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Coming Thursday! v 0.85!


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#1 Mojawk

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Posted 17 September 2013 - 18:48

Hi all,
 
This Thursday the Eldevin Beta server will be unavailable from Noon GMT (7am EST) until 8pm GMT (3pm EST) while we upgrade the server to v0.85. This build will include many improvements, features and balance changes. Below are the current internal patch notes, a finalized list will be posted on Thursday when the server is back online.
 
Note: During this maintenance all talent trees will be reset on all characters.
 
New Areas
  • Level 36 - Crimson Headquarters
  • Level 37 - Nidaros Mines
  • Level 37 - The Great Tree
  • Level 39 - Fel'Thaar Catacombs
  • Level 40 - Crannoch Gauntlet

New Group Dungeon

  • Level 40 - Terenul Rosa (3 quests)

New World Boss Area

  • Level 40 - Redfern Deep featuring Kongar (Legendary)

New Sets 

  • Level 40 - Battlegear (Heavy Melee)
  • Level 40 - Forgedawn (Light Spell)
  • Level 40 - Soulguard (Medium Melee)
  • Level 40 - Wrathfang (Medium Ranged)

New Area Challenge

  • Level 40 - Legions from the Sand

New Quest Books

  • An Ancient Fortress (19 quests)
  • De Valles Inheritance (13 quests)
  • Rite of Worth (11 quests)
  • Defense of the East (5 quests)
  • Circle of Spirits (3 quests)
  • The Dark Tide (12 quests)
  • Elderthorn Sanctuary (8 quests)
  • Fire From The Sky (8 quests)
  • Testing your Mettle (3 quests)
Culling the Plagued, Curing the Plagued, A Soldiers Duty, Service To The Council, The Crimson Threat
  • 1 quest each

Features

  • Level Cap increased to 40.
  • Added Player Names to the World and options to turn them on or off.
  • Changed how the Belt works, your quickslots are no longer linked or stored in belt slots.
  • Added Rested Experience, characters that have been offline for long periods of time will gain bonus experience on their next play session.
  • Added Account Tab to the character panel and implemented account level and experience. (work in progress)

General

  • Added cool down remaining to homestone tooltip.
  • Added Challenging new achievements for Dungeon Boss Encounters.
  • Added Achievements to the Eldevin Arena.
  • Added Achievement Icons to a number of categories. (work in progress)
  • Added new crafted heroic items to Weaponsmithing
  • Added new Prestige Vanity Sets to Prestige Vendor in Rivals Lounge.
  • Added vanity versions of Azraq / Plagued Baron / Beetle sets to Mystical Market.
  • Improved the "Quest Accepted" window with a better quest preview.
  • Improved how terrain spells work to make them easier to use.
  • Improved Server Performance.
  • Improved Day/Night cycle. Daytime should be brighter, with longer sunrises and sunsets resulting in less night time.
  • Improved the structure of a number of talent trees to promote better "hybrid classes"
  • Improved the Quest Panel to make the quest level clearer.
  • Improved the stats on all crafted gear.
  • Improved the stats on all heroic gear.
  • Passive creatures now change their outline color from yellow to red when in combat.
  • Quests that require Items will now auto-fill from your backpack.
  • The Mystical Market now has a new look!
  • You can now dismiss pets by removing the status effect.
  • You can now cast abilities from your spell book without putting them on the bar.
Game Balance
  • Added 3 new item sets to Temple of the Three Dungeon.
  • Added loot chests to Trial of the Champions. (based on groups score)
  • Added loot chests to Eldevin Arena. (based on number of group deaths)
  • All gems now provide greatly increased bonuses stats.
  • All mob kills now grant an additional 20% experience.
  • Coins dropped from mobs now randomize better.
  • Crafted sets from Armorsmithing, Leatherworking and Tailoring have been reduced to level 30 to not conflict with Temple of the Three sets.
  • Crafted Heroic Items now require Elemental Flakes in order to be crafted.
  • Gems & Fusion Powder now sell for balanced values to the in-game merchants.
  • Greatly lowered bonus damage to plagued for Culling / Curing quest weapons.
  • Lowered the Numer of Gems need to combine to upgrade your gems at the Gem forge.
  • Increased the resources required to create Elixirs and Stamina Potions.
  • Reputation gain / loss has been added to many quests throughout the game.
  • Stamina Potions now provide less overall healing.

Bugs

  • Fixed an issue where the Wraith Snake in Secluded Valley wouldn't perform all his attacks.
  • Fixed an issue with the cannon balls in Secluded Valley not doing the correct damage.
  • Fixed an issue with "Equipped Item Kills" updating when the correct weapon type wasn't used.
  • Fixed an issue causing Salvation not to work when you first learn it.
  • Fixed an issue where Summons were not valid targets for heals.
  • Fixed an issue where a sack could turn into a vase of water at the well.
  • Fixed an issue that allowed players that didn't meet the requirements of an area being able to access areas they were not intended.
  • Fixed an issue with Kathy, Miriam, Farmer Lisida, Farmer Uki and the Apprentice Foraging Trainer showing the incorrect gender human class icon.
  • Fixed an issue where Jocelyn wouldn't open her shop when asked to during a quest conversation.
  • Fixed an issue where Dragon Handler Beldak was giving flight options as though he were in Fort Piregarde.
  • Fixed an issue where Archmage Rufan was a bit too keen to give mages another Staff of Redemption they may not need. Now you need to ask him if you need a replacement.
  • Fixed an issue where the Illanon Guide would spout nonsense at you if you tried to converse with him.
  • Fixed a blocking issue in Cragmyst Tombs.
  • Fixed an issue where players were able to begin the Secluded Valley encounter with the Elitle Bodyguard without passing the barrier.
  • Fixed an issue where Scout Gondar was not always discussing quests with players when he should have been.
  • Fixed an issue where using the Crimson Macabre Shirt didn't do anything to fool the Crimson Macabre.
  • Fixed an issue where quest markers would try and guide players through the Crimson Passage before they were of an appropriate level.
  • Fixed an issue where NPCs in the Upper Keep of the Illaneska Barracks would not reset properly during "Rites of Passage".
  • Fixed an issue where you would remain in combat after fighting NPCs during "Rites of Passage".
  • Fixed an issue where Stony Gaze Galim, in the Boondocks, would never let players out of combat.
  • Fixed an issue when, if you defeated any of Carter's company in the Secret Den, you would remain in combat until you left the realm.
  • Fixed an issue with Horris Travis showing "The Key of Ages" as available before completion of "Buzzing Plague".
  • Fixed an issue with "Pest Control" which meant you could never get rid of the spawned beetles short of killing them or leaving the realm.
  • Fixed issue where the log out window could be below other windows.
  • Fixed issue where the death window could overlap the resurrection window.
  • Fixed issue with the mining animation not accounting for the pickaxe being equipped in the left hand.
  • Fixed an issue with the quest window not always showing the stages consistently as 1 out of x.
  • Fixed an issue with Zuen and her faction icon showing she was Male.
  • Fixed an issue with Jest a Farce quest where players able to summon multiple keeper demons
  • Fixed an issue with deaths door issue for Eldevin Sewers / Blossom Ridge / Crystal Hills.
  • Fixed an issue causing 'Stouthearted' to not grant the correct amount of armor.
  • Fixed an issue where you were able to attack invisible enemies.
  • Ham, Rump and Shank have had their stack values corrected from 5 to 10.

Quests

  • In "Assisting the Watch", Lynch needs an Improved Lithistle Bow instead of an Improved Bronze Shield in order to remove the rare component requirement.
  • The dancing stage in the quest Gesturing can now be completed using /dance.
  • Oswald now lets you know to get on the stage if you use the emote for the current stage of Gesturing inside the Intrepid Owl while not on stage.
  • Added a stage to the beginning of "A Study in Blood" to make finding Sabina easier. We have also split the stage where you steal the painting into two so the quest indicator is more consistant with your current task.
  • Added checks to stage 6 of "Riding of the Marches" to ensure only one Undead General can spawn at any one time.
  • Lowered Sewer Observations quest starting level to be more consistent.
  • Updated Quest Text for [21] New Ideas to no longer speak about 2 cannonball trips.

Dungeons

  • Added Enrage timers to a number of dungeon bosses.
  • Adjusted some dungeon boss health to improve progression.
  • Improved the loot tables for all Dungeons, every boss will now drop at least 1 item, 1 gem and 1 relic.
  • Many new weapons have been added to dungeon loot tables that can roll with sockets or with random bonuses.
  • Many set items for the newly added sets (gloves and boots) have been added to the boss loot tables.
  • The intoxication debuff given by potions now works differently in group dungeons. The cooldown counter will not start until you exit combat.

Class Balance

  • Fixed Purification not giving the full amount.
  • Flamelash did not work correctly on Ignite, was converting portion of damage into splash rather than adding splash damage.
  • Napalm damage was divided by 7 seconds rather than 6.

Mage

 

Boiling Blood
  • Duration now 6 seconds.
  • Cooldown now 10 seconds.
  • Damage increased to 25% per tick.
Boiling Point
  • Damage increase to 20% / 40% per tick.
Ignite
  • Damage increased to 250%.
  • Ignite causes a high amount of threat.
Incinerate
  • Damage reduced to 150%.
Void Portal
  • Improved pet survivability.
  • The summon now has an attack that generates a high amount of threat.
Scald
  • Chance of stun increase to 10% / 20%.
Fountain of Mana
  • Increases maximum mana by 5/10% and effectiveness of mana consumables by 10/20%.
Essence of Magic
  • Increases damage of your Ranged Attack ability when you have an essence equipped by 5/10% and restores 0.5/1% of your total mana on hit.
Mathemagical
  • Accuracy gained per level increase to 5%.

Ranger

 

Blazing Arrow

  • Damage increased to 125%.

Napalm

  • Damage increased to 25% / 50% / 75%.

Call of the Wild

  • Improved pet survivability.
  • The summon now has an attack that generates a high amount of threat.

Black Fang

  • Damage increased to 145%.

Dexterous

  • Also now adds Melee Haste.

Steady Aim

  • Accuracy gained per level increased to 5%.

Prophet

 

Radiance

  • Increased stun to 2 seconds.
  • Cool down reduced to 30 seconds.
  • Damage on this ability has been removed.

Serenity

  • Now only removes 1 negative status effect.
  • Cool down increase to 35 seconds.

Soothsaying

  • Now only adds 1 additional effect removal to 'Serenity'.
  • Added reduction to 'Serenity' cool down by 15 / 30 seconds.

Body and Soul

  • Increased the Mana Regeneration amount to 40%.

Beacon of Light

  • Now stacks up to 3 times.

Relentless Magics

  • No longer affects spells accuracy.

Assassin

 

Bloodbath

  • Cool down reduced to 4 seconds.

Rupture

  • Damage increased to 20%.
  • Duration reduced to 10 seconds.
Dual-Wield Mastery
  • Now adds Ranged Attack Power.

Sleight of Hand

  • Now adds Ranged Critical

Endurance

  • Now increases mana regeneration by 20/40%.

Expertise

  • Accuracy gained per level increase to 5% and weapon restriction removed.

Warrior

 

Bane

  • Cool down reduced to 10 seconds.

Sear

  • Damage increased to 20%.

Unburdened

  • Chance reduced to 1 / 2 / 3%.

Offensive Stance

  • While in offensive stance your armor value is now reduced by 5%.

Heavy Handed

  • No longer has any weapon restrictions.

Templar

 

Righteous Defense

  • Damage reduction reduced to 25%
  • Cool down increased to 25 seconds.

Impale

  • Increase to Threat.

Defensive Stance

  • Armor bonus decreased to 10%.
  • While in defensive stance your damage is now reduced by 10%.

Bathe In Blood

  • Reduces the cooldown of your Bloodbath ability by 2/3/4s.

~ The Eldevin Team


John Stewart
Chief Operations Officer


#2 ExtremelyPoliteGuy

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Posted 17 September 2013 - 19:05

The intoxication debuff given by potions now works differently in dungeons. The cooldown counter will not start until you exit combat.

 

  :D  

Geeee.... you guys are evil :D

Now all people are to put in mana :D


IGN

Captain Politness lvl 1 War.Ass.Pro.

 

Man.... its boring!!!!  Lets do some everyday TEAM PVP

 


#3 Whydoutry

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Posted 17 September 2013 - 19:05

Sounds great!



#4 redsmokeboy

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Posted 17 September 2013 - 19:08

  • Increased the resources required to create Elixirs and Stamina Potions.
  • Stamina Potions now provide less overall healing.
  • The intoxication debuff given by potions now works differently in dungeons. The cooldown counter will not start until you exit combat

So far so good only seen might have some issue with!


Frog - Archer - lvl 49

Kazzarat - Templar lvl 49 Skiller

Redsmokegirl - War/sin lvl 49

 

Q PvP | No repair fee's | 1% EXP of lvl | Valor | Weekly 10 match | Achvemnt's | So much more Join when log | Click on cross sword via mini map Q solo |

 

Looking for group's RG/BT/ASV/ARG/ICC/CC Boss Killing/Arena 30+/ToC/ Need DPS willing come usly asking in world chat.


#5 Fizban

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Posted 17 September 2013 - 19:09

Great news, can't wait 'til Thursday:)


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#6 Rorke

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Posted 17 September 2013 - 19:10

Is that all!

:D

 

Will the coriander be stackable now?

 

This I like  Level 40 - Battlegear (Heavy Melee) :D

 

Need to find a way to fill 8 looooong hours

 

Good luck with the update guys, hope it all goes smoothly


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Farming-30 : Prospect-30 : Crystal-29: Foraging-30 : Forestry-30 : Skinning-30 : Fishing-29


#7 Mojawk

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Posted 17 September 2013 - 19:14

Will the coriander be stackable now?

If it doesn't will try and get it in tomorrow, there may still be a few changes before Thursday! We're still in the office working as fast as we can!


John Stewart
Chief Operations Officer


#8 Alpion

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Posted 17 September 2013 - 19:15

  • The intoxication debuff given by potions now works differently in dungeons. The cooldown counter will not start until you exit combat

Are you telling me that you can only use 1 potion during combat now in dungeons?  If so, this is TERRIBLE.


Would you like some cheese with your whine?


#9 Neon

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Posted 17 September 2013 - 19:26

 

  • The intoxication debuff given by potions now works differently in dungeons. The cooldown counter will not start until you exit combat

Are you telling me that you can only use 1 potion during combat now in dungeons?  If so, this is TERRIBLE.

 

I think you read this wrong, you can use potions continually until you exit combat (in a dungeon). Once you exit combat a cool-down timer occurs. 

 

Or I read that wrong and you're right. :D


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#10 ExtremelyPoliteGuy

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Posted 17 September 2013 - 19:44

Its 1 potion per combat the way its written.

 

 

Just a bit more challanging and more team char Build coopration.


IGN

Captain Politness lvl 1 War.Ass.Pro.

 

Man.... its boring!!!!  Lets do some everyday TEAM PVP

 


#11 Mojawk

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Posted 17 September 2013 - 19:51

You'll be able to drink 1 potion before combat starts (like a stamina), let the cooldown start then enter combat. During combat you will be able to take another, however the cool down will not tick. We realize this a big change and will be monitoring dungeon completions and have been testing this internally with the team, we plan to be on the live server on Thursday to see what people think.

 

Note: This is ONLY in group dungeons. Potions are unaffected everywhere else.


John Stewart
Chief Operations Officer


#12 ExtremelyPoliteGuy

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Posted 17 September 2013 - 19:54

Its cool :D

People are at last to think and not just post some high-intellectual outputs on forums, having 0 practical results.


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Captain Politness lvl 1 War.Ass.Pro.

 

Man.... its boring!!!!  Lets do some everyday TEAM PVP

 


#13 redsmokeboy

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Posted 17 September 2013 - 20:08

  • Stamina Potions now provide less overall healing.

Still make me rethink DGN even more with potion update!

 

CBT right so  best time test these issue, change hopefully for Reasle work smoothly so check out update on thursady report my thought's then!


Frog - Archer - lvl 49

Kazzarat - Templar lvl 49 Skiller

Redsmokegirl - War/sin lvl 49

 

Q PvP | No repair fee's | 1% EXP of lvl | Valor | Weekly 10 match | Achvemnt's | So much more Join when log | Click on cross sword via mini map Q solo |

 

Looking for group's RG/BT/ASV/ARG/ICC/CC Boss Killing/Arena 30+/ToC/ Need DPS willing come usly asking in world chat.


#14 ExtremelyPoliteGuy

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Posted 17 September 2013 - 20:37

btw still no market\auction?

 

I was really looking forward to test and overtest all the trading and economy stuff.... as well as many other players did wait for it too.


IGN

Captain Politness lvl 1 War.Ass.Pro.

 

Man.... its boring!!!!  Lets do some everyday TEAM PVP

 


#15 dragon1234

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Posted 17 September 2013 - 22:04

Wow Nice update! I'm guessing we'll be seeing a lot more classes going for some type of prophet combo now that you can only drink 1 pot.

 

I would suggest an increasing intoxication cooldown instead of just limiting it to 1 potion. Ie. 15 sec for the first use 30 sec for second use etc...Given that there will be an enrage timer, it might allow a better fighting chance.

 

  • Fixed an issue causing 'Stouthearted' to not grant the correct amount of armor

Just checked the armor bonuses for stouthearted seem to be working fine to me, maybe you meant defensive stance which was giving a whopping 60% more armor?


dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

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#16 Crofil

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Posted 17 September 2013 - 22:13

some interesting changes there some things are going to take getting used to..

 

not too sure about the potion changes


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#17 ernzor

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Posted 17 September 2013 - 23:21

Looking forward to testing it all out.

 

Lots of feedback incoming to you guys I am guessing...


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#18 redsmokeboy

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Posted 18 September 2013 - 00:41

  • Fixed an issue where you were able to attack invisible enemies.

 

Fix DGN Vault issue! Other's not sure on!

 

  • Ham, Rump and Shank have had their stack values corrected from 5 to 10.

Save space.

 

  • Fixed an issue that allowed players that didn't meet the requirements of an area being able to access areas they were not intended.

Group summon, Portal / Door steping!

  • Fixed an issue where using the Crimson Macabre Shirt didn't do anything to fool the Crimson Macabre.

Sound good!

 

  • Improved the stats on all crafted gear.
  • Improved the stats on all heroic gear.

More stats sound good!

 

  • Improved Day/Night cycle. Daytime should be brighter, with longer sunrises and sunsets resulting in less night time.

Better lighting should help out!

 

  • All gems now provide greatly increased bonuses stats.
  • All mob kills now grant an additional 20% experience.
  • Coins dropped from mobs now randomize better.

Gem's better over all stats nice / 20% more xp mob kill make it viable Group kill and solo!

 

  • Added Challenging new achievements for Dungeon Boss Encounters.

Sound like fun, But with Potion update will have to wait and see!

 

  • Added Rested Experience, characters that have been offline for long periods of time will gain bonus experience on their next play session.

Wait and see, Thought lay on bed's wait see what bed's used for! update so loged in or offine get bonus xp for spending 1 hr or more sleeping on bed!


Frog - Archer - lvl 49

Kazzarat - Templar lvl 49 Skiller

Redsmokegirl - War/sin lvl 49

 

Q PvP | No repair fee's | 1% EXP of lvl | Valor | Weekly 10 match | Achvemnt's | So much more Join when log | Click on cross sword via mini map Q solo |

 

Looking for group's RG/BT/ASV/ARG/ICC/CC Boss Killing/Arena 30+/ToC/ Need DPS willing come usly asking in world chat.


#19 Scorchian

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Posted 18 September 2013 - 00:53

Cant wait .. great job HCS ...



#20 WowRefugee

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Posted 18 September 2013 - 01:09

Looks interesting.  A couple of questions/reactions:

 

Note: During this maintenance all talent trees will be reset on all characters.

Will assignable attributes be reset also?

 

I see no mention of guilds, bank vault, AH or in-game mail.  Is that because this is a content patch, and those sorts of things would be implemented in an engine patch (which I vaguely remember was the responsibility of a different development team in HCS)?

 

  • Crafted sets from Armorsmithing, Leatherworking and Tailoring have been reduced to level 30 to not conflict with Temple of the Three sets.

 Ooh, you nerfed my Void set.  It's a good thing I didn't gem it yet (haven't been playing Salador recently).

 

 

Dungeons

  • Added Enrage timers to a number of dungeon bosses.
  • Adjusted some dungeon boss health to improve progression.
  • Improved the loot tables for all Dungeons, every boss will now drop at least 1 item, 1 gem and 1 relic.
  • Many new weapons have been added to dungeon loot tables that can roll with sockets or with random bonuses.
  • Many set items for the newly added sets (gloves and boots) have been added to the boss loot tables.
  • The intoxication debuff given by potions now works differently in group dungeons. The cooldown counter will not start until you exit combat.

 

Collectively, these things will greatly add to the difficulty and replayability of dungeon play, which is probably a good thing, in general.   Enrage timers are Gear/DPS checks - the ability to "carry" under-geared and underperforming players will be lessened, if not eliminated.  It will make the need for guilds even stronger, since difficult instances with progression elements need stable groups that are at the same progression level to work them.  (It also adds the need for the ability to inspect other player's gear.)

 

The potion change makes true Templar tanks and Prophet healers absolutely essential team members, even more than now.  While some hybridization is possible for these roles, the vast majority of talents will have to be in the primary tree for the players of these roles.   The tank must grab enough aggro to protect the other party members and survive the experience, and the healer's group heals and mana regen buffs become much more important to  the surviveability of the encounter.

 

I expect a lot of fine-tuning patches from HCS to occur in this area, there are delicate balances involved.

 

 

Speaking of healers, I have a engine/UI request (I may expand/repost this in the Suggestions forum after the patch is released):  A special UI element available for healers (anyone, really, but only healers will care) to bring up that contains the essentials of healbot; a moveable panel showing the health/mana/buff/debuff status of the group members, where a member icon that can be clicked on with various combinations of ctrl/shift/alt keys and left and right clicks and each distinct click has a programmable ability (healing spell) attached.   This is an essential piece of instrumentation for healers in high-difficulty encounters.

 

Right now, you have to move the mouse to the upper right corner to select the proper party member, and then mouse back to the action bar or hope that you clicked on the right number (sight unseen) before you can dispatch the proper healing spell to the player.  Who might well be dead by then - not cool.

 

As a side note, I will update the talent calculator as soon as I can after the patch is released.  Probably before the end of the weekend, but no guarantees.

 

  • Improved the structure of a number of talent trees to promote better "hybrid classes"

 

This is the reason I have to wait on changes till after release - not only have abilities/talents been changed, but they will have been moved around.   I need inspect the in-game trees and tool tip text to update.


A Text-Based Talent Calculator For Eldevin: http://TalentTheory.com/calc/

 

Current Characters: Salador, Serculer, Aquinas

 



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