So, a quick pre-1.1j thread to discuss the upcoming Theorycraft of which spells each class is going to want to keep, in lieu of the new one(s).
So, to start, a list of the upcoming 1.1j and 1.2 spells:
Mmm-mmm. Some sexy spells coming up.
So, that means we need to make room for them! Out with the old, and in with the new!
Here are some of my thoughts on the skill-choices:
Bishop: Currently has lots of good skills. Mend, Divine Shield, Heal, Confidence and likely Resurrection are basically must-haves. For damage output, Soul Strike and Crippling Curse are great. Burst of Light is sexy as sin, and shouldn't be forgone, IMO. This leaves Faith, which will likely be the first out of the roster with Bishop. After that, it'll likely be a tie between Soul Strike, Resurrection, and BoL. Hard to say, IMO.... he uses everything so often.
Monk: Given that his Steel Skin (and likely Divine Shield) messes with his healing and damage, I can see him choosing to keep Faith (for attack speed) and dropping either Heal and/or Soul Strike. Same order of tie-for-second after.
Berzerker: Given that they don't tend to use Shields, and they get a bunch of 2-handed weapon bonuses, Shield Bash is a first choice. Following that, perhaps Gaping Wounds? This is a hard one, since they use most of their spells. If they are getting another stun, perhaps Hateful Strike goes in lieu of it? Not an easy pick...
Crusader: Um, same as Berzerker, except that they won't want to remove Shield Bash. Gaping Wounds is a possibility. Perhaps if they are getting more Threat generation, Demoralizing shout or Taunt (I hate to lose these, but it's a tough choice, and Parry's too good to lose.)?
Hunter: Remedy is an obvious one, here. Beyond that... Feline Reflexes gets used occasionally, but the cooldown might make it less-worthy to keep than the new spells. I'm not sure on a third, since Fire Arrow is good, and if you remove Servant you might as well not worry about 2 of the new skills, or the Claw Strike skill.
Druid: Really, you could almost just remove Servant and Claw Strike, here... Perhaps Feline Reflexes, since you're clearly going caster, not attacker. And voila, 3 skills. Yay!
Assassin: Hm. Blurring Motions is too good to toss. Stealth pairs with one of the new spells, and subsequently Backstab and Steal will be needed. Sweeping Blades is a must (Phoenix + Sweeping = gg Armageddon). The passive defines the class, too. Sadly, this might mean Dazing trap goes, as well as Acid. Hm.
Bard: Never played one, so not entirely sure, here. Blurring, or the Stealth combo with Steal?
Sorceror: Fireshield is the obvious first choice, followed up by his Passive +Mana. Neither does enough to compare to the upcoming skills. As for a third choice, it's harder to say... Possibly Dispel Magic?
Necromancer: Same as Sorceror.
So, to start, a list of the upcoming 1.1j and 1.2 spells:
Bishop:
Plane Shift
The Bishop turns partially invisible for the next 4 seconds, removing all threat generated. The bishop can not move, cast or attack during that duration. CD: 90 seconds.
Freedom
Target can not be stunned for 15 seconds. CD: 30 seconds.
Divine Feedback (passive)
Heal and Mend spells that heal the target over its maximum amount of HP will replenish a small amount of mana to the caster.
Monk:
Divine Fist (passive)
Successful melee-hits dealt by the monk increases elemental damage dealt by the monk to this target by 5%. Stacks up to 10 times. Duration: 2 seconds, but every hit resets the 2 second timer. If it reaches 10 stacks, the target will be hit by a burst of a random element, stunning it for 2 seconds and dealing massive damage. With "Steel Body" active, will also deal a huge amount of threat.
Stone Skin
All damage taken by the monk will be halfed for 5 seconds. CD: 60 seconds
Body and Mind (passive)
Successful melee attacks have a 7% chance to procc "Mind Focus", which has a duration of 5 seconds and renders the next spell cast instant.
Berserker:
Berserker Rage
When activated, increases attackpower by 1% and attackspeed by 0.5%, but also increases the damage taken by 1,5% with every successful melee hit. Stacks up to 20 times. Resets when out of combat. CD: 50 seconds.
Lightning Blade
The Berserker slashes through all targets in a straight line up to a range of 400 and then jumps back to the initial position. Deals melee damage * 0,8 damage. CD: 40 seconds.
Blades of Death (passive)
Negates attack speed malus of two handed weapons. Increases critical chance by 5% for two handed weapons.
Crusader:
Crusade (passive)
The Crusader deals 30% of his Spellpower as holy damage with every successful melee hit. The Crusader also gains 1 additional point of attack power for each intelligence point.
Celestial Thorns
All ordinary melee damage dealt to the Crusader is reflected back at the target as DamageTaken*Spellpower*0,01 holy damage. Damage caused by this reflection effect can not be reflected again and generates twice the amount of threat. Stacks with Fire Shield.
Guardian Angel
All threat generated by the target through damage will be redirected to the crusader instead. Duration: 10 seconds. CD: 120 seconds
Hunter:
Beast Fury
Your servant deals damage equal to 0,2*armor(enemy)*attackpower(owner) and stuns the target for 1 second. CD: 40 seconds
Beastial Rage (passive)
Your servant gains additional 25% resistance against all elements, Your servant gains 1 additional attack power per level and gains 15% attack speed, such as 150 additional HP.
Magic Arrow
Deals damage and drains some mana.
Druid:
Nymph's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will heal wounded allies around it with small direct heals. Only one spirit can be active at the same time. CD: 35 seconds
Efreet's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will throw fireballs at the selected minion target. Those fireballs will not cause threat for the druid. Only one spirit can be active at the same time. CD: 35 seconds
Refreshing Touch
The target regenerates 5% of mana per second for 10 seconds. CD: 100 seconds.
Assassin
Into The Shades
Allows the assassin to enter stealth mode during combat, removing all threat and allowing sneak attacks. CD: 35 seconds
Coup de Grâce
Deals melee damage * 1,5 to the target. If the target is casting or stunned, deals melee damage * 3 damage. CD: 25 seconds.
Shady Grace (passive)
Removes walking speed penalty in stealth mode. Increases melee damage dealt when attacking a target from behind by 10%.
Bard:
Song of Elements
Increases all elemental damage dealt by 15%, including weapon proccs and all other sources of elemental damage. Only one song can be active per target.
Song of Youth
Increases healing received by 25%. Only one song can be active per target.
Song of Peace
Decreases all threat generated of the target by damage by 15%. Only one song can be active per target.
Sorcerer:
Spell Mirror
The next source of elemental damage to the caster is negated and thrown back onto the damage source. Reflected damage can not be reflected again. CD: 45 seconds
Lightning Charge
Deals lightning damage to the target.*
(*this spell is spamable and deals around the same damage as fireball, but does not have an AoE component. In combination with the soaked debuff, this spell is superior in DPS)
Water Elemental
Summons a water elemental, which casts water globes randomly on any hostile unit in range. The elemental has its own will and can not be controlled unlike other minions. Lasts 25 seconds. CD: 120 seconds.
Necromancer:
Summon Skeleton Mage
summons a skeletal mage to your assistance that throws shadowbolts at the minion target.
Detonating Bones
Destroys one of your skeletons and deals damage to all enemies within a small radius as well as reducing armor to those targets. Does not stack with other armor reduction skills. Consumes rage. CD: 75 seconds.
Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
Plane Shift
The Bishop turns partially invisible for the next 4 seconds, removing all threat generated. The bishop can not move, cast or attack during that duration. CD: 90 seconds.
Freedom
Target can not be stunned for 15 seconds. CD: 30 seconds.
Divine Feedback (passive)
Heal and Mend spells that heal the target over its maximum amount of HP will replenish a small amount of mana to the caster.
Monk:
Divine Fist (passive)
Successful melee-hits dealt by the monk increases elemental damage dealt by the monk to this target by 5%. Stacks up to 10 times. Duration: 2 seconds, but every hit resets the 2 second timer. If it reaches 10 stacks, the target will be hit by a burst of a random element, stunning it for 2 seconds and dealing massive damage. With "Steel Body" active, will also deal a huge amount of threat.
Stone Skin
All damage taken by the monk will be halfed for 5 seconds. CD: 60 seconds
Body and Mind (passive)
Successful melee attacks have a 7% chance to procc "Mind Focus", which has a duration of 5 seconds and renders the next spell cast instant.
Berserker:
Berserker Rage
When activated, increases attackpower by 1% and attackspeed by 0.5%, but also increases the damage taken by 1,5% with every successful melee hit. Stacks up to 20 times. Resets when out of combat. CD: 50 seconds.
Lightning Blade
The Berserker slashes through all targets in a straight line up to a range of 400 and then jumps back to the initial position. Deals melee damage * 0,8 damage. CD: 40 seconds.
Blades of Death (passive)
Negates attack speed malus of two handed weapons. Increases critical chance by 5% for two handed weapons.
Crusader:
Crusade (passive)
The Crusader deals 30% of his Spellpower as holy damage with every successful melee hit. The Crusader also gains 1 additional point of attack power for each intelligence point.
Celestial Thorns
All ordinary melee damage dealt to the Crusader is reflected back at the target as DamageTaken*Spellpower*0,01 holy damage. Damage caused by this reflection effect can not be reflected again and generates twice the amount of threat. Stacks with Fire Shield.
Guardian Angel
All threat generated by the target through damage will be redirected to the crusader instead. Duration: 10 seconds. CD: 120 seconds
Hunter:
Beast Fury
Your servant deals damage equal to 0,2*armor(enemy)*attackpower(owner) and stuns the target for 1 second. CD: 40 seconds
Beastial Rage (passive)
Your servant gains additional 25% resistance against all elements, Your servant gains 1 additional attack power per level and gains 15% attack speed, such as 150 additional HP.
Magic Arrow
Deals damage and drains some mana.
Druid:
Nymph's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will heal wounded allies around it with small direct heals. Only one spirit can be active at the same time. CD: 35 seconds
Efreet's Call
Summons a spirit to your aid that lasts for 30 seconds. The spirit will throw fireballs at the selected minion target. Those fireballs will not cause threat for the druid. Only one spirit can be active at the same time. CD: 35 seconds
Refreshing Touch
The target regenerates 5% of mana per second for 10 seconds. CD: 100 seconds.
Assassin
Into The Shades
Allows the assassin to enter stealth mode during combat, removing all threat and allowing sneak attacks. CD: 35 seconds
Coup de Grâce
Deals melee damage * 1,5 to the target. If the target is casting or stunned, deals melee damage * 3 damage. CD: 25 seconds.
Shady Grace (passive)
Removes walking speed penalty in stealth mode. Increases melee damage dealt when attacking a target from behind by 10%.
Bard:
Song of Elements
Increases all elemental damage dealt by 15%, including weapon proccs and all other sources of elemental damage. Only one song can be active per target.
Song of Youth
Increases healing received by 25%. Only one song can be active per target.
Song of Peace
Decreases all threat generated of the target by damage by 15%. Only one song can be active per target.
Sorcerer:
Spell Mirror
The next source of elemental damage to the caster is negated and thrown back onto the damage source. Reflected damage can not be reflected again. CD: 45 seconds
Lightning Charge
Deals lightning damage to the target.*
(*this spell is spamable and deals around the same damage as fireball, but does not have an AoE component. In combination with the soaked debuff, this spell is superior in DPS)
Water Elemental
Summons a water elemental, which casts water globes randomly on any hostile unit in range. The elemental has its own will and can not be controlled unlike other minions. Lasts 25 seconds. CD: 120 seconds.
Necromancer:
Summon Skeleton Mage
summons a skeletal mage to your assistance that throws shadowbolts at the minion target.
Detonating Bones
Destroys one of your skeletons and deals damage to all enemies within a small radius as well as reducing armor to those targets. Does not stack with other armor reduction skills. Consumes rage. CD: 75 seconds.
Mind Control
Turns an enemy unit permanently into a minion, which follows the commands of the necromancer. The unit will use its spells and abilities as usual. Can not be cast on dungeon units, bosses, minions and units with an immunity to this spell.
This is the full list of new spells in 1.2:
I marked the spells that I haven't completed yet, as they are possibly still being changed, depending on how they turn out.
Bishop: Plane Shift, Flash of Light, Divine Feedback
Monk: Divine Fist, Stone Skin, Body and Mind
Berserker: Berserker Rage, Lightning Blade, Blades of Death
Crusader: Crusade, Emergency, Guardian Angel
Hunter: Beast Fury, Beastial Rage, Magic Arrow
Druid: Call Nymph, Call Efreet, Recovery
Assassin: Into the Shades, Coup de Grace, Shady Grace
Bard: Song of Elements, Inspire, Song of Peace
Sorcerer: Spell Mirror, Lightning Charge, Water Elemental
Necromancer: Summon Skeleton Mage, Detonating Bones, Curse of the Vampire
LZ's notes: I underlined the obvious changes from the previous list
I marked the spells that I haven't completed yet, as they are possibly still being changed, depending on how they turn out.
Bishop: Plane Shift, Flash of Light, Divine Feedback
Monk: Divine Fist, Stone Skin, Body and Mind
Berserker: Berserker Rage, Lightning Blade, Blades of Death
Crusader: Crusade, Emergency, Guardian Angel
Hunter: Beast Fury, Beastial Rage, Magic Arrow
Druid: Call Nymph, Call Efreet, Recovery
Assassin: Into the Shades, Coup de Grace, Shady Grace
Bard: Song of Elements, Inspire, Song of Peace
Sorcerer: Spell Mirror, Lightning Charge, Water Elemental
Necromancer: Summon Skeleton Mage, Detonating Bones, Curse of the Vampire
LZ's notes: I underlined the obvious changes from the previous list
Mmm-mmm. Some sexy spells coming up.
So, that means we need to make room for them! Out with the old, and in with the new!
Here are some of my thoughts on the skill-choices:
Bishop: Currently has lots of good skills. Mend, Divine Shield, Heal, Confidence and likely Resurrection are basically must-haves. For damage output, Soul Strike and Crippling Curse are great. Burst of Light is sexy as sin, and shouldn't be forgone, IMO. This leaves Faith, which will likely be the first out of the roster with Bishop. After that, it'll likely be a tie between Soul Strike, Resurrection, and BoL. Hard to say, IMO.... he uses everything so often.
Monk: Given that his Steel Skin (and likely Divine Shield) messes with his healing and damage, I can see him choosing to keep Faith (for attack speed) and dropping either Heal and/or Soul Strike. Same order of tie-for-second after.
Berzerker: Given that they don't tend to use Shields, and they get a bunch of 2-handed weapon bonuses, Shield Bash is a first choice. Following that, perhaps Gaping Wounds? This is a hard one, since they use most of their spells. If they are getting another stun, perhaps Hateful Strike goes in lieu of it? Not an easy pick...
Crusader: Um, same as Berzerker, except that they won't want to remove Shield Bash. Gaping Wounds is a possibility. Perhaps if they are getting more Threat generation, Demoralizing shout or Taunt (I hate to lose these, but it's a tough choice, and Parry's too good to lose.)?
Hunter: Remedy is an obvious one, here. Beyond that... Feline Reflexes gets used occasionally, but the cooldown might make it less-worthy to keep than the new spells. I'm not sure on a third, since Fire Arrow is good, and if you remove Servant you might as well not worry about 2 of the new skills, or the Claw Strike skill.
Druid: Really, you could almost just remove Servant and Claw Strike, here... Perhaps Feline Reflexes, since you're clearly going caster, not attacker. And voila, 3 skills. Yay!
Assassin: Hm. Blurring Motions is too good to toss. Stealth pairs with one of the new spells, and subsequently Backstab and Steal will be needed. Sweeping Blades is a must (Phoenix + Sweeping = gg Armageddon). The passive defines the class, too. Sadly, this might mean Dazing trap goes, as well as Acid. Hm.
Bard: Never played one, so not entirely sure, here. Blurring, or the Stealth combo with Steal?
Sorceror: Fireshield is the obvious first choice, followed up by his Passive +Mana. Neither does enough to compare to the upcoming skills. As for a third choice, it's harder to say... Possibly Dispel Magic?
Necromancer: Same as Sorceror.
Last edited: