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Once 2.11.07 is released....

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Comes 2.12.00

This will include the last content patch for Eastern making it complete! Hooray!
Also it will be the start of class balancing and fixing.
First up to bat is the Rogue and Barbarian
The rogue is receiving a full overhaul removing and replacing just about every ability he has.
The Barbarian is just gettin some tweaks and 2 new spells

The Rogue:
Sinister Strike - takes on the damage of Gouge, no additional effects

Vanish - remains as is now, vanish for 10s, no mana cost, same cooldown

Ambush - damage remains as now, stuns the target for 5s. During this stun, all rogue ability damage is increased to this target by 20%

Blade Twisting - When active will add a bonus damage based on your level, agility, power (in that order) and gives each melee attack a chance to do additional bonus damage based on agility and power. Will last a baseline of 20s and be increased with level. 45s cooldown

Bladestorm - When active will increase attack speed by 30% and give each melee attack a 60% chance to do a frontal cleave for 50% of that damage. Lasts 30s baseline, increased by level, 60s cooldown

Eviscerate - Total change to the ability. Once you learn this ability, Sinister Strike will add 1 combo point to that target, an ambush will add 3 combo points to the target. Eviscerate will do less damage than Sinister Strike and will NOT require the target to be at 35% hp or less. This ability will have a 15s cooldown and cost 10 mana. For each combo point on the target, Eviscerate will gain an additional 75% bonus damage to the target. A maximum of 7 combo points will be allowed on a target for 525% more damage from Eviscerate. I guesstimate that Eviscerate will do about 65% baseline of the damage Sinister Strike will do. You can use Eviscerate with 0 combo points although it is not recommended.


The Barbarian
Deep Wounds - remains unchanged (perhaps a slight buff in damage though)

Cleave - Will now do 25% more damage to any target bleeding with Deep Wounds

Berserker Stance - 10% bonus damage taken, still adds bonus damage and crit. Now increases attack speed by 25% while active

Warcry - Change to the ability. Durations are static now, buff lasts for 20s with a 30s cooldown. Increases ally damage and decreases enemy armor in an AoE radius

Taste for Blood - Totally changed. Now will take 15% of the Barb's max HP and deal that damage to himself. That value of HP lost will be used in the formula modified by level and attack power to do high burst. This ability will have a 5s cooldown and cost 15 mana.

Execute - Modified. Now requires the target to be at 40% hp or less. Will do a high burst damage based on attack power, will take your current mana and factor that into the equasion for bonus damage. This ability will NOT empty your mana pool or restore mana anymore. This ability will cost 0 mana and have a 12s cooldown

The Hydromancer
Drown - This ability will be changed to the following: Watery Grave. Create a bubble of the target unit decreasing it's movement speed by 50%. Every tick (1s intervals) the target will take increasing DoT damage and lose 5% more of its movement speed. After 10 ticks (0% movement speed) the target will be paused for 2 s as the bubble is now full of water. The final 2 ticks will do the most DoT damage. After the full duration of 12s the bubble will pop and the total damage dealt to the target will be done as a 60% AoE splash to everything around the target.
Example: Ticks are as follows (just using small easy to follow numbers for the sake of an example):
5,6,7,9,10,11,12,14,15,16,18,20 = total: 143, then 86 AoE dmg to everything around the target (not the target himself)

Ice Lance - lowered the cooldown to be on par with DPS as other single target direct nukes. Ice lance will work with Watery Grave still but with a new effect. It will increase its damage by 20% against a target in the grave, and will pop the bubble early doing 100% of the damage currently done via grave as a AoE. The synergy to this one requires skill from the player. Time it so the lance hits on the 11th tick for maximum AoE damage.

Water Elemental - When you receive your Ice Barrier spell, your WE will gain a new ability to morph into a tank. Most likely your WE will gain 40% more HP, more armor, and lose 50% of its damage and become a melee unit. The mana regen aura will be replaced with a -move speed -attack speed aura for enemies to be better controlled with.
When you recieve your Tsunami your WE will gain its high DPS form. It will have an aura that increases attack speed and movement speed for your party (not stackable on CM's summons due to the doomguard's minion aura). It will gain 40% more damage but lose 35% of its HP. All ranged attacks now do 60% splash damage.

Ice Barrier - Will be increasing the damage is absorbs and lowering the cooldown slightly. While active, every time the effected player is struck, there will be a 35% chance to proc the hydro's currently level of Frost Nova at the effected units feet doing the AoE damage to all units around that target

Tsunami - Lowering its cooldown to 30s, but also lowering the spells duration to decrease its total damage done to better balance the total damage on this new cooldown
 
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