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Dev Diary – Stats and Why They Matter

Hey Everyone,

I wanted to devote this Dev Blog to the recent content release for Smoldering Trenches and Ashbreather Enclave. With this update we introduced itemization updates that have raised many great questions. My goal with this post is to outline our long-term vision, and share how we’re incorporating your feedback as we refine this system.

[h3]Every Point Matters[/h3]

One of our core goals for itemization is that every additional stat point has a noticeable impact on your character’s performance. This is a defining goal, meaning we have architected our itemization and progression as a whole with this goal in mind. Let’s take a quick look at one of the games Pantheon is heavily inspired by: EverQuest. One of my (admittedly few) criticisms of EverQuest was in the relatively low impact of attributes. In my experience, players needed large amounts of a single stat to feel anything like a meaningful increase in power or effectiveness. And certainly on the smaller scale of individual item upgrades, getting a +3 or +5 or even a +10 to most stats in EverQuest felt largely negligible. This is one area where Pantheon is taking a decisively different approach: low stat numbers with high impact per point.

[h3]Where Does Power Come From?[/h3]

To better understand the recent stat updates, it’s important to clarify how player power is determined and how it scales. In many MMOs character power was heavily tied to player level, where gaining a level or two often had a greater impact on combat outcomes than adding 50 points of Charisma or 100 points of Agility. This again is where we’re taking a different approach in order to give our stats higher impact. One of the most fundamental RPG experiences is the notion of leveling up, and getting innately stronger by doing so. Leveling up in Pantheon does make your character stronger: it increases your Health and Mana pool, allows you to raise skills caps, grants combat bonuses towards NPCs as you outlevel them, and provides a stat bonus every 5 levels (which I’ll elaborate on in a bit). But the primary way your character’s power increases is through the stats you obtain and improve via gear and buffs.

Now, this approach creates a challenge: without relying on level-ups as the primary driver of player power (in order to make stats from gear and buffs more impactful), players naturally become more dependent on gear and buffs to feel any sense of progression… so if no gear is dropping, your power progression will be limited no matter how many levels you gain. But how exactly are we avoiding this gear-related power stagnation?

[h3]Two Ways of Power Baselining[/h3]

The first form of power baselining is through what we’ve internally classified as “uncommon” gear. An example of this is the gear that drops off of the bandits near Availia. It is relatively easy for melee characters in their first few levels to get a total of +2 STR and +2 STA from the four pieces of Scuffed armor that drop in this area. Likewise, caster and priest classes

have a total of +2 WIS and +2 INT they can get from the Grassweave armor in the same camps. This approach is expanded throughout the other group-centric camps in each zone. “Uncommon” gear is intentionally low stat and relatively easy to obtain for the sake of characters having a path to improve their baseline as they level up. But this “uncommon” gear is not intended to be the goal, or something that you chase. These items are heavily surpassed in power by the rare, ultra rare and epic grade items that drop from bosses, are crafted via rare crafting recipes, or rewarded to players after completing perilous quests.

The second form of additional power baselining is coming soon and will be available to characters as they level up. We will be adding power milestones every five levels; this will add a nice bit of ‘oomf’ back to leveling up. To do this, we will be updating the current traits you can buy from the Class Trait vendors to give a +1 to all stats instead of the current +1 to a specific stat. Eventually this stat bump will occur automatically as part of the level up event every five levels. But for now, players will still need to pick up these traits from the Class Trait vendors every five levels as they do currently.

With these additional baselining stats flowing through levels, we are able to reassess the increased stats on gear that recently debuted in the Enclave.

How will this change items? What will tooltips look like next? I’m not going to spill all the beans, but here are a few key changes:


  1. A non-raid item will have a maximum of 4 attributes (STR, STA, etc.)

  2. A non-raid item will have a maximum of 2 secondary effects (+Resist, +Dodge chance, etc.)

  3. We will be pulling way back on negative attributes, using it only sparingly once a larger overall item pool has been implemented.

[h3]“Soft-Specialization” in Pantheon[/h3]

The last thing to cover is the design intent behind “soft specialization”, i.e. how classes are able to amplify specific groups of abilities by leaning into specific stats. We’ll start with a quick overview using the Rogue as an example. The Rogue has many different abilities ranging from direct physical attacks, stealth, traps, poison procs, armor debuffs, bleeds, and more.

In most cases, an ability will have a shared theme with other abilities within a class kit, and “soft-speccing” will allow players to amplify the abilities within that theme via a specific stat. In the case of the Rogue, their direct physical attacks are amplified by Agility, their poison-based attacks are amplified by Intellect, and their bleed-based attacks are amplified by Stamina. You can see which stat modifies a specific ability, and what aspect of the ability it modifies, in that ability’s tooltip:

(An important note here is that these stat-based modifiers are in addition to what the stats do innately. In the example above, Stamina is still increasing your overall Hit Points regardless of what abilities it is modifying.)

The reason to bring up this system is because it has an impact on how items are statted. In order to allow players to explore their class specialization more deeply, some items may contain “non-meta” stats that allow for heavy specialization into specific abilities, as well as items that allow for a more balanced approach. The goal of itemization is to make sure player power doesn’t stagnate, but also to provide room for players to make true trade-offs with their soft-speccing. If you want to be a glass cannon, only able to take a few hits before you go splat, we want to support that.

[h3]A Final Word[/h3]

We are excited to have you on this journey with us as we dial in player power. The needle we’re trying to thread here is a tricky one. Not just with combat and stats, but with the kind of classically spirited game we’re making as a whole: balancing inspiration with innovation, classic feel vs. evolution, etc. Our approach to combat and stats is on the more unique side. I firmly believe that when all is said and done, the result will be a solid blend of familiarity and fresh depth.

As always, your feedback is invaluable. So as you play, keep telling us what you think. As we progress, keep evaluating and giving honest feedback. I hope this writeup helped you see a little more clearly into the intent behind our item and stat iterations. I’m looking forward to our next content update - see you in Terminus!

Chris “Joppa” Perkins
Creative Director

Dev Diary – Crafting Station Makeover

[h3]Updated Crafting Stations[/h3]

Hi everyone! Today I want to share an update for our crafters.

When we first implemented crafting into our game a few years ago, we didn’t really have a lot of art assets to use for our crafting stations. You might have noticed some similarities between the different crafting stations if you have been playing up until this point:

There’s no way anyone would ever get confused over what station to use, right?

Along with our visuals, our crafting stations were also set up for a very early version of the game’s crafting system, which was based on each crafting skill having its own separate crafting station. While that made sense at the time, it doesn’t really map well to our current approach centered on Professions that have multiple skills.

This situation has been long overdue for a change, and so I am pleased to announce that change will be happening in our next major patch (exact date to be announced later). Feast your eyes on some much-improved crafting stations below.

The human carpenter’s workbench (left) and scavenger’s workbench (right)

The human fletcher’s workbench

You might have noticed a couple of changes here. First, we’ve made most of our crafting stations bigger so that you have a bit more room to work than just the one table. Second, we’ve tried to make sure that each of them is visually identifiable for the profession that uses them. You’ll still be able to mouse over them and get their names as well.

But wait, there’s more!

The human forge (left) and smelter (right)

It’s nighttime in that screenshot, but you can probably still tell what those two crafting stations are used for even without the captions. Along with making them more distinctive, we’ve added some visual effects to our crafting stations where appropriate both to make them look a bit more real and to help with their visibility at nighttime.

Something that’s also very important to us is that each race’s buildings and architecture have a distinctive feel to them, and that extends to the crafting stations as well.

The halfling kitchen (left) and brewery (right)

The halfling alchemy laboratory

We hope you’ll like the new crafting stations when they make into the game! Along with the new visuals, we are also consolidating some of the crafting stations together so that players in professions such as tailoring and fletching don’t have to jump back and forth between multiple crafting stations as much as they have had to do in the past.



See you in Terminus soon!

- Nephele

Game Update 0.16.717

General
  • Added Camera FOV and Camera Follows Head (moves up and down as you stand/sit if checked/true) settings to the Graphics tab of the Settings window. With this build, the FOV is now set at the Unity default of 60 (it was 68 in the previous build). If you want to return Pantheon to its original FOV (what it was set to prior to the previous build), adjust the Camera FOV slider down to 50.
Bug Fixes
  • Fixed an issue that was preventing acclimation glyphs from being looted off corpses.
  • Fix for multiple deaths that could happen in certain situations.
  • Fixed an issue where corpses could be resurrected multiple times if a zero percent resurrect was used. Corpses can now only be resurrected once, regardless of how much xp would be returned.
  • Fixed an issue where some NPCs were seeing through feign death when they shouldn't have been.
  • Fixed an issue where some NPCs wouldn't attack a monk even though their feign death had failed.
  • Fixed an issue with ranger scouts where they were able to pass through doors and allow players to see through walls/doors.
  • Ranger level 5 and 10 traits should now increase the appropriate attributes.
  • The effect on the Chillstrike Longbow now behaves as advertised in its description.
  • The quest “Bones That Should Not Stir” now correctly replaces an item instead of leaving it behind in player inventory.
  • Schematics granted by crafting work orders should now be properly consumed when used to craft their items.
  • Fixed the camera height when controlling ranger scouts.
NPCs
  • Reduced NPC Hit Rating bonus to account for lower player avoidance
  • Corrected Bloodsworn orc coin drop amount.
  • Cinderfolk are now properly counted as Undead for the purposes of spells and abilities that target such creatures.
  • Elawin Emberwillow has shed her magical disguise and stage name and revealed her true identity. Surprisingly, other residents of Availia and the Arcanery had already guessed at the truth. When asked about the change, Instructor Gnossa was reported to have snorted derisively and said, “It's about time. That illusion of hers was really quite annoying! No one actually has two left feet.”
World
  • The missing paladin trainers assigned to the village of Kingswatch have finally managed to find their way into town. They told a tale of struggles with great beasts and bandits along their journey, but most of the townsfolk just assume that they got lost somewhere near the Port of Ru'lun.
  • Some treasure chests in Wild's End have been adjusted to a more appropriate level for the NPCs found nearby.
  • Most treasure chests in Wild's End will no longer despawn at dusk each game day.
  • The chance for some rare NPCs to appear in the Smoldering Trenches and Ashbreather's Enclave has been increased.
  • Mining, Woodcutting, Fiber, Food, and Alchemy gathering nodes have been activated for the Lakeshore region of Avendyr's Pass.
Items
  • Removed No Trade flag from Pauldrons of Pyre and Ruin, increased armor slightly,
  • Removed unintended click effect from the Band of Battle
  • Fernfury armor should now look a little bit better when worn by dwarves.
  • Percival Dunbridge in Kingswatch has remembered where he left his inventory of enchanter spells and now offers them for sale.
  • Removed Warrior from the Gown of the Hearth and added Wizard to the class list
  • Changed Pupil's Martial Brace type to Cloth from Heavy Plate (stats unchanged)
  • Increased the damage of Glowing Wrought Iron Arrows and added fire damage on hit to them.
  • The per-tier amount for crafted resist accessories has been reduced to +2 points from +3.
  • Increased damage values on most active rare+ weapon drops from Hanggore, Knightwolf Knoll, Mad Run, the higher level ones from HC, and Gadai Fort. Ashbreather weapons were also increased accordingly.
  • Updated most active rare+ armor items from Hanggore, Knightwolf Knoll, Mad Run, the higher level ones from HC, and Gadai Fort. (this does not include waist and back slot)
  • Warchief Gallfang and Moon Witch Lysara have had one new Monk item added to their loot tables each. Shoulders on Lysara, legs on Gallfang.
  • Cured Boarskin Boots have been improved and returned to Uzhead's loot table for now.
  • Crystalline Plate Helm has been improved slightly and returned to the White Wyvern's loot table for now.
  • Infernis Glyphs now drop rarely from NPCs in the Smoldering Trenches and the Ashbreather Enclave.
Classes
  • Fixed an issue with some tank techniques causing their final damage calculation to be cut in half, abilities impacted listed below
[h3]Cleric[/h3]
  • Channeling Ward buff now applies to entire line of undead DD
  • Healing spark line scales with Wisdom, increased healing and scaling
  • Divine Healing line scales with Wisdom, increased healing
  • Greater and Superior Divine Healing mana costs fixed
[h3]Dire Lord[/h3]
  • Call of the Dire fixed, duration reduced to 6 seconds
  • Ready Blade, Haunted Slash and Runecarver damage and threat increased
  • Arcane Tear line damage increased
  • Lifetap line base damage increased
  • Devour line threat increased significantly (ex. Rank 4 threat doubled – was missing additional scaling throughout ranks)
  • Corrupt Blood line damage and threat increased
  • Corrupt Blood V added to vendor at 41
[h3]Druid[/h3]
  • Verdanfire Seed mana cost reduced and tooltip fixed (was 5 mana + 20% of base mana, 5 base removed)
  • Verdanfire Bolt stat scaling fixed
  • Swarm stat scaling fixed
  • Hirode's Flame line base healing increased (rank 1 mana cost increased by 2)
  • Leafskin line duration increased to 60 minutes
  • Regeneration line duration increased to 60 minutes
  • Wolf Form increased to 60 minutes
  • Thorns duration increased to 15 minutes
  • Bug fix for Gale ignoring interrupt or silence immunity and working on melee abilities
[h3]Enchanter[/h3]
  • Recondite Mind is now available from Enchanter trainers.
  • The spell scroll for Enrapture now teaches the correct spell when used.
  • The spell scroll for Hypnotize now teaches the correct spell when used.
  • All Animation spells now have a 25m range on cast
  • Slime Illusion size decreased (no more giga slime)
[h3]Monk[/h3]
  • Resonating Strike now heals for 15% of your health, plus damage dealt
  • Chi Spear base damage and scaling increased. Added new ranks of Chi Spear starting at level 12.
  • Removed Chi cost of Chi Spear.
  • Flurry damage and scaling reverted temporarily until the 20-40 skills are added. (*Flurry is intended to be similar total damage to the other techniques, shining when on hit procs are present)
  • Wheel Kick and Elbow Strike proc damage increased
[h3]Paladin[/h3]
  • Faithful Strike damage and scaling increased. Fixed the 50% bug and changed the way the ability works a bit. Now takes damage dealt (DEX mod) and adds healing (WIS mod) for the total healing amount.
  • Condemning Blow damage and threat increased
  • Disciplined Swing, Devout Strike, Flanking Blow and Righteous Chop damage increased
  • Oathflame line base healing increased
  • Wrathful Aegis base damage and threat increased
  • Valiant Cross line base damage increased
  • Shock line damage increased
[h3]Ranger[/h3]
  • Swiftshot line stat scaling reduced slightly
[h3]Warrior[/h3]
  • Kick damage increased
  • Cleave line damage increased, scaling switched to STR
  • Strike of Breaking line damage increased
  • Mighty Yaulp and Furious Howl BP cost removed
  • Forward Swing, Mocking Blow, Cross Strike and Disarming Strike damage increased

Game Update 0.16.685 - Ashbreather's Enclave

General
  • Added more hairstyles for the human male.
  • Added more one-handed blunt animations.
  • You can no longer sell items that you currently have equipped.
  • Updated and fixed several human and dwarf NPC models and added some more variety.
  • Trade and friend requests are no longer allowed from players that are being ignored.
  • Rogue poisons applied to weapons are no longer shown as buffs on the player.
  • Environment screen effects now transition in/out more quickly.
  • The Control key must now be held when right clicking to equip/unequip an item, and right clicking on an equipped item will now use/activate it, if the item supports that. Worn clickies ftw!
  • Items that are untradeable or are quest items now show a sell confirmation dialog when the player tries to sell them.
  • Reduced the height at which you start taking falling damage and increased fall damage a bit so that it's not as trivial as it was previously. You've been warned.
  • Some improvements to first person camera mode, including the camera position moving when the player sits.
  • The feet and legs of male and female humans should now visually adjust to the terrain they are walking/standing on. Other races will come later.
Smoldering Trenches and Ashbreather Enclave, Part 1
  • The Smoldering Trenches and Ashbreather Enclave are now open for all players. These areas are designed for high-level adventuring beginning around level 35, and feature new NPCs, new items, and new quests to explore.
We are labeling this release “Part 1” because we intend to release “Part 2” in the coming weeks. Part 2 will include additional quest and Lore content, and a way to open the Imposing Stone Doors, for players keen enough to figure it out!

Bug Fixes
  • A few crash fixes.
  • Fixed rendering issues on some of the newer human male beards.
  • Fixed an issue where quests that awarded stackable items were giving a full stack of the item instead of the correct amount.
  • Unique schematics that are provided upon acceptance of a crafting work order should now show up properly at crafting stations and be usable to craft their intended items.
  • The work order “Metal Brackets” now properly gives the schematic when it is accepted, instead of the finished item.
  • The work order token purchase for the Kagaekin Jerkin is now correctly named when offered.
  • The Soryn War Shield will now properly accept a novice shield brace in its construction.
  • Fixed a potential client disconnect after deleting a character.
  • Fixed an issue where poisoned weapons that weren't equipped still had a chance to do poison damage during combat.
  • Numerous ability and buff fixes
  • Summoned/temporary items can no longer be salvaged.
  • Fix for NPCs getting stuck evading when in a place where they can't navigate.
  • Fixed some places in Avendyr's Pass where NPCs were stuck in the evading state.
  • Fixed a spot in the goblin caves where an NPC was stuck evading.
  • Fixed an issue with equipping shields on the level 12+ necro pets.
World
  • The craftspeople of Kingswatch have opened their shops and facilities to passing adventurers. Crafting stations and trainer NPCs may now be found throughout the village.
  • Additional merchants have arrived in the village of Kingswatch and now offer their wares to those in need.
  • Adventurers seeking to acquire new skills or traits may now find trainers for their class within the village of Kingswatch.
  • Fiber harvesting nodes have been activated in the Ironroot Slopes region of Wild's End.
  • Food harvesting nodes have been activated in the Ironroot Slopes region of Wild's End.
  • Alchemy harvesting nodes have been activated in the Ironroot Slopes region of Wild's End.
  • Treasure chests in the open world now require keys to be used to open them. These keys are rarely dropped by many humanoid or undead NPCs in the same level range as the chests they open. Tougher NPCs have a higher chance to drop keys, and rare or named NPCs have a very high chance to drop a key when defeated. Keys are consumed when used and are level restricted.
  • Treasure chests in Halnir Cave, Mad Run, and Hanggore now require keys to be used to open them. These keys are dropped by NPCs and creatures within their respective areas. Rare or named NPCs have a higher chance to drop a key. These keys are specific to the dungeon where the chest is located, are consumed when used, and are level restricted.
Quests
  • A hidden thread of adventure winds through the Ashbreather Enclave for those perceptive enough to find it.
  • The Goblin Relic questline is now able to be completed. Adventurers who finish the quest will be rewarded with an Empowered version of the Ghaldlasii necklace.
Items
  • Vendor sell prices for many dropped weapons, accessories, and armor pieces have been adjusted and normalized based on the item's level and rarity.
  • Vendor sell prices for crafted storage boxes have been adjusted.
  • Bonewoven cloth armor may now only be equipped by monks.
  • Several dropped armor pieces that were incorrectly using monk visual appearances have been switched to regular cloth armor visuals.
  • Ghaldassi Ward Necklaces have had their stats adjusted based on the newer itemization goals. The boon will remain on the lesser version until next patch. After that, you'll need to finish the quest to restore the boon.
[h3]NPCs[/h3]
  • Armored and Resistant trait mitigation bonuses reduced
  • NPC Siphon Life abilities now trigger their cooldown timers when interrupted
Classes

[h3]General[/h3]
  • Fixed numerous issues regarding attributes and their impact on combat.
  • Strength now adds extra damage to melee auto attacks.
  • Dexterity now adds extra damage to ranged weapon auto attacks.
  • Dodge, block, and parry are now capped at 1, and are just used to indicate whether you have the skill or not.
  • The dodge and parry skill levels no longer increase dodge and parry percent.
  • The attacker's hit percent now works to reduce the defender's chance to block, dodge, or parry an attack.
  • Fixed a bug with CC immunity granted by stuns and knockdowns
  • Silence and interrupts now provide an immunity buff similar to hard CC
  • Most melee classes have gone through the attribute scaling adjustment process. Some caster classes are waiting on an upcoming mana and mana regen pass to begin a similar process along with additions to completing their ability kits through level 40. Expect some balance disparity until that process is complete.
  • Agility, instead of constitution, is now factored into AC. Dexterity now factors into parry rating, and hit rating is now using constitution instead of dexterity.
[h3]Cleric[/h3]
  • Expel, Dismiss, Revile, Banish, and Abolish Undead spells added to vendor
  • Ward and Halt Undeath increased to 30m range
  • Castigate line cast time reduced from 3s to 2.5s
  • Ward Undeath line cast time reduced from 2.5s to 2s
  • Writ line Readiness generation increased
[h3]Dire Lord[/h3]
  • Technique damage now scales with Dexterity
  • Haunted Slash base threat increased
  • Lifetap base damage and INT scaling increased
  • Lifetap line normalized to 200 Essence cost, INT scaling at highest ranks reduced slightly
  • Lifetap healing from damage ratio increased to .8 > .85 > .9 > .95 per rank (up from 0.75, > 0.75, > .80, > .85)
  • Corrupt Blood line changed from DD stat scaling to DoT scaling (reduction)
  • Splatter now scales with DEX
  • Doubled the amount of essence gain from taking hits and capped it to only happen at most once per second.
[h3]Druid[/h3]
  • Verdanfire direct damage line now scales with INT
  • Bee Hive line damage increased significantly and scales with STA. Debuff unresistable. Mana cost increased.
  • Call Lightning now scales with INT, modifier rule damage increased slightly.
  • Hirode's Flame line now scales with WIS
[h3]Enchanter[/h3]
  • Reworked the damage of Flux and added additional upgrades to this line starting with Scintillating Flux at level 10.
  • Added several race and creature illusion spells starting with Illusion: Human at level 8
  • Added new spell line starting at level 10. "Lyrith's Animation - Animate magically resonant daggers to attack your enemy and keep its attention for 30 sec or until the animation is destroyed."
  • Note, this spell will eventually require a reagent.
  • Added upgrades to the Ghaven's Wild Display spell line starting at level 12
  • Added upgrades to Erudite Mind starting at level 25
  • Added upgrades to Stab and Rend the Mind starting at level 26
  • Added upgrades to Mind Vice starting at level 28
  • Added additional rank of the Whisper line at level 30
  • Added additional rank of mez at level 36
  • Added Grand Shielding at level 40
  • Made adjustments to the duration of mesmerize spells across the various ranks.
  • Adjusted Illusion Graft haste line to increase both melee and spell-casting speed. These abilities are no longer limited to a single target. Added upgrades to this line starting at level 24.
  • Adjusted Illusion Graft slow line to decrease both melee and spell-casting speed. These abilities are no longer limited to a single target. Added upgrades to this line starting at level 28.
  • Reduced the amount of Mana drained via "Mez Tax"
  • Whisper of Enshire tooltip updated to reflect 3 mana per tick
[h3]Monk[/h3]
  • Iron Palm, Concussive Strike, Flurry, Scorpion Kick, Sweep, Downward Thrust, Gusting Wind Pole, and Precision Hand Strike now scale with DEX
  • State altering techniques had their attribute scaling increased
  • Martial Slap, Wheel Kick, Elbow Attack, and Wandering Fist now scale with CON
  • Chi Impact damage increased and now scales with WIS
  • Resonating Strike, Soul Shuriken, and Chi Spear now scale with WIS
  • Form Quickening line now scales with DEX, damage increased
[h3]Necromancer[/h3]
  • Sicken, Heat blood, and Life Leech lines initial debuffs cannot be resisted (each tick can still be resisted). Curse (snare) line can still be resisted on initial cast.
  • Sicken line now scales with Stamina. Damage and mana costs adjusted
  • Heat Blood line now scales with Dexterity. Damage and mana costs adjusted
  • Curse line now scales with Charisma. Damage and mana costs adjusted
  • Lifetap line now scales with Intellect. Damage and mana costs adjusted
  • Wrack Bones line now scales with Charisma. Damage and mana costs adjusted
  • Grave Pyre added to vendors
  • Life Leech now scales with Intellect. Damage and mana cost increased, duration reduced to 60 seconds
  • Life Leech II added to vendors
  • Veil of Undeath line has a 60 minute duration, tick rate reduced to 3 seconds, mana regen increased
  • Pet health and mitigation increased
[h3]Paladin[/h3]
  • Technique damage now scales with Dexterity
  • Condemning Blow base threat increased
  • Wrathful Aegis scaling was changed from DD scaling formula to DoT formula (reduction) and now scales with Dexterity.
  • Valiant Cross line damage reduced, threat increased
  • Oathflame Wrath cost reduced to 300
  • Oathflame line base healing increased, WIS scaling reduced slightly
  • Burst of Light line healing reduced
  • Smite line now scales all damage with CHA. Base damage reduced, base threat increased.
  • Bright lance line now scales with STR, cooldown increased to 30 seconds.
  • Doubled the amount of wrath gain from taking hits and capped it to only happen at most once per second.
[h3]Ranger[/h3]
  • Added additional ranks of Swift Shot starting at level 10
  • Changed the name of the Ranger healing line to Faerie Glow starting at level 6. Added additional rank of Faerie line at level 36
  • Added additional upgrade to Aim to Kill line at level 36
  • Most bow attacks now scale with DEX
  • Most melee attacks now scale with STR
  • Most mobility and beckon skills now scale with AGI
  • Fractal Arrow line DD and DoT damage scales with AGI and properly use ranged weapon damage
  • Stat scaling on most techniques increased
[h3]Rogue[/h3]
  • Technique damage scaling changed to AGI.
  • Stat scaling on all techniques increased, except for Hidden Swing.
  • Corrosive Brew IV tooltip updated to 40%
  • Explosive Trap damage increased and now scales with INT.
  • Explosive Decoy, Toxic Elixir, Shadow Planning and Elixir of Opportunity reduced to 4 second cast times
  • Shadowfall damage now scales with DEX.
[h3]Shaman[/h3]
  • Fang line now scales with INT (old modifier was 0.1 of stats, switched to scaling up to 2.0x at highest rank). Mana cost increased, base damage increased.
  • Strike of the Snake minimum damage increased, damage now scales with CON
  • Sting of the Hornet minimum damage increased, mana cost increased, damage now scales with CON
  • Sting of the Great Scorpion minimum damage increased, mana cost increased, damage now scales with CON
  • Crown of Ashes minimum damage increased, damage now scales with CON
  • Crown of Flames minimum damage increased, mana cost increased, damage now scales with CON
  • Crown of Lava minimum damage increased, mana cost increased, damage now scales with CON
  • Parched Throat maximum damage increased, damage now scales with STA
  • Choking Thirst minimum and maximum damage increased, mana cost increased, damage now scales with STA
  • Mark of the Fireclaw resist and Fire bonus reduced at each rank
[h3]Summoner[/h3]
  • Pet health and mitigation increased
[h3]Warrior[/h3]
  • Battle points are no longer gained when expending readiness.
  • Technique damage now scales with Agility
  • Mocking Blow base threat increased
  • Kick, Cleave, Smash, Storm, and Close the Gap now scale with AGI
  • Hammering Blow, Shield Throw, and Shield Slam now scale with CON
  • Punish and Retaliate now scale with STR
Gathering
  • Additional gatherable plants have received updated visual effects, in preparation for eventually disabling the default visibility of nameplates on all gathering nodes to help reduce screen clutter. Please note that what you see may vary depending on your monitor and settings.
Crafting

[h3]General[/h3]
  • Work order tokens are now stackable in inventory.
[h3]Leatherworking[/h3]
  • The Jungle Naturalist's Bracers now require a Celestium Dust of Insight in their construction, instead of a Celestium Dust of Might, and provide the appropriate stat benefit.
[h3]Salvaging[/h3]
  • It is now possible to salvage most low-level dropped metal armor.
VFX

PAL

  • Updated color palette for all vfx
  • New vfx for group heal and Unleash abilities
WIZ

  • New vfx for Ember Arrow
  • Unified the color palette for shock-based spells
  • Improvements to the elemental stances to address lag spikes with the shader
  • Minor improvements to familiar vfx
  • Shielding line split into visual progression tiers (this also applies to all classes that use this spell line)

Ashbreather's Enclave Video Teaser

[previewyoutube][/previewyoutube]