Version 1.1.0 - Agaia Online 1.1.0
Agaia Patch 1.1
Welcome to Agaia Online Patch 1.1. In this update, we are making many adjustments to various issues pointed out by our community, which caused frustration or made gameplay less enjoyable. From class changes, gearing adjustments, system adjustments, PvPvE adjustments and bug fixes, we are trying our best to make all our players happy. We are aware this patch does not contain everything our players pointed out, but we are hoping to bring more in our future patches. Stay tuned!
Island of Dawn
Coming with this patch is a total revamp of the Island of Dawn zone as a part of the ongoing process of reviving open world content and making other activities more viable and enjoyable to participate in. As this is quite a drastic divergence from the kind of content that players have come to expect from this game for years, we will be carefully monitoring the player perception of this revamp and fine-tuning it as needed.
The new Island of Dawn will be centered around mob farming, with individual loot drops and reputation gain from mob kills to spend at the shop. Reputation earned from kills is shared between party members, so don't be afraid to party up and hunt with your friends! It might even be encouraged for some of the more difficult monsters, so don't get complacent...
Players can begin engaging with the new Island of Dawn by teleporting to North Dock, where they will receive some introductory quests to get them familiar with the new Island of Dawn gameplay loop. You can access the new Dawn Hunters reputation shop by talking to Rhutan here as well.
Monster difficulty is increased naturally as you move from north to south, indicated by the monster's level.
Note that the old Brutal BAMs are not included in this new iteration of Island of Dawn, so even if they still exist around the map, they have not been revamped or rebalanced. We will be assessing our options and determining whether or not to include them at a later date.
Dawn Hunters Reputation Shop added:
- We are aware that the shop is a little barebones at the moment. We are open to listening to player feedback regarding possible inclusions, as well as any price reductions if necessary.
- Accessed by talking to "Rhutan" located at North Dock.
- Notable items:
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- Mythical Black/White Pegasus
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- These mounts have certain exclusive flying stats to differentiate them from other flying mounts.
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- Pet: Zorenai/Asrael
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- These pets come with the auto-loot ability to help with collecting monster drops while farming in Island of Dawn (but they work anywhere!)
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New consumable items added:
- Surge Rune
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- Upon use, staggers and damages enemies in a large radius.
- Paralyze Rune
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- Upon use, creates a large pool on the ground that reduces enemy movement speed by 50% and makes them more susceptible to crowd control effects (CC).
These rune items are meant to supplement player farming capability to hopefully minimize some of the discrepancies between classes when it comes to mob farming.
- Healing Rune
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- Upon use, instantly recovers HP for yourself and nearby allies, provides a potent healing-over-time effect, and cleanses bleed and poison status effects.
- Strength & Greater Strength Potion
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- Provide varying amounts of balance (resistance to enemy CC effects) and impact factor (increased chance of applying CC effects to enemies) to the player for 15 - 30 minutes.
- 300% Loot Booster
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- Drastically increases item drop rate from monsters while hunting in Island of Dawn for 20 minutes.
New monsters added:
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Timeless Woods:
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- Two new groups of mobs have been added around Timeless Woods: Dawn Fire Prophets & Destroyers, and Devan Warriors & Assassins
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- Two new boss monsters have been added to their corresponding mob group, with increased reputation gain and loot.
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Ruined Temple:
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- Two new groups of mobs have been added around Ruined Temple: Scorched Warthogs, Mugatos, Grizzlies, and Orcan Warlords & Brutes
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- A new boss monster has been added to the group of Orcan Warlords & Brutes, with increased reputation gain and loot.
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Mysterious Ruins:
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- Two new groups of mobs have been added around Mysterious Ruins: Carrion Painmistresses & Blood Fiends, and Dawn Fire Warlocks & Warriors
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- Two new boss monsters have been added to their corresponding mob group, with increased reputation gain and loot.
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A special rare mob has also been added somewhere in the Island, so keep a lookout...
Class Changes
During our first patch, We noticed a quite big disparity regarding DPS classes: many of them have not landed where we desire, and some ended up being way too weak, and by far... In this update, we are going to address this issue and try to bring each class's performance closer together, as we wish to make every class competitive. We are aware the perfect balance cannot be achieved easily: some of these adjustments might not be enough, some might overshoot. We will keep a close eye to all classes performance and apply any adjustments, if needed, in our future patches.
All Classes
- Slightly increased PvE defense modifier for several classes
Archer
Archer has proved to be the strongest DPS classes in our release patch, and we are satisfied about its performance. For this update, We'll address simple QoL adjustments which should not impact into overall class strength.
Sequential Fire
- Cooldown reduced from 5 to 4 seconds
Wind Walk
- Reduced base PvE damage by 10%
- Adjusted lockout to dynamically adjust to player's rotation
Rain of Arrows
- The skill will now deal full damage within 2 seconds rather than 3.5 seconds
Archer Talismans
Adaptive Strategy drawbacks are way too heavy and no Archer player seems to be interested into playing with it. We are tuning down its HP drain in the hope to make the talisman more appealing to full overcharge Radiant Arrow enjoyers.
Adaptive Strategy
- Fixed tooltip erroneously stating to drain 7.5% HP per second rather than on charge.
- Decreased HP drain from 7.5% to 3.6% per charge level
Berserker
While not being exactly the worst, Berserker hasn't been in a great spot during our first patch, both regarding damage and gameplay fluidity. In this update, We are going to tune up its burst, adding more damage as a whole and some well deserved QoL adjustments. We are aware some players would love to not have to play around Unleash and We are working on a system to make players decide if playing with it or not.
Heavy Bleeding (Passive)
- Doubled the increased damage and overcharge damage scaling from player max HP
Unleashed: Sinixter and Dexter
- Increased base PvE damage by 20%
- Reduced max stacks from 10 to 7
- Increased damage buff from 5-10% to 8-14%
- Increased attack speed per stack from 1% to 1.4%
Unleashed: Rampage
- Reduced max stacks from 10 to 7
- Increased damage buff per stack from 5-10% to 8-14%
Unleashed: Beast Fury
- Reduced cooldown from 10 seconds to 8
Bloodlust
- Increased PvE damage from 10% to 15%
Flatten
- Increased base PvE damage by 15%
- Now gets affected by Heavy Bleeding passive
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- Set its HP cost to 1% of max HP
Vampiric Blow
- Increased base PvE damage by 15%
Tackle
- Increased base PvE damage by 20%
- Now gets affected by Heavy Bleeding passive
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- Set its HP cost to 1% of max HP
Raze
- Now gets affected by Heavy Bleeding passive
- Set its HP cost to 1% of max HP
Evasive Smash
- Damage now applies as Physical and its Physical and Magical factors have been inverted
- Now gets affected by Heavy Bleeding passive
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- Set its HP cost to 1% of max HP
Flurry of Blows
- Increased duration from 21 to 32 seconds
Cyclone
- [PvP] Reduced damage by 10%
Berserker TANK
Berserker Tank has sadly proved to not be a viable tank for our release. With these adjustments, we hope to bring the class on par with other tanks and hopefully make it viable at any level of play. Any adjustment listed in our previous section is still valid for Tank, when possible.
Bloodlust (Mock Advancement)
- Now also decreases Bloodlust cooldown by 50%
- Casting Fiery Rage, now also applies Fiery Rage to party members:
- Fiery Rage: Increases base power by 15% and base crit factor by 10%, but decreases base endurance by 10%
Flatten (Spirit of Iron)
- No longer reduces Thunderstrike and Lethal Strike damage by 15%
Punishing Strike
- Fixed an issue where the Physical Resistance shred was not properly applied
- Damage now applies as Physical and its Physical and Magical factor got inverted
Axe Counter
- Damage now applies as Physical and its Physical and Magical Factor got inverted
- Significantly increased chance to crit
Axe Block
- Fixed an issue where block animation speed would be visually slower than normal while affected by Intimidation
Berserker Talismans
Berserker Talismans didn't really hit well to our community: they feel too underwhelming and their downsides are too heavy. In this update, We are adjusting some talismans to feel better to use, while also fixing the issue of players being unable to be ressed by their healer if dying by self HP drain effects.
Iron Pact, Grave Toll and Severance Spiral
- The talismans effect no longer take place if player's HP is below 10%
Cleaver's Mercy
- The increase damage and crit chance for Flatten is no longer tied to its reset
Shatterline
- While this Talisman is equipped, Cyclone reset chance is increased from 25% to 35%
Counterforce
- Bloodlust now stacks also on Lethal Strike hit
Blood Price
- Increased buff duration from 2.5 to 3.5 seconds
Razing Blood
- The HP regen effect has been increased from 10% to 15% over 5 seconds
Severance Spiral
- New effect: During Intimidation, increases Punishing Strike damage by 50% and restores 2.5% max HP on hit.
Brawler
While not being the weakest, Brawler parties are lagging behind other tanks variants. This is due to the class poor party buffs and their Jackhammer shred being somewhat weaker, especially with low gear. We also noticed brawler players prefer using Rhythmic Blows more for their own DPS rather than syncing it with party members due to their not-so-exciting debuff shred. In this update, We are going to apply some fixes to Jackhammer, some QoL adjustments and give some more power to Rhythmic Blows, to incentivize more a syncing playstyle
Rhythmic Blows
- The "Decrease Endurance by 8%" debuff has been replaced with a "Increases skill damage taken by 27%"
- The "Vibration" buff no longer stacks and instead it will apply 30% Power and Attack speed directly
- The skill icon now glows during Vibration
Jackhammer
- No longer overwrites Combative Strike and Debilitate
- Now reduces target Physical Resistance based on 20% of player Physical Resistance, rather than 10% of player Physical Amplification
- Note: this will result into an early-game buff, but no significant changes in end-game
Growing Fury
- Increased Aggro Generated by 10%
Brawler DPS
Brawler DPS has not been in a good state at all and practically not viable at any level of plays. We have reworked the "Irregular Skill Advanced" to be more viable and hopefully bring the class to a competitive level.
Growing Fury (Irregular Advancement)
- No longer provides any of the previous effects.
- Now provides the following effects:
- Increases all damage by 68%
- Increases damage dealt from behind against monsters by an additional 10%
- Increases damage against monsters of One-Inch-Punch by 20%
- Increases damage against monsters of Rhythmic Blows by 350%
- While Growing Fury is active, the maximum damage that can be blocked is reduced to 53k
- Counter's Glyph of Powerlink cannot be activated
- During Growing Fury, Grounding Roundhouse Kick cannot apply
- Reduces aggro generated by 80%
Brawler Talismans
Some brawler talismans proved to be too weak, too RNG or essentially useless. We have applied some adjustments to make them more consistent and more pleasing to play with.
Relentless Drive
- Now increases skill damage by an additional 10% and skill crit chance by 30%
Iron Defense
- Increased proc chance from 20% to 100%, but decreased skill damage buff from 80% to 15%
Aerial Chain
- Now also doubles Flip Kick cooldown
- On hit, now increases skill damage of your next skill by 10%
Gunner
While not being the weakest, Gunner has not seemed to be be the strongest either, lagging behind other mid tier DPS classes. In this patch, We are going to give gunner a push to their damage and hopefully bring it closer to the top tier, while also fixing some very annoying bugs related to the class.
Mana Missiles
- Increased Magical factor from 130% to 150%
Burst Fire
- Increased base PvE damage from 192 to 220
- Increased Targeted Burst Fire base PvE damage from 258 to 310
- Fixed an issue which caused the skill damage to scale slower than intended
Arc Bomb
- Increased base PvE damage by 100%
- Increased willpower generated from 20 to 200
- Increased crit chance by 100%
Arcane Barrage
- Increased base PvE damage by 20%
- Now refreshes Integration
Blast
- Increased base PvE damage by 25%
- Increased crit chance by 100%
Detonate
- Increased main shot base PvE damage by 25%
- Increased side shots base PvE damage by 10%
Arcane Splash
- Increased base PvE damage by 60%
Scattershot, Point Blank & Replenishment
- Now properly scale with attack speed
Balder's Vengeance
- No longer overwrites Integration (Skill Advanced) Arcane Splash Damage
- Increased base PvE damage by 50%
Obliteration
- Increased projectile speed by 50%
- Increased base PvE damage by 80%
- Removed PvP KD effect
Bombardment
- Outrage EP proc is now guaranteed on first Bombardment hit
- Increased base PvE damage by 80%
Fixed an issue where certain projectiles would disappear due to projectiles limit. It affects the following skills:
- Targeted Burst Fire
- Mana Missiles
- Detonate
- Obliteration
- Arcane Barrage
Gunner Talismans
Some of the Gunner Talismans have felt somewhat underwhelming, or very hard to make good use of. We are adjusting the stacks Talismans to be easier to maintain and not force players into unnecessary Burst Fire T-Posing and adjust Heavy Payload to feel more rewarding.
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Heavy Payload
- Increased damage from 100% to 300%
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Overloaded Barrage & Amplified Transfer
- Increased stacks duration from 12 to 24 seconds
Lancer
We are going to address some PvP adjustments to the class. If you are interested into PvE adjustments, please scroll down to Talismans Section
Adrenaline Rush (March Advancement)
- Decreased PvP damage from +30% to +15%
- No longer increases PvP damage taken by 30%
- Now restores 100 RE per second during the effect
Rallying Cry
- The effect has now been separated into Rallying Cry (Self) and Rallying Cry (Party)
- Party Rallying Cry duration has been adjusted as follows:
- PvE / PvP - Open World: 6 seconds
- PvP - Battlegrounds: 4 seconds
- PvP - Champion's Skyring: 3 seconds
- Note: Lingering Rallying Cry Glyph does not increase duration of Party Rallying Cry
Chained Leash
- "Shout Giga" has been disabled in all PvP content
Leash
- Stun effect against players should no longer be randomly resisted
Shield Bash
- [PvP - Champion's Skyring] The "Reload EP" is now disabled
Fixed an issue where attacking an opponent who has Outlaw Declaration on with certain skills would activate the effect on yourself
Lancer Talismans
While Lancer itself has proved to be in a good spot, some of its Talismans are feeling a bit off and truth to be told, we are not very happy on how Shield Mastery interacts with Adrenaline Rush. We are going to adjust some of the Lancer Talismans, in the hope of giving the class a small boost to compensate for the buffs applied to the other tanks. We'll keep a close look to Lancer performance and eventually give the class some more love if necessary.
Shield Mastery
- The cooldown reduction on hit effect is now reduced to 0.69s during Adrenaline Rush, while keeping its 1s per hit outside of it
Bracing Onslaught
- Damage reduction during cast increased from 25% to 50%
- Damage increased from 15% to 25%
Onslaught Fury
- Cooldown modifier reduced from +100% to +50%
- Now increases cast speed by 35%
Spring Charge
- Cooldown modifier reduced from +30% to +20%
- Now also increases skill crit chance by 100%
Mystic
While the healer's balance seems to be in an alright spot, we are going to apply a few QoL adjustments to the class, and hopefully give Mystic the utility tools they have been lacking.
Mass Teleport
- Two new Glyphs have been introduced:
- Selfish Mass Teleport: [0 cost] Removes ALL effect from applying to nearby allies
- Strategic Mass Teleport: [2 cost] Using mass teleport near allies grants them 1 second iframe
Warding Totem
- Now applies Totem's Protection to self and up to 4 allies within 20m range
- Totem's Protection: Reduces damage received by 30%. Grants immunity to KDs and staggers
- Note: this effect does not apply in PvP
- Totem's Protection: Reduces damage received by 30%. Grants immunity to KDs and staggers
Boomerang Pulse
- Fixed an issue where the healing effect of the skill could have been iframed
Thrall of Life
- The "Elementalize: Thrall of Life" buff, which restores MP/s, no longer gets removed on a knock down
Arun's Tear & Arun's Vitae
- Fixed an issue where Blazing Glyphs would not work properly
Thrall of Protection & Thrall of Wrath
- [PvP - Champion's Skyring] Greatly reduced duration of summoned entities
Fixed an issue where attacking an opponent with Outlaw of Declaration on with certain skills would activate it on self.
Ninja
While not being the best, Ninja has proved to be an ok DPS class. We are giving it a small push in DPS and hopefully give Boomerang Shuriken some more power at high gear level
Quick Attack
- Increased base PvE damage by 15%
Double Cut
- Increased base PvE damage by 15%
Skyfall
- Increased base PvE damage by 5%
- Glyph of Carving: now increases crit chance by an additional 15%
Circle of Steel
- Increased base PvE damage by 30%
Boomerang Shuriken
- Increased magical factor from 125% to 150%
Ninja Talismans
Ember's Fury has felt particularly difficult to make use of due to anti-synergy with Inferno Touch and a bug which made it not work with Harmonious Burning Heart. We are going to fix this bug and apply a small adjustment to make it work better together with Inferno Touch, on top of giving more strength to Windswept Fury, which felt very underwhelming.
Ember's Fury
- Fixed an issue where the talisman effect would not proc with Harmonious Burning Heart
- Decreased max stacks from 10 to 8
- Increased damage buff from 2% to 2.5%
- Stacks duration increased from 4 to 7 seconds
Windswept Fury
- Increased damage per stack from 0.5% to 1.5%
Reaper
Reaper has been, sadly, one of the worst DPS classes in our release patch, both in playstyle, damage and talismans. With these adjustments, we are giving Reaper a big push and hopefully bring the class to a competitive level.
Increased overall damage by 5%
Sundering Strike, Shadow Burst and Death Spiral
- Increased base PvE damage by 5%
Shadow Lash
- Increased duration of Dark Aura buff by 100%
Binding Scythes
- Increased damage increase per stack from 2% to 4%
- Reduced max stacks from 50 to 25
- Reduced explosion timer from 10 seconds to 6 seconds
- Reduced cooldown by 60 seconds
- Reduced explosion damage by 5%
- Cast time now scales with attack speed
Grim Strike
- Increased base PvE damage by 10%
- Increased Magical factor from 138% to 152%
- Increased innate crit chance by 20%
Dark Harvest
- Increased base PvE damage by 20%
- Increased Magical factor from 132% to 151%
Recall Scythes
- Increased base PvE damage by 30%
- Increased innate crit chance by 20%
Double Shear
- Increased base PvE damage by 20%
- Increased Magical factor from 125% to 158%
- Increased innate crit chance by 20%
Whipsaw
- Increased base PvE damage by 15%
- Increased Magical factor from 140% to 162%
Cable Step
- Now provides 30% attack speed buff for 2.5 seconds on cast
- This effect increases to 50% during Shadow Reaping
- Hastened Cable Step Glyph has been replaced by Lingering Cable Step
- Lingering Cable Step: Increases duration of the attack speed effect by 100%
- This glyph effect is disabled in Champion's Skyring
- Lingering Cable Step: Increases duration of the attack speed effect by 100%
Shadow Reaping: Blackout ADV
- No longer doubles the cooldown of Shadow Reaping
- Now also increases Shadow Reaping duration by 20%
Shrouded Escape
- No longer drops aggro
- Now grants Assassination: Shrouded Escape directly on cast
Reaper Talismans
Reaper Talismans have felt rather underwhelming or too RNG for our community. We are going to adjust some of them to make them feel more powerful
Sundered Soul
- Now also increases damage of Shadow Burst
- Increased stacks duration by 1 second
- Increased damage per stack from 2.5% to 4%
- Reduced max stacks from 6 to 4
Reckoning
- Now also increases Retribution damage by 20%
- Now also reduces Retribution cooldown by 5%
Dark Reaping
- Increased proc chance from 35% to 100%
- Reduced damage buff from 25% to 12.5%
Grim Reaping
- Now also reduces cooldown of Shrouded Escape
Slayer
Slayer has sadly shown to be a bottom tier DPS class. We hope to bring the class to a competitive level and make it feel more powerful. We are also applying some QoL adjustments to make the class feel less clunky. We are unsure if these adjustments will be enough to bring slayer to the top level, but we'll keep an eye on it and we are ready to give the class some more love if needed.
Unsheathe
- Heavily decreased aggro generated
Propulsion
- All the "on crit hit" effects have been changed to "on hit"
Whirlwind
- Increased base PvE damage by 5%
- Keen Glyph: now doubles chance to crit rather than increasing crit factor by 3 times
Overhand Strike
- Increased base PvE damage by 10%
- Increased Physical Factor from 130% to 150%
- Focus stacks duration increased from 7 to 10 seconds
- Force EP stacks duration increased from 6.5 to 10 seconds
Heart Thrust
- Increased base PvE damage by 36%
- Increased duration of Punishing Thrust from 4 to 10 seconds
- Keen Glyph: now doubles chance to crit rather than increasing crit factor by 3 times
Measured Slice
- Increased base PvE damage by 20%
Eviscerate
- Increased base PvE damage by 10%
- Increased Physical Factor from 130% to 150%
Punishing Blow
- Increased base PvE damage by 5%
Savage Strike
- Damage now applies as Physical and its Physical and Magical factors have been inverted
In Cold Blood
- Now resets cooldown of Overhand Strike on cast
- Now increases crit chance of Overhand Strike by 25%
Tenacity
- Fixed an issue where, while using Insight skill advanced, Tenacity would not restore MP
Overpowered
- The buff is now consumed on skill end rather than on hit
Slayer Talismans
Many Slayer talismans did not feel well accepted to our community. While we review most of them, we have applied adjustments to two talismans to hopefully feel more impactful to players and bring more synergies
Blood Instinct
- The talisman has been reworked
- No longer provides any of its initial effects.
- NEW: On a successful hit of a fully charged Unsheathe, increased skill damage by 10% for 10 seconds
Punisher's Mark
- Renamed to Final Measure
- The damage stacks are now cleared on successful Measured Slice hit rather than Punishing Blow
Spiraling Wrath
- Increases Whirlwind cast speed by an additional 25% (up to 50%)
Sorcerer
Sorcerer has proved to be one of the strongest classes during our release patch, altho not quite the best. This has been the case mostly due to their strong talismans, while the class itself is struggling with consistency. In this patch we will give Sorcerer some QoL adjustments to make the class feel more consistent and stronger.
Spell Aria (passive)
- Frost Sphere, Lightning Strike and Ice Lances are now affected by the skill damage passive
- These skills cost has been set to 2.5%, 3% and 4% respectively
Ice Lances
- Increased base PvE damage by 20%
- Decreased the Enhanced Ice Lances effect provided by Nova and Arcane Pulse from 30% to 10%
- Increased innate crit chance by 40%
Arcane Pulse
- Increased innate crit chance by 40%
Nova
- Increased innate crit chance from 10% to 40%
Implosion
- Reduced cooldown by 60 seconds
Mana Boost
- [PvP - Champion's Skyring] No longer increases damage vs players by an additional 10%
Sorcerer Talismans
As previously stated, Sorcerer talismans have felt very powerful with their strong buffs. While we are very satisfied about the new Flame Pillar playstyle, we would like to bring it a tad closer to regular playstyle. We are also going to tune down slightly some of the talismans power, while making them talismans more consistent to upkeep through the course of the fight.
Fiery Awakening
- Damage buff decreased from 20% to 16%
Arcane Mastery
- Damage buff decreased from +17% to +15%
Barrage of Flames
- Decreased skill damage from +300% to +250%
- Increased skill crit chance by 40%
- Decreased damage buff from 6% to 5%
- Increased stacks duration from 8 to 15 seconds
Frozen Resonance
- Decreased damage buff from 6% to 5%
- Increased stacks duration from 8 to 15 seconds
Thunderous Pain
- Increased stacks duration from 8 to 10 seconds
Valkyrie
After our "band-aid nerf" from last maintenance, Valkyrie has fallen down of the top tier. We are going to give the class some power back, while also applying a very important fix that every Valkyrie player was desperately waiting for, and shifting its power from talismans into the base class.
Reverted a previous adjustment which decreased overall damage by 10%
Glaive Strike
- Increased base PvE damage by 10%
Ground Bash
- Increased base PvE damage by 10%
Runeburst
- Fixed an issue where it was not possible to cancel the skill animation with Evasion Roll
Dreamblaze (Passive)
- Reduced max stacks from 4 to 2
- Doubled the base skill damage provided
Valkyrie Talismans
While we don't wish for Sigil of Battle to be a meta talisman, the damage boost provided is way too strong, and its downside was as well. Despite the downside, the talisman felt like a must use, leading to an unpleasant game experience for our Valkyrie players. We are adjusting Sigil of Battle to make it feel less powerful and less of a "must use".
Sigil of Battle
- Now increases damage by 7.5% rather than 20%
- Now decreases attack speed by 7.5% rather than 15%
Warrior
While being relatively an ok DPS class, Warrior is still not in pair with the current strongest classes, and their damage is way too reliant on certain Talismans. With this update, we hope to shift Warrior strength from Talismans into the base of the class. For more informations, look at the Talismans section.
Fatal Wound (Passive)
- Reworked: no longer increases edge damage based on Physical Crit Power for Scythe and Aerial Scythe
- Now provides Ignore Physical Resistance based on 4% of Physical Amplification for all skills
Blade Draw
- Increased base PvE damage by 5%
- Increased Physical Factor from 135% to 153%
- The skill icon now glows during Deadly Gamble
Blade Waltz
- Increased base PvE damage by 20%
- Increased Physical Factor from 125% to 147%
- The skill icon now glows during Deadly Gamble
Rain of Blows
- Increased base PvE damage by 15%
- Increased Physical Factor from 140% to 150%
Combative Strike
- Increased base PvE damage by 15%
Scythe
- Increased base PvE damage by 10%
Blade Frenzy
- Increased base PvE damage by 10%
Tempest Aura I
- Increased damage from 10% to 15%
Deadly Gamble
- [PvP - Champion's Skyring] Damage vs players during the effect is now reduced by 10%
Warrior TANK
Similarly to Warrior DPS, we are shifting its power away from talismans into the base class and buff it due to Brawler and Berserker buffs. We are also going to apply a small QoL that we are sure every Warrior Tank player will love. The adjustments listed above also apply for Warrior Tank when possible.
Defensive Stance
- Damage to monsters increased from 8% to 13%
- Increased aggro generated from 153% to 193%
Head On (Passive)
- No longer requires frontal hit
Rain of Blows (Dueling Scar)
- Now also doubles crit chance of Rain of Blows while affected by Defensive Stance
Backstab
- [PvP] Stun duration decreased by 40% while affected by Defensive Stance
Warrior Talismans
As previously mentioned, we are shifting some power away from the talismans into the base class. We are also adjusting them to feel better to use, making them less frustrating and provide more synergies between each other.
Cruel Reaping
- Scythe no longer costs additional RE
- Now increases Evasive Roll RE cost by 120
- Scythe damage decreased from 40% to 13%
Unrestrained Edge
- Now also provides one additional edge (two during Deadly Gamble)
Relentless Assault
- No longer reduces cooldown of Scythe and Aerial Scythe
- The propulsion effect of -0.1s on hit now applies only during Deadly Gamble
- NEW: while not under the effect of Deadly Gamble, the -0.1s on hit propulsion effect is increased to -0.23s
Coordinated Execution
- The decrease damage effect has been reduced from -20% to -16%
- Now Increases aggro generated by an additional 50%
- The talisman now works only during Defensive Stance
System Changes
Gear Adjustments
- Increased the "Decrease damage received from critical hits" gloves roll from 15% to 20%
- Added a PvP debuff to PvE Belts and Elder's Mask
- Removed ilvl from Heroic Oath Belt
- Reduced ilvl of HP and Endurance Innerwears from 317 to 293
- Increased correction on fail from 3% to 10%
- Increased Gold cost of enchanting and upgrading for Tier2 and Tier3 by 50%
- Upgrading Gear Pieces from Tier1 to Tier2 no longer costs emeralds
Alts System
We have received a lot of feedback about gearing being too grindy—especially for players that wish to play multiple characters. With this new system, players will be able to gear up multiple characters much easier, as long as they are gearing up one main character.
Upon reaching ilvl 432.3, players will receive the quest [Important] Road to being Awakened
- The quest instantly awards two recipes, with which you can craft Awakened Gear and Forgotten Jewelries Boxes
- These boxes will award Gear of the Awakened corresponding to your character and Forgotten Jewelries
Upon reaching ilvl 440.7, players will receive the quest [Important] Road to being Elder
- The quest instantly awards two recipes, with which you can craft Elder's Gear and Awakened Jewelries Boxes
- These boxes will award Elder's Gear corresponding to your character and Awakened Jewelries
Upon reaching ilvl 448.2, players will receive the quest [Important] Road to +9 Elder's Gear
- The quest instantly awards two recipes, with which you can craft +9 Elder's Gear scrolls and Elder's Jewelries Boxes
PvP Content
Battlegrounds
Shore Hold has been re introduced
- Format: 7 vs 7
- Healers queue: 1 per team
- Tanks queue: 0~2 per team
- Points per second while holding a Pyre: 6 per Pyre
- Points per kill: 50
- Points per BAM kill:
- First BAM: 500
- Second BAM: 300
- Third BAM: 500
- Maximum points to win: 5000
Enabled Shore Hold Leaderboard Enabled Shore Hold Achievements
- Note: PvP achievements do not count towards laurel
Gridiron
- Fixed an issue where mana restoration in Gridiron was lower than intended
- Slightly increased Vanguard Credits reward
Corsair's Stronghold
- Slightly increased Vanguard Credits reward
Champion's Skyring
- Removed bellicarium reward from vanguard
- Fixed an issue where the battleground would not deliver any reward at the end of the game.
- Note: this means the bellicarium reward will be awarded at end of the battleground. This adjustment also affects the currently unreleased battlegrounds Kaia's Endless Fight, Wintera, Coastal Battleground.
Fixed an issue where in the following battlegrounds, defeating a player would not award points to the team scoring the kill:
- Blitz Barrage
- Champion's Arena
- Fraywind Canyon
- Shore Hold
Updated PvP Pet Boxes rewards Fixed an issue where PvP pet boxes tooltips were incorrect
Civil Unrest
Increased Astrum Coins rewards as follows:
- Rank 1: increased from 1000 to 2000
- Rank 2: increased from 750 to 1500
- Rank 3: increased from 500 to 1000
Increased Treasury gold distribution upon CU end
Guild Skills
Convergence & Barricade
- Reduced guild funds cost from 100k to 5k
Battle Will & Impregnable
- Reduced guild funds cost from 50k to 5k
Shariar Beacon
- Reduced guild funds cost from 150k to 10k
Bellicarium Shop
Sky Lotus Drinks are now available for purchase
Other Changes
Dungeon Adjustments
Akalath Quarantine
We decided to slot AQ into the current dungeon rotation as an easier alternative to RKE and SCE due to receiving feedback that gearing in tier 3 reaches a rough spot after +6 with the transition of Bahaar/DAH/CSH into RKE and SCE.
As such, the quantity of gearing materials obtained from this dungeon is at a reduced rate compared to Rampaging RK-9 Kennel and Sky Cruiser Endeavor. We hope the addition of this dungeon provides a more smooth transition between dungeon difficulties in tier 3 and allows players of all skill levels to enjoy progressing their gear.
- Akalath Quarantine dungeon opened.
- Item level requirement: 443
- Adventure Coin cost: 500
- Available loot:
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- Flameforged Core
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- Draconic Essence
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- Rampant Circuitry
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- Skyfire Core
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- Riftborn Ember
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- Kelsaik's Ichor
Akeron Inferno (Hard)
- Greatly reduced damage of flamethrowers positioned before last boss room
Sky Cruiser (Extreme)
- Fixed an issue where Darkan would flee to the edge of the room at 20%, losing enrage
- Fixed an issue where Darkan puddles would still deal damage even after vanishing
General Content
Daily Mission Board
The Daily Mission Board system allows players to receive additional daily rewards from running dungeon content that might otherwise be unattractive to them. The reputation earned from completing these quests can be used to purchase relevant progression materials and other valuable items by talking to "Loalle" in Highwatch. We hope that the addition of this Daily Mission Board and daily quests will help to keep lower tier dungeons more active in the long run.
- Daily Mission Board activated.
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- You can accept quests by interacting with the "Board" in Highwatch (Located near the Training Ground NPC Whurloc, around the central plaza)
- Adventurer's Vanguard reputation shop opened.
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- You can redeem reputation credits earned from completing daily quests by talking to "Loalle" in Highwatch (Located next to the Daily Mission Board)
Fishing
- Fixed an issue where one Fairy Wing rod upgrade would still cost Emeralds
- Fixed an issue where Xermetal and Ash Sapling Fishing rods had higher upgrade costs than Fairy Wing rod
- Adjusted upgrade cost of Angler's Tokens for all three types of Fishing rods as follows:
- Tier I > II = 200
- Tier II > III = 1000
- Tier III > IV = 2000
- Tier IV > V = 4000
- Tier V > VI = 6000
- Tier VI > VII = 10000
- Tier VII > VIII = 15000
Achievements
- Fixed various achievements not progressing properly
- Enabled Achievements Season #1
Gathering
- Increased Primal Aura drop chance from 5% to 10%
- Increased Primal Aura drop quantity from 1 to 3~5
Crafting
- Reduced the NPC purchase value of the following recipes to 2k Gold
- Recipe: Kamaboko
- Recipe: Taiyaki
- Recipe: Cream of Mushroom Soup
- Recipe: Fruit Salad
- Recipe: Cobseed Pie
Miscellaneous
- Increased Ace Dungeon Vanguard rewards & updated the Ace Medal exchange shop
- Unified the Guardian Legion Mission I, II, III, and Flying Vanguard Request rewards
- Increased the amount of Vanguard credits received from completing the daily Fishing Vanguard Request
- Added a 15 days Agaia Club Membership Voucher on Astrum Coins Shop
- Updated Dressing Room to show all costumes
- Human "Deft Footwork" and Amani "Last Amani Standing" racial active skills now increases movement speed by 20 rather than increasing resistance to knock down and staggers
- Fixed an issue where brooch cooldown would not be applied properly visually
- Fixed an issue where tank and healer buffs in Training Ground were not matching the real values and were applied incorrectly
- Fixed an issue where Talismans Merging system would not work properly
- Fixed an issue where Dream Skin Shop would miss certain cosmetics
- Fixed an issue where some Talisman effects would miss a buff icon
- Fixed issue where Argonomorph Cornulisk needed for Tirkai Tough Guy achievement was invisible and could crash player's game
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