• Guest, we are doing a new map (refresh) for Herocraft. Gather your friends and get ready! Coming next Friday, 06/28/24 @ 7PM CT play.hc.to
    Read up on the guides and new systems! Here.
    View the LIVE Map here @ hc.to/map
    Stuck or have a problem? use "/pe create" to to open a ticket with staff (There are some known issues and other hotfixes we will be pushing asap)
  • Guest, Make sure to use our LAUNCHER! Read more here!

Minecraft 1.6.2 for Herocraft RPG Server!

gabizou

Sage of World Making
Architect
Legacy Supporter 7
Joined
Jan 16, 2011
Greetings Heroes!

Welcome to Minecraft 1.6.2!

After a very long period of being on 1.5.2 while 1.6 has been released has provided us time to work on fixing plenty of bugs and introduce some minor changes to Herocraft. Comingh this Friday @ 2pm CST (August 2nd, 2013) the server will be undergoing maintenance starting at 1pm and the server will be Live on 1.6 at 2pm!

The HeroModPack will NOT be updated through Technic Launcher, due to Mojang's drastic changes to how Minecraft launches. The Installer will not work either. HeroMod will NOT be updated until unknownloner finishes his complete rewrite of the mod (about 90% done atm) and we will be patching that in as soon as possible. MacroMod/Keybinds is already released and a set of manual installers for Forge/Liteloader will be made available alongside a manual download for the mod folder to be thrown into the minecraft directory. We understand this isn't easy for many players, but we can not wait for Technic Launcher to finish their support for 1.6.

The HeroModPack will have a manual install method with a video on how to install the modpack. This will work with the Minecraft Launcher only.

There aren't many new materials that can't be found already on the map, so no new map expansions will be announced.


slider.png
Here's the patch notes:

4.94
  • Minecraft 1.6.2 update
  • Remove Karma, live testing is complete - it will return soon!
  • Upgrade to Spigot! Thanks to everyone who helped, Delfofthebla, gabizou, Kainzo, andrew2060, Sleaker, @SpigotTeam, @t00thpick1
  • Horses are temp disabled pending proper Heroes integration
Heroes Update v4.94 Changelog:
  • Emerald/Diamond Consumption:
    • Corrected the usage text so it properly displays which of the two you are consuming.
    • You can no longer consume diamonds or emeralds when right clicking interactable blocks (such as doors, chests, or signs).
    • You can no longer consume diamonds when you have full stamina.
  • Potions:
    • Potions no longer go on cooldown when left clicking blocks.
    • Potions no longer go on cooldown when right clicking interactable blocks (such as doors, chests, or signs).
  • Cooldowns / Warmups:
    • Global Cooldown no longer triggers after completing a warmup ability, it now only triggers once you start casting it. However, it still restarts if you are interrupted during the cast duration.
    • Cooldown notification text now displays a decimal number. Informative!
    • Slowness level on warmup abilities increased to Slowness 4 (from 3).
    • If you do not have the proper costs to cast a warmup ability after finishing warming it up, it will now interrupt.
      (Previously, it would spam your screen repeatedly, telling you that you needed to have ____ to use the ability. This would continue until you interrupted the ability yourself, or acquired the costs somehow.)
  • Debuff Removal Based Abilities:
    • Abilities that remove buffs and debuffs now check to see if the ability is dispellable before attempting to remove them.
    • Bleeds and Physical based effects are no longer dispellable, and can only be removed by abilities that explicitly state they remove these types of effects.
    • Abilities that remove harmful fire based effects now properly extinguish fire ticks.
  • Crafters:
    • Recall:
      • The Recall skill has been reworked to accommodate the new Runestone system. Recalling with a Runestone object in your hand will teleport you to the location listed on the Runestone.
      • Recall can no longer be used to recall from duels.
      • Recall can no longer be used to recall into towns you do not have building permission in.
  • Smith:
    • Forged Chainmail Armor pieces now show who the item was forged by.
  • Scribe:
    • (Scribe has received a complete rework. Specific changes below.)
    • Many abilities have been moved around to make leveling smoother or more sensible.
    • Introducing the new Runestone System! Runestones are craftable, tradable items that allow you to teleport to unique locations.
      • New Skill: MinorRunestone
      • New Skill: MajorRunestone
      • New skill: ImbueRunestone
      • New Skill: GiganticRunestone
      • New skill: RechargeRunestone
      • New skill: AncientRunestone
    • Removed Skill: Dispel
    • Removed Skill: SafeFallOther
    • Removed Skill: Superheat
    • Removed Skill: Ultravision
  • All Rogues
    • Envenom:
      • Envenom cooldown increased to 10 seconds (from 3).
      • Envenom buff duration reduced to 20 seconds (from 30).
    • Sneak
      • It no longer costs stamina to toggle sneak off. Stamina is only consumed when toggling it on.
      • Using vanilla Minecraft sneak while having the sneak effect active will no longer "break" your sneak.
      • If holding a Sword and using Sneak, you will no longer be forced into a permanent "blocking" state when right clicking an interactable block (such as Doors, chests or signs) .
        (This was a bug that caused you to rubberband every time you moved, and would not be fixed until you either logged out or toggled block with your sword.)
  • Ninja
    • (Ninja has received a direction shift / partial rework. Specific changes below.)
    • Bow damage increased by 25%.
    • Damage with swords has been reduced.
      • Wooden Sword damage (by level 65) reduced to 26 (from 45).
      • Stone Sword damage (by level 65) reduced to 38 (from 62).
      • Iron Sword damage (by level 65) reduced to 43 (from 82).
      • Diamond Sword damage (by level 65) reduced to 50 (from 96).
      • Gold Sword damage (by level 65) reduced to 56 (from 108).
    • Backstab:
      • Backstab chance to apply bonus damage when not sneaking increased to 100% (from 40).
      • Backstab chance to apply bonus damage when sneaking increased to 100% (from 80).
      • Backstab bonus damage while not sneaking increased to 170% (from 50).
      • Backstab bonus damage while sneaking increased to 230% (from 80).
      • Backstab description altered to be more...descriptive.
      • Backstab is now available from level 1.
      • You can now type /skill backstab to see how much damage you do while backstabbing. Yay~
    • Smoke:
      • Smoke description has been altered to be more...descriptive.
      • Smoke expire text altered to be a bit more descriptive.
      • Smoke stamina cost reduced to 4 (from 8).
      • Smoke cooldown reduced to 30 seconds (from 5 minutes).
      • Smoke duration reduced to 5.5 seconds (from 10).
      • You can no longer use "unstealthy" skills while smoked. Doing so will break the effect.
      • You can no longer be targeted with abilities while smoked. (Smoked players can still be hit by AoE effects, weapon attacks, and projectiles however.)
      • Monsters will no longer target a player who is smoked.
    • Fade:
      • Monsters will no longer target a player who is faded.
      • You can no longer be targeted with abilities while faded. (Faded players can still be hit by AoE effects, weapon attacks, and projectiles however.)
    • Backflip:
      • You now activate your Shuriken ability automatically when using Backflip.
      • Backflip cooldown increased to 6 seconds (from 4).
      • Backflip stamina cost reduced to 6 (from 8).
    • Sneak stamina cost increased to 10 (from 8).
    • Blitz range increased to 6 (from 5).
    • Reworked Skill: Blackjack
      • Description: Strike your target with a Blackjack, dealing 75 damage and stunning the target for 0.5 seconds. If you are invisible or sneaking, the stun will instead last 1.5 seconds.
      • Casting: Instant Cast
      • Costs: 10 Stamina
      • Cooldown: 45 Seconds
    • New Passive Skill: Shuriken Toss
      • Description: Right click with a flint in hand to throw 3 Shuriken in a small arc! Each Shuriken deals 20 damage, and can be tossed once every second.
      • Casting: Passive / Instant Cast on Item Right Click
      • Costs: 2 Stamina, 1 Flint
      • Cooldown: 1 Second
    • New Active Skill: Grappling Hook
      • Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! Hitting a target with the grappling hook will pull them to you instead however. The grappling hook weighs down your arrows and reduces their velocity by 42%.
      • Casting: Instant Cast
      • Costs: 6 Stamina, 4 String
      • Cooldown: 16 Seconds
  • Ranger
    • (Ranger has received a complete rework. Specific changes below.)
    • Bow damage reduced by 33%
    • Damage with Axes has been increased.
      • Wooden Axe damage (by level 65) increased to 38 (from 35).
      • Stone Axe damage (by level 65) increased to 44 (from 40).
      • Iron Axe damage (by level 65) increased to 52 (from 47).
      • Diamond Axe damage (by level 65) increased to 62 (from 60).
      • Gold Axe damage (by level 65) increased to 69 (from 67).
    • Mana:
      • Maximum Mana (by level 65) reduced to 119 (from 185).
      • Mana regeneration reduced to 5 (from 6).
    • SummonArrow
      • Arrows summoned by SummonArrow increased to 5 (from 3).
      • Arrows summoned by SummonArrow now go directly into your inventory, rather than dropping on the ground.
    • Camouflage:
      • Camouflage cooldown increased to 30 seconds (from 20).
      • Monsters will no longer target a player who is Camouflaged.
      • You can no longer be targeted with abilities while Camouflaged. (Camouflaged players can still be hit by AoE effects, weapon attacks, and projectiles however.)
    • Gills cooldown reduced to 60 seconds (from 120).
    • Removed Skill: IceArrow
    • Removed Skill: HeartShot
    • Removed Skill: Poison Arrow
    • Removed Skill: Barrage
    • Added Skill: Envenom
      • Envenom for Ranger can apply to either the Ranger's Axe, or the Ranger's arrows.
      • Costs: 6 Stamina
      • Cooldown: 10 seconds
    • Added Skill: Tumble
      • (Max fall distance is 9, compared to the 12 of Dragoon and Ninja.)
    • New Active Skill: Grappling Hook
      • Description: Apply a grappling hook to 1 of your arrows. Once attached, your next shot will grapple you to the targeted location! Hitting a target with the grappling hook will pull them to you instead however. The grappling hook weighs down your arrows and reduces their velocity by 52%.
        (Note: Bow Strength negates some of the velocity decrease, allowing it to travel a bit farther than a Ninja's Grappling Hook.)
      • Casting: Instant Cast
      • Costs: 8 Stamina, 4 String
      • Cooldown: 16 seconds.
    • New Active Skill: Maim
      • Description: You Maim your target with your axe, dealing 80 damage and slowing them for 2 seconds.
      • Casting: Instant Cast
      • Costs: 6 Stamina
      • Cooldown: 45 seconds.
    • New Skill: MultiShot
      • Description: Load your bow with 5 arrows for 6 seconds. You can use this ability multiple times to load additional arrows, up to a limit of 20. When firing your bow with arrows loaded, you will launch up to 5 arrows at once! The buff duration will reset when loading new arrows or firing your loaded ones.
      • Casting: 0.5 second Warmup
      • Costs: 3 Stamina, 5 Arrows (Arrows are not consumed until you fire them, but are still required to activate the ability.)
    • Added New Skill: Explosive Shot
      • Description: Apply an explosive charge to one of your arrows. Your next arrow fired within 4 seconds will damage all targets within 4 blocks of the arrow for 100 damage. Targets that are hit with the blast are also knocked away from the explosion.
      • Casting: Instant Cast
      • Costs: 15 Mana, 5 Stamina
      • Cooldown: 17 seconds
    • Added New Skill: AimedShot
      • Description: Hone your aim in on a target. Once completed, your next next shot fired within 4 seconds will land without question. That shot will deal 250 damage to the target.
      • MaxRange: 30
      • Casting: 3 second Warmup
      • Costs: 5 Mana, 10 Stamina
      • Cooldown: 25 seconds
  • Bard
    • Bow damage increased by 25%.
    • Envenom now applies to all standard Bard weapons (including bows).
    • BoastfulBellow now interrupts warmups.
    • Voidsong:
      • Voidsong silence duration reduced to 1.5 seconds (from 3).
      • Voidsong cooldown reduced to 15 seconds (from 20).
      • Voidsong maximum distance reduced to 7 blocks (from 10).
    • MelodicBinding:
      • MelodicBinding slowness level reduced to 2 (from 4).
      • MelodicBinding duration increased to 15 seconds (from 12).
      • MelodicBinding tickrate reduced to 3 seconds (from 6).
        (This was the original value from a few patches back.)
  • Runeblade
    • (Runeblade has received a partial rework. Specific changes below.)
    • Damage with swords has been reduced.
      • Wooden Sword damage (by level 65) reduced to 39 (from 39).
      • Stone Sword damage (by level 65) reduced to 48 (from 57).
      • Iron Sword damage (by level 65) reduced to 54 (from 73).
      • Diamond Sword damage (by level 65) reduced to 60 (from 84).
      • Gold Sword damage (by level 65) reduced to 67 (from 94).
    • Mana regeneration reduced to 7 (from 10).
    • All Rune Abilities:
      • The internal cooldown for Rune application was not working properly before. (Meaning it was essentially 0.) This has been fixed.
      • Fixed an issue where killing a target with an applied Rune would cause you to kill that target twice.
    • Duskblade:
      • Duskblade damage reduced to 75 (from 100).
        (Overall healing has not changed.)
      • Duskblade stamina cost reduced to 5 (from 8).
    • ToxicRune:
      • ToxicRune tickrate increased to 4 seconds (from 3).
      • ToxicRune damage per ticks increased to 26 (from 25).
      • ToxicRune duration increased to 16 seconds (from 12).
        (Overall damage increased by 4.)
      • ToxicRune mana cost reduced to 12 (from 15).
    • VoidRune:
      • VoidRune mana cost reduced to 20 (from 25).
    • FireRune:
      • FireRune damage reduced to 80 (from 105).
      • FireRune mana cost reduced to 17 (from 20).
    • IceRune:
      • IceRune damage increased to 50 (from 40).
    • Blink:
      • You can no longer Blink while rooted.
      • Blink stamina cost reduced to 5 (from 6).
      • Blink cooldown reduced to 10 seconds (from 12).
    • Runeword:
      • Warmup removed from Runeword.
      • RuneWord mana cost reduced to 20 (from 25).
    • Added Skill: Telekinesis
      • Casting: Instant Cast
      • Costs: 5 Mana
      • Cooldown: 15 seconds
      • Note: This skill has been slightly reworked to be more reliable and work on a few more different block types (such as redstone repeaters and doors).
    • Added Skill: Tumble
      • (Max fall distance is 6, compared to the 12 of Dragoon and Ninja.)
    • New Skill: DevourMagic
      • Description: Devour harmful magic targeted on you for 8 seconds, reducing any incoming spell damage by 25%, and restoring mana based on the resisted portion at a 100% rate.
      • Casting: Instant Cast
      • Costs: 16 mana, 3 Stamina
      • Cooldown: 20 seconds
    • New Skill: Flicker
      • Description: You appear to flicker in and out of sight for the next 7.5 seconds.
      • Casting: 1 Second Warmup
      • Costs: 18 mana, 4 Stamina
      • Cooldown: 25 seconds
  • All Casters
    • Fireball cooldown increased to 6 seconds (from 5).
    • Fireball fire ticks reduced by half.
  • Pyromancer
    • Withering:
      • Removed slow effect from Withering.
      • Withering tick damage reduced to 30 (from 35).
      • Withering finish damage reduced to 40 (from 50).
        (Overall damage has been reduced by 20.)
  • Beguiler
    • Fireball mana cost increased to 20 (from 15).
    • Piggify:
      • Piggify will no longer be broken if the piggified player deals DoT damage to the Beguiler.
      • Piggify will now properly interrupt warmup abilities.
      • Piggify duration reduced to 5 seconds (from 6).
    • MassPiggify will now properly interrupt warmup abilities.
    • Dispel:
      • Added a warmup of 1 second to Dispel.
      • Dispel maximum effect removals reduced to 2 (from 3).
      • Dispel cooldown increased to 45 seconds (from 1.5).
      • Dispel mana cost increased to 18 (from 8).
    • Added Skill: Telekinesis
      • Casting: Instant Cast
      • Costs: 5 Mana
      • Cooldown: 15 seconds
      • Note: This skill has been slightly reworked to be more reliable and work on a few more different block types (such as redstone repeaters and doors).
  • Necromancer
    • Web:
      • Web duration reduced to 3 seconds (from 5).
      • Added a very short root effect to the beginning of the ability, so that the targeted player is less likely to immediately run through it.
  • Wizard
    • Fireball base damage reduced to 120 (from 131).
      (Wizard fireball now deals the same damage as other casters.)
    • Entangle:
      • Entangle duration reduced to 2.5 seconds (from 4).
      • Entangle range reduced to 8 Blocks (from 15).
      • (This is actually the range that the old root was at, it was an error that Entangle had this long of a range previously.)
      • Entangle will no longer break when no actual damage is done to the target, such as targeting the player with a warmup ability.
    • Bolt:
      • Bolt warmup increased to 2 seconds (from 1.5).
      • Bolt base range increased to 14 (from 12).
    • MegaBolt:
      • MegaBolt warmup increased to 2.5 seconds (from 2).
      • MegaBolt base range increased to 14 (from 12).
    • Icebolt projectile velocity increased slightly.
    • Blink:
      • You can no longer Blink while rooted.
      • Blink cooldown increased to 10 seconds (from 8).
    • Altered Replenish description to be less derpy.
    • Added Skill: Telekinesis
      • Casting: Instant Cast
      • Costs: 5 Mana
      • Cooldown: 15 seconds
      • Note: This skill has been slightly reworked to be more reliable and work on a few more different block types (such as redstone repeaters and doors).
  • Mystic
    • Soothe:
      • Soothe mana cost reduced to 9 (from 10).
      • Soothe cooldown reduced to 1 second (from 4).
    • Ire:
      • Ire range reduced to 12 (from 15).
      • Ire mana cost reduced to 18 (from 20).
    • EarthWall:
      • EarthWall size increased by 1 block on all sides.
      • EarthWall cooldown reduced to 20 seconds (from 25).
      • EarthWall mana cost reduced to 18 (from 20).
    • Bolt:
      • Bolt warmup increased to 2.5 seconds (from 1.5).
      • Bolt base range increased to 14 (from 12).
      • Bolt mana cost reduced to 24 (from 26).
      • Bolt cooldown reduced to 30 seconds (from 40).
    • Entangle:
      • Entangle will no longer break when no actual damage is done to the target, such as targeting the player with a warmup ability.
      • Entangle mana cost reduced to 16 (from 18).
      • Entangle range reduced to 8 (from 15).
        (This is actually the range that the old root was at, it was an error that Entangle had this long of a range previously.)
    • Rejuvenate:
      • Rejuvenate cooldown reduced to 5 seconds (from 16).
      • Rejuvenate mana cost reduced to 18 (from 20).
      • Rejuvenate healing per tick reduced to 38 (from 48).
      • Rejuvenate duration increased to 20 seconds (from 16).
        (Overall healing throughout buff duration has increased by 3.)
    • Regrowth:
      • Regrowth cooldown reduced to 4 seconds (from 18).
      • Regrowth mana cost reduced to 25 (from 27).
    • HealingBloom:
      • HealingBloom can now be used when you are not in a party.
      • HealingBloom mana cost increased to 30 (from 25).
    • Replenish:
      • Altered Replenish description to be less derpy.
      • Replenish cooldown reduced to 3 minutes (from 5).
  • Cleric
    • Smite:
      • Smite damage lowered to 60 (from 100).
      • Smite mana cost lowered to 18 (from 20).
      • Smite now deals 100 damage to undead targets.
    • SacredWord:
      • Updated SacredWord description to actually state which types of effects it removes.
      • SacredWord healing reduced to 125 (from 150).
      • SacredWord cooldown increased to 3 seconds (from 1).
      • SacredWord warmup reduced to 1.5 seconds (from 2).
    • SacredTouch:
      • Updated SacredTouch description to be a bit more descriptive and properly state which types of effects it removes.
      • SacredTouch healing reduced to 285 (from 365).
      • SacredTouch mana cost reduced to 18 (from 25).
    • GroupHeal / DivineBlessing:
      • GroupHeal renamed to DivineBlessing.
      • DivineBlessing mana cost reduced to 27 (from 30).
      • DivineBlessing healing reduced to 190 (from 240).
      • Warmup on DivineBlessing increased to 2.5 seconds (from 1.5).
    • Dispel:
      • Added a warmup of 1 second to Dispel.
      • Dispel maximum effect removals reduced to 1 (from 3).
      • Dispel cooldown increased to 30 seconds (from 1.5).
      • Dispel mana cost increased to 18 (from 10).
    • Revive:
      • Revive mana cost increased to 35 (from 20).
      • Revive cooldown increased to 60 seconds (from 30).
    • Removed Skill: Remedy
    • Removed Skill: Ampul
    • Removed Skill: Anthema
    • New Active Skill: HolyAura
      • Description: You begin to radiate with a Holy Aura, healing all allies within 4 blocks (other than yourself) for 50 health every 5 seconds. Your aura dissipates after 15 seconds. Any undead targets within your Holy Aura will also be dealt 30 damage.
      • Casting: 1.5 second Warmup
      • Costs: 22 Mana
      • Cooldown: 20 Seconds
    • New Active Skill: HolyWater
      • Description: You throw a potion of Holy Water at your target location. Allies affected by the potion are healed for 100 health. Undead affected by the potion will be dealt 65 damage instead."
      • Casting: Instant Cast
      • Costs: 18 Mana
      • Cooldown: 14 Seconds
    • New Active Skill: SacredHymn
      • Description: Bless your target with a Sacred Hymn, restoring 250 health to your target and negating their fire effects.
      • Casting: Instant Cast
      • Costs: 25 Mana
      • Cooldown: 3 Minutes
  • Disiciple
    • (Disciple has received a direction shift / partial rework. Specific changes below.)
    • Maximum HP increased to 956 (from 874).
    • Base damage with Disciple weapons has been reduced.
      • Fist damage (by level 65) reduced to 37 (from 47).
      • Stick damage (by level 65) reduced to 40 (from 49).
      • Fishing Rod damage (by level 65) reduced to 45 (from 52).
      • Raw Fish damage (by level 65) reduced to 53 (from 58).
      • Blaze Rod damage (by level 65) reduced to 58 (from 66).
    • Mana:
      • Maximum Mana (by level 65) reduced to 164 (from 196).
      • Mana regeneration reduced to 6 (from 7).
    • Smite:
      • Smite damage lowered to 60 (from 100).
      • Smite now deals 100 damage to undead targets.
    • Renewal:
      • Renewal cooldown increased to 18 seconds (from 6).
      • Renewal warmup increased to 3 seconds (from 2.5).
      • Renewal healing reduced to 190 (from 250).
    • ForcePush:
      • ForcePush now has a bit more consistency when regarding the success rate.
      • ForcePush mana cost increased to 13 (from 10).
    • ForcePull:
      • ForcePull now has a bit more consistency when regarding the success rate.
      • ForcePull mana cost increased to 13 (from 10).
    • Balance:
      • Balance mana cost reduced to 30 (from 40).
      • Balance radius increased to 7 blocks (from 6).
    • Reborn health return reduced to 20% (from 33).
    • Chakra:
      • Chakra cooldown increased to 9 seconds (from 8).
      • Chakra mana cost increased to 18 (from 15).
      • Chakra stamina cost reduced to 4 (from 5).
    • Meditate:
      • Meditate mana regeneration reduced to 50% (from 100).
      • Meditate stamina regeneration reduced to 70% (from 100).
      • Meditate cooldown lowered to 60 seconds (from 180).
    • FlyingKick:
      • FlyingKick now deals 25 damage to the target.
      • FlyingKick silence duration increased to 3 seconds (from 2).
      • FlyingKick stamina cost reduced to 4 (from 5).
      • FlyingKick mana cost reduced to 0 (from 10).
    • QuiveringPalm:
      • Added a Nausea effect to QuiveringPalm.
      • QuiveringPalm duration increased to 10 seconds (from 4.5).
      • QuiveringPalm melee damage multiplier reduced to 7.5% (from 20).
      • QuiveringPalm mana cost removed.
      • QuiveringPalm stamina cost reduced to 4 (from 6).
    • IronFist:
      • IronFist reworked. It now knocks players directly upwards rather than knocking them away from you.
      • Added a 0.5 second warmup to IronFist.
      • IronFist damage lowered to 30 (from 82).
      • IronFist mana cost lowered to 18 (from 20).
      • IronFist cooldown reduced to 12 seconds (from 15).
      • IronFist stamina cost lowered to 5 (from 6).
    • Removed Skill: Mend
    • New Passive Skill: FistOfJin
      • Description: Each of your melee strikes restore 14 health to you, and 8 health to party members within 7 blocks. This ability does not heal more than once per second.
    • New Active Skill: TornadoKick
      • Description: Unleash a Tornado Kick, dealing 40 damage and knocking nearby enemies within 5 blocks away from you.
      • Radius: 5
      • Casting: Instant Cast
      • Costs: 13 Mana, 3 Stamina
      • Cooldown: 12 seconds
  • Bloodmage
    • Updated BloodUnion description to state that it now expires completely when not increased for 15 seconds.
    • BoilBlood:
      • BoilBlood now has a maximum target limit of 6.
      • BoilBlood no longer has expire text for the DoT effect.
    • Awaken:
      • Awaken mana cost increased to 50 (from 40).
      • Awaken warmup increased to 7.5 seconds (from 6).
    • Infusion:
      • Infusion health cost fixed. (It was not properly requiring health before.)
      • Infusion health cost reduced to 35 (from 50).
      • Infusion cooldown increased to 8 seconds (from 4).
    • ThickenBlood:
      • Corrected ThickenBlood stamina degeneration to be about 10 stamina. It was incorrectly degenerating about 6 previously.
      • ThickenBlood health cost reduced to 30 (from 45).
      • ThickenBlood range reduced to 10 blocks (from 14).
    • BloodGift:
      • Bloodgift no longer requires you to name-bind it in order to be used.
      • Bloodgift healing increased to 200 (from 185).
      • Bloodgift cooldown increased to 15 seconds (from 10).
  • All Warriors:
    • Disarm will now properly disarm classes with awkward weapons, such as Bard and Disciple.
  • Paladin
    • Nothing Yet. Sorry!
  • Dreadknight
    • Terror mana cost increased to 20 (from 16).
    • ManaFreeze cooldown increased to 20 seconds (from 7).
    • Curse:
      • Curse cooldown increased to 14 seconds (from 6).
      • Curse stamina cost increased to 3 (from 2).
  • Dragoon
    • Impale:
      • Fixed Impale sometimes not dealing the correct damage value.
      • Impale damage reduced to 95 (from 134).
      • Added a 0.5 second warmup to Impale.
      • Impale range increased to 8 blocks (from 5).
  • Samurai
    • Removed Skill: Fearless
    • New Active Skill: UndyingWill
      • Description: Upon use, applies a buff to the Samurai that prevents him from dropping below 1hp for 4 seconds.
      • Casting: Instant Cast
      • Costs: N/A
      • Cooldown: 35 seconds
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
Woohoo~

This update was a bitch, and it has been long overdue, but 1.6 kinda threw a wrench in things.

A lot of work was put into this update, and I'd like to drop a few special thanks to a few people.

lumont for being a mom.
Sirdemonic3 for being a balance testing bitch and offering misc assistance / advice along the way.
FuturizeHandgun for donating his push/pull skills used as a base for the GrapplingHook ability, and offering assistance with coding along the way.
Keache for helping with the design and balance of the Disciple revamp.
Hydroking77 for misc ranger ideas / suggestions, and helping me with the math needed for MultiShot.
malikdanab for misc Runeblade ideas / suggestions.
The Balance Team for helping keep things balanced, but also keeping me in check when I went a little to crazy with some things.

And everyone else that did more of the same. You can't balance if you don't have bodies after all. So thanks everyone who pops up on test to help out in their spare time.
 

BrusLi44

Legacy Supporter 4
Joined
Jun 7, 2013
Umm , I don't think "Undying Will" would be very useful , at least make the player to be left with 3 hearts :/ . Just saying .
 

malikdanab

Legacy Supporter 8
Joined
Sep 28, 2011
Umm , I don't think "Undying Will" would be very useful , at least make the player to be left with 3 hearts :/ . Just saying .

As long as you aren't affected by DOTs, you are basically invincible for 4 seconds .
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
The skill wasn't on live to begin with, it was pulled a while back.
Ah.

Jesus, wizard got nerfed into the ground

There were a lot of changes to cooldowns and warmups this patch, and something you might not all understand is this one right here: "Global Cooldown no longer triggers after completing a warmup ability, it now only triggers once you start casting it."

This has a MUCH larger impact than you might originally think. First off, it means that warmups are more powerful than instant cast abilities. How? By allowing you to make use of the empty time normally spent on global cooldown. Due to this change, you can now let global cooldown actually cooldown while you are channeling a warmup ability. So, if you are channeling a 1 second warmup ability, by the time you finish casting it, global cooldown will be over, and you will be able to instantly cast another ability. So, to make a Wizard example:

You can Entangle a target, start warming up Bolt, and then after the bolt finishes, immediately fireball them, comboing for insane amounts of damage. You can do this every time entangle is off cooldown.
 

northeaster345

Legacy Supporter 8
Joined
Jun 10, 2012
Ah.



There were a lot of changes to cooldowns and warmups this patch, and something you might not all understand is this one right here: "Global Cooldown no longer triggers after completing a warmup ability, it now only triggers once you start casting it. "

This has a MUCH larger impact than you might originally think. First off, it means that warmups are more powerful than instant cast abilities. How? By allowing you to make use of the empty time normally spent on global cooldown. Due to this change, you can now let global cooldown actually cooldown while you are channeling a warmup ability. So, if you are channeling a 1 second warmup ability, by the time you finish casting it, global cooldown will be over, and you will be able to instantly cast another ability. So, to make a Wizard example:

You can Entangle a target, start warming up Bolt, and then after the bolt finishes, immediately fireball them, comboing for insane amounts of damage. You can do this every time entangle is off cooldown.

The global cooldown increase hit wizard the hardest in the first place as it is one of the few classes that really relies on quick combos of skills (e.g. blink -> root -> fireball -> icebolt -> bolt -> fireblast)

Yeah I'm aware of that change, but I'm pretty sure that any warmup skill breaks entangle, unless that has been fixed.
Wizard has reduced damage, reduced mobility and reduced cc
 

Delfofthebla

Legacy Supporter 4
Retired Staff
Joined
Nov 25, 2012
Location
United States
The global cooldown increase hit wizard the hardest in the first place as it is one of the few classes that really relies on quick combos of skills (e.g. blink -> root -> fireball -> icebolt -> bolt -> fireblast)

Yeah I'm aware of that change, but I'm pretty sure that any warmup skill breaks entangle, unless that has been fixed.
Wizard has reduced damage, reduced mobility and reduced cc
All classes were hurt by the global cooldown increase.

But yes, the entangle warmup bug was fixed.
 

LordZelkova

Ashen One...
Legacy Supporter 8
Joined
Jul 3, 2011
:< why was voidsong hit? I never saw anything wrong.
I am happy that MelodicBinding will be more usefull, sure slow 4 is nice but it wont help much against most classes.
 
Top