Tales of Maj'Eyal

Tales of Maj'Eyal

Spellsword
Mostrando 1-10 de 16 aportaciones
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Actualización: 7 MAY 2017 a las 9:05 a. m.

Added extra talent category point at birth, intended to make it easier to do a single or dual-element build from the start, allowing all races to open a magic tree (Fire, Air, Water, Earth) from level 1.

Actualización: 15 ABR 2017 a las 6:43 p. m.

Balance update:

1) Changed Mana Focus talent. Now provides 2/4/6/8/10 mana per melee hit (x2 for two-handed, x1.5 when wielding a shield). No longer provides mana/turn. Swapped position in tree with Arcane Stamina.

2) Changed Arcane Armor talent. Still reduces fatigue. Now instead of adding armor, it reduces all damage by a flat amount. Returns a very small portion of that reduced damage as mana.

Actualización: 13 ABR 2017 a las 7:41 p. m.

Updated the addon to be compatible with Tome 4 version 1.5.3.

Actualización: 13 DIC 2015 a las 8:39 a. m.

Minor update to match the 1.3.3 Tome release.

Changed the Elemental Stance passive into a hybrid passive/sustain. It still has all its passive effects, but can also be sustained to prevent your current elemental stance from changing when using a different elemental strike. You can now keep fire stance up all the time (or any other stance).

Fixed an issue where changing/equipping items would turn off elemental stances.

Actualización: 22 MAR 2015 a las 12:44 p. m.

Update the internal version number on the previous release to match 1.3.0.

Actualización: 22 MAR 2015 a las 12:39 p. m.

Updated to be compatible with version 1.3.0

Actualización: 13 NOV 2014 a las 7:13 p. m.

Added shiny new icons created by grayswandir for trees unique to the Spellsword class.

Actualización: 10 NOV 2014 a las 7:39 p. m.

1) Sandblast was buffed to now activate the Block talent as well (instantly, ignoring cooldowns).

2) Earthen Shield now adds your shield Block value to its maximum hit point pool it can absorb.

3) Master of Weapons cooldown on the disarm increased to 12 turns.

4) Master Parry cooldown fixed at 12 turns, no longer improves with talent points.
Accuracy bonus removed. Duration increased to 2 turns initially. Now has an increasing % chance (15-50% with 1.0 mastery) on each enemy melee miss to refresh the duration to 2 turns. Still has 100% evade on enemies who are disarmed.

5) Martial magic at 5 or more talent points will remove all silence effects when activated.

Actualización: 7 NOV 2014 a las 6:09 p. m.

1) Upped the starting generics to be 1 Weapon Mastery, 1 Armor Training, 1 Combat Accuracy.

2) Added a double shield bash to enemies adjacent to the user at the end of Rolling Earth

3) I was requested to make Magical Combat use the higher of str/dex, which I did. This opens up the possibility of ignoring strength in favor of dagger builds early on, which I think is a good diversity option.

4) Modified the Martial Mastery tree heavily.

Talent 1: Master of Weapons
5 stamina cost
Grants passive disarm resistance (15-50%), Accuracy (5-25) and can be activated at no turn cost to make the next attack or melee talent disarm the enemy or enemies hit.

Talent 2: Master Stance
10 stamina cost
Grants passive pinning resistance (15-50%), Accuracy (5-25) and can be activated at no turn cost to move 1 square. Cooldown scales as math.floor(self:combatTalentLimit(t, 3, 20, 6)) (i.e. 18 turns at 1 point with 1.2 mastery, down to 5 turns at 5/5. Minimum cooldown is 3 turns).

Talent 3: Master Parry
10 stamina cost
Grants passive defense (5-25) and accuracy (5-25), and can activated at no turn cost to use accuracy as melee defense for 1 turn. Enemies which are disarmed are automatically evaded.
Cooldown scales as math.floor(self:combatTalentLimit(t, 5, 20, 10)) (gets down to 9 turns at 1.2 mastery and 5/5 points).

Talent 4: Master Deflection
20 stamina cost.
Effects same as now. No turn cost to activate. Use accuracy for ranged defense/deflect spells (spellpower vs accuracy) for 2/4/6/8/10 turns. 25 turn cooldown.

Actualización: 28 OCT 2014 a las 4:15 p. m.

This was a minor bug fix plus some high level (i.e. infinite dungeon) scaling improvements.

1) Whirlwind teleport will no longer ask for confirmation when targeting your own square (to attack everyone around you).
2) Aura of Fire now has self-damage reduced at talent points above 5.0. Uses a raw talent point calculation for it.
3) Elemental Destruction's info has been updated.
4) Elemental strikes now gain 10% more physical power per talent point above 5 talent points, for application purposes of the debuff.