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Skill Change Guide


Daddy

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Hey All!

Meant to post this before but I got busy and IRL hit me but I am able to provide some guidance now to you all. A lot of these changes seem weird on their own but connect with one another.  Changes were mainly for instant damage decreases, dealing with range issues, weird chakra usages, lowering ranks for better builds but not allowing too much still, adding new skills to balance changes and provide new gear combos.  Please give feedback knowing all of the changes in mind!

 

Players should only have 105 skill points, many are bugged. Please use the skill resets provided to remove extra points as its giivng inaccurate feedback and making many too op. Will work on a fix to adjust you all if it isn't completed and Vivi may ban those if they do not use the skill reset.

 

Important resources:

All Changes are visible hereScarlet Blade Skill Changes

New Skill CalculatorScarlet Blade Skill Calculator

All Scarlet Blade SkillsScarlet Blade Skills

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Table of Contents


Values

  • Range
  • Chakra
  • Particle
  • Mechs
  • Slows
  • DOTs
  • SP
  • Aggro
  • Reflect

Classes

  • Punisher
  • Medic
  • Defender
  • Cyberblade
  • Sentinel
  • Whipper
  • Shadow Walker
     
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VALUES

Range

Range is being adjusted across the board.Most skills that were beyond 20m were reduced to 20m or kept at 25m depeding on the skill. Read deeper to see which ones. This was to help with understanding what range you would need to be. Medics were heavily affected last patch by inconsistent ranges as their main heal was only 20m, Increasing range on heal would be too op. This also helps melee classes. 

Chakra

Slight chakra boosts on classes and added some chakra debuffs in game due to how effective they are to use especially with resist debuffs. Some chakra types were changed to better refelct their names, uses with debuffs, or to new skill trees.

Particle

This chakra was slightly buffed against medic as we reduced particle buffs and enhance rates on the medic. This is also so SW/SE/DE can be more effective against medic as medic has had some nice increases in tankiness.

Mechs

Kali had signficant changes, atk speed was removed in doing so animation speeds were increased. There are still some bugs with it but is still helpful. Chakra attack was added to sincere blessing to make up for the loss of atk spd buff. Increased healing circle as well on all kalis. 

Ishtar has some chakra style changes to reduce how strong pu is against medic and to better fit names and style of the new punisher going foward.

Kumari, last skill was suppose to have a fix on it but it must have not gone through will work on it going through soon.

Athena, changed how debuffs icons applied it previously showed up as an atomic +dsiable so you couldnt tell if you were stunned. This was very bad and confusing for medics

Slows

Slows have been added and some slows have a higher rank than the 20m range implemented. This is for keeping melee at bay and counter to pulls. This is also a nice gap closer for CB now to choose from over the ices.

DOTS

Heavy increase to DoTs on PU, SW, WH, ME. This provides for more build types on game and has a hard counter to tanks. Cleanses were increased due to these additions and dot reduction buffs on me/de/wh.

PU Max Dot at 65: 35k pvp 3-6 targets
WH Max Dot at 65: 32k pvp 6 targets
ME Max Dot at 65:  26k 3-6 targets
SW Max Dot at 65: Might be bugged testing values

SP

SP was added to HP Passive due to it being a useless passive. Full sp passive was not added. The added amount is enough for the new SP drains and protection against napalms. This is also super helpful for the new medic builds and needing medic to be hte main counter against napalms.

Aggro

Aggro was added to CB but we are also testing its uses as it has a lot of bugs currently especially in medic so we need some time to check.

Reflect

Tested this skill within 1%~100% values and its honestly such a lackluster skill, specificaly in mass PVP. It's honestly useles anything less than 50% because the defender still takes full Damage and reflects whichever value they put points into, so 60% right now. Any buff will lower how good the reflect value is, max iron skin makes reflect literally useless. In mass pvp there are so many people that can hit you and the damage you reflect will go to seperate targets you will die FAST. A de without iron skin is way squishier than people think.  Any debuff will amplify how effective reflect is, this is why reflect cannot be used at the same time as Frenzy.

There are additional issues I have found with reflect, it actually literally reflects pulls so if a CB or WH pull you they will go to you. In my mind that is actually a really cool consequence to pulls we have desperately been needing but its also a new feature that may not go well with the player base. I need to guage it with Vivi and you all need to see as well. In my mind i think its amazing we finally have a drawback to pulling. If we keep it i will adjust pulls on WH a bit so its not so agressive, im going to change a bit anyways as doing open testing I have noticed how shitty the CD is but it still needs to be higher than before.

Honestly anything less than 50% reflect will be uselss. I have many changes in mind for it but reflect could possibly not make the final cut but I want to see if it can first. Many people view reflect as you should be able to kill them with it in 1v1 while its up, while it is possible and I tested it with toe on like 3 classes, it takes alot of skill and effort to do so. Waiting it out is probably easier lol, yes i know its long. Think of it like the reflects on bosses in dungeons and in worldbosses, we dont go full out when we used to fight them. It required a lot of help to do so. This game has a lot of mass pvp elements and seeing something get really trashed mainly cus  its only seen in the light of 1v1 isnt really helpful. But yes, reflect will be altered so don't worry.
 

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Punisher

Chakra Mastery

Damage passive physical was nerfed, this was because it heavily affected everyone sometimes a PU was able to two-shot people and that just simply too OP. While trying to understand that they should have their damage, we removed a lot of the phys damage and implemented it a bit through chakra and a lot as a DOT. This had some drawback so we altered a bit of medic. Medic had a lot of drawbacks in many things in the past and in tests which is why it seems so different. Most people didn’t fully understand medic or the extent that it was unplayable. Medic received an additional buff to plasma + atomic chakra in their own passive. Many chakra types were changed around due to this and particle changes in other classes. I am looking at if it was increased to much, this skill went through almost every test and in the end was still unsure and needed open beta assistance.

Offense cocoon

Punisher was very expensive to use and forced you to use really awhful looking builds. Decreased cost with a nerf to phys at it affects all classes but kept the rest. Nerfing crit in almost any way on PU created a useless class so it is a very difficult balance to find a sweet spot for PU phys/ch/crit. Nerfed duration because unlimited buff’s really is a big harm unless its small.

Defense Cocoon

It was very expensive to get but it can be changed to reduce tank punishers. It’s difficult adjusting this skill as it has very good benefits for everyone and even PU can’t really gain enough eva for it to be a good stat. Can look into reverting the void stats if it is the 500 increase is affected it that much. Nerfed the duration as players should not be able to solo world bosses easily or even at all.

Firing Squad

The enormous output from this skill was a cause for concern but was difficult to lower anything due to a huge imbalance when adjusting CRIT values. In the end only nerfed Phys and duration and buffed CH for the new ch increases in PU


Atomic Bullet 

Decreased range to make uniform ranges. Ranges are now usually either maxed at 20 or 25 for a PU slow or overkill. In old cap, these non uniform ranges heavily affected medics ability to heal and buffing medics range would have been broken. Those ranges also made it weird for the melee classes to navigate the battle field. Not knowing the ranges on skills makes it pretty difficult to understand the distance you need in pvp. Slows are intended to balance melee classes still which is why they are 25m.

A Bomb

Increased range! This helps balance the nerf above. It was increase by 2m to be at 25m. Moved targets around so it makes more sense to pay more points at the end.

Atomic Blast

Removed charge time. That thing was AWFUL and for what. Decreased targets and range. No one needs to hit more than 6 targets anymore, this game is small.

Enfeeble

This buff now closely resembles SE’s Hex/Subjugate/Exhaust. It no longer does damage but in doing so it will no longer miss. This skil can also be used in stealth and will not take you out. This is to help with survivability against all classes including SW. Part of making a skill not miss is removing all CH and PHYS damage and was hard coded that way by liveplex, this skill was heavily changed to make it better and cost less so it can fit in more builds.  Changed animation so it doesnt create bugs for PU.

Penetration

DoT Reduction is such a tricky stat and has so many bugs. Unfortunately had to nerf its dot reduction due to the bugs. Bug happens when you go into negative dot reduction and amplifies anyone to 64k dot reduction. This had to be nerfed as WH also has a dot reduction debuff. Reduced range to 20m due to being such a good debuff.

Overkill

Changed animation to reduce bugs. Kept same animation length. Increased stun time as anaimation takes up a large chunk of the stun time. Moved to a new tree to open up builds. Decreased targets as having a huge stun is detrimental to the game, reduced to 25m stun for the uniform ranges.

Mighty Impact

Removed cast time might be too fast still but will see how it works in open beta. Reduced range since 28m is way too high and to stick with the uniform ranges across the board.

Demolition 

Removed cast time might be too fast still but will see how it works in open beta. Reduced range since 28m is way too high and to stick with the uniform ranges across the board.

Plasma Bullet

Large increase to DOTs for new playstyles. DOTs are now a hard counter to tanks and eva classes. range nerf to 20m for uniform ranges. Skill is now AOE.

Plasma Bomb

Large increase to DOTs for new playstyles. DOTs are now a hard counter to tanks and eva classes. range nerf to 20m for uniform ranges. Duration changed. Can look into adjusting cooldown to make it more viable to use.

Ultra Plasma Bullet

Large increase to DOTs for new playstyles. DOTs are now a hard counter to tanks and eva classes. range nerf to 20m for uniform ranges. Duration changed and interval changed. Can look into adjusting cooldown to make it more viable to use.

Mind Over Body


Large buff to this never used skill. Wil decrease cooldown to make it more viable though! Added acc/chacc to skill so pu can have a chance, there are drawbacks with a debuff. Added eva for compensation.

HP Passive


Added a uniform 41% sp to all classes except Medic which had 2 sp passives to consider

Detect Cocoon

Buffed value to 55m instead of 50m. Decreased duration.

Ishtar

Foxfire and Veil of Fire changed to plasma to make PU not as strong against medic but its still pretty easy to kill medic.
 

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Medic

This class has the most changes, mainly to buffs. These buffs were split in half value wise and attached to one another to not make them so weak. The values are essentially the same for the medic herself with some new additions. In old version they were really shitty buffs seperate for the medic herself but way too op for everyone else. This was the best seeable way to make it better for medic and reduce overall op ness in game. Together the buffs act as a passive and creates a new dynamic to using medic as you have to time when you think you made need your additional buff the most as the second buff is a self buff and a much lower duration and SP drain.

Deep Soul Mastery

This used to be the normal HP PAssive but due to atomic changes and plasma changes medic needed a overall buff. We also added SP flat and SP % due to haveing two sp passives and needing all the SP to combat sp drains and napalms. DOT reduction was added to passive as dots affected meds quite a bit. These changes are to combat new PU/WH changes as well as Sentinel.

Healer’s Kiss

This skill was way too expensive and made it difficult to build any good type of medic. Decreased and kept some values where they needed to be and ended at the same values.

Veil of Healing

This skill was way too expensive and made it dificut to build any good type of medic. Decreased and kept some values where they needed to be and ended at the same values.

Cleansing Heal

Increased cleanses, medic lost way too many cleanses this patch and was almost useless to use her. Understood the previous cleanse nerf so didn’t add all cleanse back. This is also to combat some new debuffs and dot increase.

Restoration

This skill was honestly useless for some people to even try. We reduced the debuffs applied so its easier to use. May look at more adjustments if necessary. 

Eradicate

Added more cleanses and removed the unnecessary move speed buff that could be spammed.

Heeled Flair

Small nerf but reduced cost by alot and increased duration.

Shock Jock

Added acc/chacc due to cost to get this skill. Increased duration since medic struggles alot and had such a small stun count.

Blown Away

Changed animation so its not so clunky. Added acc/chacc due to cost. Added stun at a smaller amount especially since this skill is so strong.

Greek Fire

Increased dots by ALOT, this will help with farming as a medic. It is possible to remove all heals and max all dps to farm with. It will not help in pvp as you will be 1 shot. Added AOE.

Backdraft

Increased dot and made uniform targets. Increased the target area. 

Ignis Praesidium

Game needed a counter to the dot increase. This was created as a literal ‘Stop Drop and Roll’ buff against fire.  Added cleanse, movement speed, plasma resist, and dot reduction to assist in pvp in new ways. Put cool animations. Weirdly has a 20m range and are working on trying to understand how the other buffs cast without a range. Locked this skill into Plasma tree to show off new dots but also to limit a max tank medic being super op.

Shadow Projection


The new tank buff. One half of medic tank passive. This is the aoe version Will be adjusting void, did minor adjustment before it went live and forgot about why I made void a certain way. Nerfed particle, mainly only noticeable to medic. This was to make it easier for SW to kil medic as it is their main goal usually. Added crit eva. Easy to now build to be max eva, or max cheva, or max crit eva, or good base stats to be max crit void or max hp.

Enchanted Foil

Other half of tank passive. This is the self version. The egg animation is on this skill to signify when it is active so dps know when a medic is tankier. Having both this skills can act as a passive for a specific stat. You can now have much better stats by stacking either EVA, Cheva, Crit Eva. Will need to adjust void value. This also increases all base stats if you go HP route or Crit Void route. Crit void cannot be added to the buff or medic will be too op. Rank 1 does not have a requirement to make it easier for people to level up early on. Every other requirement needs you to have shadow projection at a certain rank to ensure it acts as intended.

Veil of Offense

One half of medic dmg passive. This is the aoe version. Having both these skills can act as a passive for a specific stat. You can be incredibly strong in crit build or chakra build. A chakra built medic is pretty dangerous especially with new kali buff and dots. This is a very effective build to solo PvE in. May need to be adjusted to be better to all classes.


Offensive Mastery

One half of medic dmg passive. This is the self version. Having both this skills can act as a passive for a specific stat. You can be incredibly strong in crit build or chakra build. A chakra built medic is pretty dangerous especialy with new kali buff and  dots. This is a very effective build to solo pve in. 

Veil of Accuracy

One half of medic acc passive. This is the aoe. Had to split this as it was way too op. Made it cheaper to use in comparison to other skills as its accuracy and not as beneficial to everyone.

Accuracy Mastery
 
One half of medic acc passive. This is the self buff. Had to nerf as it was way too op. Made it cheaper to use in comparison to other skills as its accuracy and not as beneficial to everyone. Using both gives medic one of the highest chacc values in game with ghost and chacc built.

Detect Field

Complete rework of veil of detect. It was honestly always way too good against sw. Now it is a type of trap for sw/pu. All players that step into it get their concealment debuffed. This can also be cast at a range. It looks like a cocoon

Detection Mastery

Self detect buff made cheaper as its really only useful against sw and is only for medics use. currently bugged to be aoe.

Shift
Made it cheaper and changed values to similar to aeria to make more builds. 

Particle


Large nerf to particle on medic due to an increase in other defensive stats. This is to make the particle more viable on sw/se/de against Medic. Especially since sw is designed to kill medic.

 

Kali

Increased heal circle regen. It is now easier to tank if you do cleanse heal+ heal circle + both tank buffs. Removed atk speed, replaced with ch atk, increased speed of attack animation due to atk speed removal. Working on bugs on atk speed animations.

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Defender

Advanced Health Mastery

Added SP to HP Passive. This helps DE as a meatshield they lose a significant amount of SP when they are under attack in mass pvp.

Armageddon Strike

Added a small stun count to the skill. DE is lacking in stun count. This most likely will need to be adjusted.

Frenzy

Reduced the debuff slightly, it is very difficult to use frenzy in mass pvp, still may need to be adjusted

Purge

Increased CD a lot, this skill was very op on defender, especially in 1v1 situations. Increased mini buff duration and added small reflect. This adds a new dynamic to defending those in crisis.

Loathing

Heavily decreased ranks, changed debuff to make more sense for defender. No longer acc debuff now crit debuff. Changed cooldown and duration.

Advanced Provocation

Heavily decreased ranks, changed debuff to make more sense for defender. No longer acc debuff now crit debuff.  Changed cooldown and duration. Increased aoe.

Demotivation

Heavily decreased ranks, changed debuff to make more sense for defender. No longer acc debuff now ATK/CH atk debuff.  Changed cooldown and duration. Increased aoe.

Quicklime

Reduced ranks. Increased duration of disable. This skil was heavily nerfed in previous patch and was difficult to use. Small range increase at max.

Hurricane

Reduced ranks, increased aoe, slight nerf to duration.

Gash

Added debuffs to the skill that follows along with the name.

Mother’s Aura

Strong reflect skill. Will be adjusted a lot in coming patches, refer to reflect section for full rundown on how to reflect works. 

Chakrashield

Added dot reduction to the skill on all rank due to dot increases.
 

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Cyberblade 


Largely focused on fixing trees and requirements. This still needs to be adjusted as its such a different class than other. Added some aggro to assist in pve. Aggro is under testing phases right now to see if this will even work though. It is taking awhile to understand all the mechanics.

Advanced Health Mastery

Added the same SP as all classes to HP Passive. This also helps CB as it has tanking mechanics and can lose quite a bit of SP during mass pvp. Chakra damage types changed as well due to some medic changes.

Cyberblade Damage Mastery

Nerfed damage. It was actually pretty high before but we didnt have a lot of CBs to really notice. It was also nerfed due to the increase of reckless shout duration.

Cyberblade Armor Mastery

Increased tankiness in passive. Will probably nerf the addition quite a bit as its not as necessary anymore due to all the changes in total.

Reckless Shout

Increased Duration 5s, increased CD 5 sec. Damage decreased, debuff decreased. Moved to a new tree to be more useful.

Guardian Shout

Increased duration and cooldown. Will need to face some adjustments as its a bit op. Slight decrease to dmg debuff. Added aggro similar to frenzy. Moved to a new tree to be more useful.


Skin Repair

Move to a new tree for more usefullness. Large change to cooldown and durations. Increase to HP to help with tankiness on all classes. 

Suppressor Shout

Changed in trees for different usefullness. Changed AOE but was bugged to be super big and working on it. Added more debuffs and increased strength of debuff. Added aggro

Armor Breaker

Added more debuffs. Will need to be adjusted quite a bit. Lowered CD and increased duration. Changed to a new tree for more usefullness

Pummeling Strike

Added to new atomic tree. Added slows for new dynamic in game. 

Strangle STrike

Added to new atomic tree. Added slows for new dynamic in game. 

Sudden Howling

Increase aoe, duration, debuff, range, lowered requirement 

Sprint

Added to new voltage tree to be more useful. Slight increase to duration as its super short. Slight cd decrease

Spiral Kick

Moved around in tree. Increased duration and lowered ranks. Wasnt so great in previous cap.

Spread Webs

Changed chakra type to fit its debuff type as its a disable. Added aggro

Round Slash

Moved to gravity tree.

Skull Crack

Moved its tree around and had to adjust requirements. No other changes.

Razor Slice

Moved to top of a new tree

Ankle Attack

Added aggro changed prereqs. May need prereq adjustment. Changed chakra damage to atomic.

Shockwave

Added aggro changed prereqs. May need prereq adjustment. Changed chakra damage to atomic.
 

Jumpslash

Requirements were lowered. Probably will revert.

Edited by Daddy
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Sentinel

Intermediate Health Mastery

Added SP to HP PAssive

Gatling Storm

Increased Void debuff slightly. This is due to new builds being allowed and may have to lose some void debuff if using low ranks on other debuffs. 

Evaporate

Added ACC debuff to Particle tree. This goes well with Subjugate and Particle Burst. This will allow for SE to build more eva based rahter than crit eva. Skil is now lower ranks, stronger, and AOE.

Particle Burst

Added ACC debuff to Particle tree. This goes well with Subjugate and Evaporate. This will allow for SE to build more Eva based rather than crit eva. Skil is now lower ranks, stronger, and AOE.

Atomic Shot

Lowered ranks needed to make it easier to build

Atomic Burst

Lowered ranks needed to make it easier to build

Lightspeed

Added acc/chacc for more build types and to be more effective against SW

Hex

Void debuff increased due to tankiness of some classes

Skirting Disaster

Added detect for better SW counter

Photon Trap

7 ticks was too much, damage was pretty low. Increased dmg and lowered to 5 ranks.

Eagle Eye

AOE was removed due to way too much dmg buffs in game. Added phys and ch atk boosts in exchange

Boneshatter

Added ch atk debuff weird to just debuff phys atk.

Subjugate

New Debuff utilized for EVA Se, added stronger debuffs on particle and atomic also has grav as they will be more utilized for SE. Does not have other debuffs as its not the point of the skill. Not the point to have all maxed but can be possible.
 

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Whipper

This class had a lot nerfs to hard CC but a lot of buffs to other CC in debuffs and DOTs. Hard CC was nerfed due to EXTREMLY long combos and mass pvp being difficult with a lot of whippers. ! wh was also able to CC a whole crowd that attended a bg.  Dots are a good counter to tanks and eva built players.

Hook and Sinker I

Increased Cooldown to match other stuns in-game and it also being such a game changing skill it had almost no downsides, decrased range to original value and to fit with range being flat across the board. Decreased ACC due to having a high or even over 100% probability to pull in previous cap. Removed CHACC due to over 100% chance to stun a SW fully buffed. Very slight decrease to duration. DMG in Dot was heavily increased due to duration lowering. Also changed how debuffs icons applied it previously showed up as an atomic +dsiable so you couldn’t tell if you were stunned. This was very bad and confusing for medics. Nerfed because No class should have the ability to be tanky and have ability for 100% chance on skills against eva/cheva while using non tank gear/acceosries. You need to build a certain way to counter a certain skill or value.

Hook and Sinker II 

Increased Cooldown to match other stuns in-game and it also being such a game changing skill it had almost no downsides, decreased range (will most likely be increased a few meter but wont be 20m). Removed ground click due to weird bugs from pull behind buildings or being able to pull 27m at max.  Decreased radius due to OP pull. Decreased ACC due to having a high or even over 100% probability to pull in previous cap. Removed CHACC due to over 100% chance to stun a SW fully buffed. Decreased duration. DMG in Dot was heavily increased due to duration lowering. Also changed how debuffs icons applied it previously showed up as an atomic +dsiable so you couldnt tell if you were stunned. This was very bad and confusing for medics. Nerfed because No class should have the ability to be tanky and have ability for 100% chance on skills against eva/cheva while using non tank gear/acceosries. You need to build a certain way to counter a certain skill or value.

Advanced Health Mastery

Added SP to HP passive. Similar to other tanks it helps tremendously after being baraged by so many sp draining things.

Electric Tempest

Increased CD to match other disables in game, lowered ranks, Lowered targets as the game is a bit smaller than be fore and 1 wh had the ability to CC the whole group in BGs at  times in pvp. Lowered Radius and lowered duration

Flaming Whip

Huge increase to DoT, Lowered targets so it wouldnt be too op. Lowered radius slightly. Huge decrease in ranks. 

Immolation

Huge increase to DoT, Lowered targets so it wouldnt be too op.  Huge decrease in ranks. Changed duration due to dot dmg increase and so dmg goes out quicker.

Rising Tempest

Lowered prereq so its easier to get, increased dot by alot decreased duration so dmg goes out faster, lowered targets so its not too op,

Blazing Wounds

Preqeqs changed so its easier to get. Had to nerf debuff due to a bug, also not needed as much as dots are so high and would be op to be able to lower dot reduction so much.

Ultimate Soulshield

WH had almost unlimited buffs in previous patch and made it difficult to kill them. Matched the CD and duration with defenders might. May need a stat boost as well as armor passive. Added dot reduction

Demolition

Lowered ranks by a lot. Slight radius nerf, Slight def decrease, added large crit eva debuff

Hardcore Assault

Lowered ranks by alot, slight radius nerf

Lightning Whip

Increased duration to be similar to other disables in game and due to almost unlim combo on wh in previous patch. Nerf to aoe radius, duration nerf

Intuition

Buffed the detect value, added move speed, increased duration, lowered ranks

Sadist’s Choice

Increased cooldown to match other stuns in-game, reduced targets due to being able to stun almost a full group in mass pvp. Reduced duration due to long cc times and due to increased dot damage.

Blinding Tempest

Lowered duration due to adding chacc/acc debuff. Added the debuff because provocation was too op by itself and this skill needed a buff. Also makes sense due to the name

Provocation

Was too op of a skill and most people didnt even know it was so high of a debuff to acc/chacc. Increased duration slightly. Moved the nerfed debuff to blinding tempest.

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Shadow Walker

Medic was made to be less resistant to SW especially through particle. Added some buffs to particle skills.

Shadow Strike

Separated skill into two skills (voidslash). May need adjustments to prereqs and values.

Void Slash

Separated skill into two skills (shadow strike). May need adjustments to prereqs and values. Skill can be used in stealth.

Advanced Health Mastery

Added SP to HP Passive

Poison Smoke

Removed Smoke Screen and added Poison Smoke. Is often difficult to fit into a rotation which is why the damage is high. Will probably be adjusted a bit to make sure its not too op. Skill is in a cocoon which caused some complications and is why it looks the way it is right now.

Twilight Explosion

Increased duration due to void slash addition, Slight adjustments to targets on other ranks, 

Flare

Increased duration due to void slash addition, Slight adjustments to targets on other ranks, has a new prereq

Secret Charge

Slight nerf to range and damage due to other sw changes.

Shadow Dance

Lowered ranks to reduce skill point costs overall. Cooldown increase, slight dmg increase

Resurgent Sting

Increased ranks  and damage due to missing some strength for certain rotations,

Precision

Buffs added due to missing some strength for certain rotations

Slaughter

Reduced rank and prereq changed.

Crippler

cooldown decreased

Sky Jump

Reduced cooldown so its more useful!
 

Edited by Norleras
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