Hits your target and the area around it with holy damage.
- 140 base power, 4 seconds cooldown, 175 mana and learned at level 70.
- This spell scales with your magic level (like Divine Caldera).
- Ethereal Barrage:
- Hits your target and the area around it with physical damage.
- 40 base power, 4 seconds cooldown, 135 mana and learned at level 60.
- This spell scales with your distance fighting (like Strong Ethereal Spear).
- Both spells allow three targeting modes:
- With crosshair.
- With cursor position.
- Around your target, or if you have no target around your character.
- New AoE arrows that hit a total of 13 squares:
- Shatterstorm arrow: Deals physical damage with 27 attack. Requires level 50. Costs 45 gold per arrow.
- Firestorm arrow: Deals fire damage with 21 attack. Requires level 125 and costs 75 gold per arrow.
- Terrastorm arrow: Deals earth damage with 21 attack. Requires level 125 and costs 75 gold per arrow.
- Froststorm arrow: Deals ice damage with 21 attack. Requires level 125 and costs 75 gold per arrow.
- Thunderstorm arrow: Deals energy damage with 21 attack. Requires level 125 and costs 75 gold per arrow.
- Swift Foot: Now allows attacking and casting while being active, but damage dealt is reduced by 30%.
- Divine Caldera: Base power has been increased from 140 to 160
- Salvation: Base healing has been increased from 400 to 500.
- Divine Dazzle: Jump range has been increased to 7.
- Divine Grenade: Now allows three targeting modes.
- With crosshair.
- With cursor position.
- Around your target, or if you have no target around your character.
Wheel of Destiny Adjustments
- Divine Barrage augments:
- I: +10% base damage.
- II: +15% base damage.
- Replace Swift Foot I/II.
- Ethereal Barrage augments:
- I: +10% life leech.
- II: +10% crit chance.
- Replace Sharpshooter I/II.
- Divine Dazzle augments:
- I: Now adds +2 targets instead of +1.
- II: Now reduces cooldown by 8 seconds instead of 4 seconds.
Sorcerer
Elemental Stances
- Starting with the promotion, a sorcerer can now switch between three elemental stances:
- Master of Flames: Fire spells have 4% increased base power. Additionally, casting a fire spell converts the next non-fire spell into fire damage.
- Master of Thunder: Energy spells have 4% increased critical hit chance. Additionally, casting an energy spell converts the next non-energy spell into energy damage.
- Master of Decay: Death spells have 30% increased critical extra damage. Additionally, casting a death spell converts the next non-death spell into death damage.
- The two existing crippling spells Sap Strength and Expose Weakness are turned into passive stances that sorcerers can switch between. They are unlocked with level 175:
- Sap Strength: Your spells, runes and auto attacks apply Sap Strength to their targets, reducing the damage they deal by 10%.
- Expose Weakness: Your spells, runes and auto attacks apply Expose Weakness to their targets, granting 8% elemental pierce to attackers.
- These stances replace the Sap Strength and Expose Weakness which are no longer available.
- Sorcerers can have one elemental stance and one crippling stance active at the same time.
- Death Echo:
- Hits a 5x5 area and after a 1 second delay the same area is hit again for 50% of the initial damage.
- 85 base power, 6 seconds cooldown, 155 mana and learned at level 120.
- Has two targeting modes:
- With crosshair.
- With cursor position.
- Great Death Beam: Becomes a regular spell that can be learnt from level 66.
- Lightning: Now chains to 2 additional targets. Base power has been increased from 70 to 110, range increased from 5 to 7.
- Strong Energy Strike: Base power has been increased from 90 to 125, range from 3 to 7.
- Strong Flame Strike: Base power has been increased from 90 to 125, range from 3 to 7.
- Ultimate Energy Strike: Base power has been increased from 150 to 210, range from 3 to 7.
- Ultimate Flame Strike: Base power has been increased from 150 to 210, range from 3 to 7.
- Mana Buffer:
- If incoming damage would exceed current hit points, the overkill amount is multiplied by 8 and subtracted from mana.
- Additionally, 25% of the character's maximum mana is consumed, but this additional mana consumption can only trigger once every 2 seconds.
- If mana runs out, the character dies.
- Mana Buffer is available for sorcerers and druids.
- Numerous Strike imbuement limitations have been removed.
- Attacks now generate mana instead of consuming mana.
- Range has been increased.
Wheel of Destiny Adjustments
- Special Spells augments:
- I: –4 seconds cooldown.
- II: +50% base damage.
- Replace Sap Strength I/II.
- Death Echo augments:
- I: –2 seconds cooldown.
- II: +8% base damage.
- Replace Magic Shield I/II.
- Beam Mastery has been reworked:
- Beam now hits adjacent squares for 40/60/80% of the initial damage.
- Still increases damage and reduces cooldown based on the amount of targets hit by the central beam.
- Lord of Destruction replaces Drain Body:
- Improves the buffs provided by the elemental stances.
- Master of Flames gains +2/3/4% base power for fire spells (for a total of +6/7/8% base power).
- Master of Thunder gains +2/3/4% critical hit chance for energy spells (for a total of +6/7/8% critical hit change).
- Master of Decay gains +15/22.5/30% critical extra damage for death spells (for a total of 45/52.5/60% critical extra damage).
- Focus Mastery now additionally reduces the cooldown of focus spells by 2 seconds.
- Energy Wave augments I and II have been switched:
- I: Affected area enlarged.
- II: Now increases base damage by +10% instead of 5%.
Druid
Stances
- Starting with the promotion, a druid can now switch between two stances:
- Shared Conservation: Heal Friend and Nature's Embrace heal a secondary party target in the game window for 30% of their healing. Cannot be the same target as your original target. Additionally, your self-healing is increased by 10%.
- Elemental Synthesis: Grants 10% of your magic level as additional ice and earth magic level.
- Heal Friend and Nature's Embrace now heal more consistently (lower highs and higher lows).
- Nature’s Embrace: Base power healing has been increased from 650 to 2000.
- Forked Glacier:
- Hits your target and up to 6 additional targets nearby, dealing ice damage.
- 97 base power, 6 seconds cooldown, 180 mana and learned at level 90.
- Forked Thorns:
- Hits your target and up to 5 additional targets nearby, dealing earth damage.
- 105 base power, 6 seconds cooldown, 180 mana and learned at level 80.
- Strong Terra Strike: Base power has been increased from 90 to 115, range from 3 to 7.
- Strong Ice Strike: Base power has been increased from 90 to 115, range from 3 to 7.
- Ultimate Terra Strike: Base power has been increased from 150 to 195, range from 3 to 7.
- Ultimate Ice Strike: Base power has been increased from 150 to 195, range from 3 to 7.
- Strong Ice Wave: Cooldown has been reduced to 4 seconds and size has been increased.
- Wrath of Nature's base damage has been increased from 150 to 175 and is now more consistent.
- Mana Buffer:
- If incoming damage would exceed current hit points, the overkill amount is multiplied by 8 and subtracted from mana.
- Additionaly, 25% of the character's maximum mana is consumed, but this additional mana consumption can only trigger once every 2 seconds.
- If mana runs out, the character dies.
- Mana Buffer is available for sorcerers and druids.
- Numerous Strike imbuement limitations have been removed.
- Attacks now generate mana instead of consuming mana.
- Range has been increased.
Wheel of Destiny Adjustments
- Forked Spells augments:
- I: –2s cooldown.
- II: +1 target.
- Improve both Forked Glacier and Forked Thorns.
- Heal Friend augments:
- I: +4% base heal.
- II: +6% base heal.
- Terra Wave augment II now grants 10% life leech instead of 5.
- Strong Ice Wave augments:
- I: +6% base damage.
- II: Affected area enlarged.
- Healing Link now heals yourself for 25% of the healing of Nature's Embrace or Heal Friend instead of 10.
- Blessing of the Grove has been adjusted:
- Healing spells can now critically heal, using critical hit chance and critical extra damage.
- Extra healing has been adjusted to 5% / 7.5% / 10% against targets below 60% of their hit points.This effect is doubled against targets below 30% of their hit points.
- Focus Mastery now additionally reduces the group cooldown of focus spells by 2 seconds.
- Energy Wave augments I and II have been switched:
- I: Affected area enlarged.
- II: Now increases base damage by 10% instead of 5%.
Monk
Virtues- Virtues now additionally grant bonuses to nearby party members:
- Knight: –3% damage received.
- Paladin: +6% auto attack damage.
- Sorcerer: +6% spell and rune damage.
- Druid: +12% healing done.
- Mentor Other has been removed to compensate for this change.
- Monks benefit from the same bonuses while serene, as long as the respective vocation is present.
- Thousand Fist Blows:
- Builder spell that hits your target and the area around it.
- 62 base power, 12 seconds cooldown, 145 mana and learned at level 120.
- Allows three targeting modes:
- With crosshair.
- With cursor position.
- Around your target, or if you have no target around your character.
- The Way of the Monk quest bonuses have been expanded. In addition to granting up to 100% increased damage for auto-attacks, each shrine now grants 2% damage reduction against melee auto attacks, up to a total of 20%.
- Mass Spirit Mend is no longer a spender spell. Its cooldown, base power and icon have been adjusted accordingly. The caster only receives a lesser effect, similar in power to a regular Spirit Mend.
- Mystic Repulse: Base power has been increased from 72 to 85 and cooldown has been reduced from 20 to 12 seconds.
- Chained Penance and Spiritual Outburst: Jump range has been increased by 1. Additionally, they now chain to the closest target instead of the target with the highest health percentage.
- The monk's familiar is now better at hitting enemies with its spells.
Wheel of Destiny Adjustments
- Thousand Fist Blows augments:
- I: +40% critical extra damage.
- II: –6 seconds cooldown.
- Replace Sweeping Takedown I/II.
- Flurry of Blows augment I enlarges the affected area instead of granting 5% life leech
- Guiding Presence now shares 100% of the mantra effect instead of 50%.
- Sanctuary: In addition to its current effect, it now increases the damage you deal to adjacent enemies by 10% and the healing you do to adjacent allies by 10%.
- Mystic Repulse augment I now reduces the cooldown by –6 seconds instead of –4.
- Mass Spirit Mend augment II now reduces the cooldown by –4 seconds instead of enlarging the affected area.
We hope that you will approach the upcoming release with curiosity and an open mind to find out how these adjustments, the new spells and features fit best into your gameplay and how they can spice it up. Naturally, adapting or even innovating your hunting style takes time. We also know from the past that the full impact and power of such changes only unfold gradually after release. We will, of course, observe this closely.
Stay tuned,
Your Community Managers