abyssal precipice expert
Boss 1 - Kaler Andrenos
Same as the standard version of the fight for most parts, with the addition of a ground explodey thing. the ground spawns are prety hard to see (and for one of the group running on an older pc with lower settings impossible to see) which made avoiding them difficult. other than that the fight felt about right for an opening boss.
Boss 2 - Icetalon
Fight starts with Falcon Handler, seemed fairly straightforward tank and spank with some adds, nothing too challenging, and was also amusing when the healer came victim to the floaty thing that dropped her over the side of the cliff.
Was a rather frustrating bug we came against every pull however, all but one of the group were crashed to desktop when the Falcon Handler got to 1%, this happened 2 pulls in a row. we then had a similar problem with members of the group CTD'ing one after the other from around 15%, however as this time it was staggered we just about managed to hold it together with fast log ins, and managed to finish the fight
Icetalon himself also seemed to have some fairly unfriendly AoE damage even at max range, managed to one shot the healer towards the end of the fight (sorry, no damage numbers on the crit). Possibly needs looking at as im not sure if that is intended.
Boss 1: Kaler Andrenos
•Abyssal Maelstrom could use some form of visual indication, as it currently has none. That aside though, the mob AI sort of seems to use the spell without any form of logic and tosses it around randomly between the Icy Explosions. So majority of the time, it doesn't really create any form of threat at all.
Boss 2: Falconer Landac & Icetalon
•As mentioned by Slacka & Raive, this boss has some CTD causing issue that seems to occur sometimes during the fight, and almost guaranteed to occur when Falconer is at around ~1% hp. Currently the CTD issues can be prevented by switching on the low quality renderer for the duration of this fight.
•You can be tossed to the other side of the barrier that blocks the way to the encounter through (or above them technically, as you are being kb'd) the cliffs near it. But at the same time, this also works in reverse and you can use the cliffs on the right side of the barrier ( when coming in from the direction of dungeon entrance and running towards the boss area ) to bypass the barrier entirely and get back to the fight. Due to this it is possible to bypass the barrier during the fight, which allows respawn zerging should someone choose to use such tactics.
•Icetalon kept warping on top of the rest of the group periodically, in a manner that looked a bit as if the mob was rubberbanding for some unknown reason. This didn't really affect the fight, except for the mob suddenly jumping from one spot to another and then pathing back to the tank.
Boss 3: Majolic the Bloodwalker
•Seems just like a boosted version of the standard version boss. No issues with the fight.
Boss 4: Renthar
•Although I said I wouldn't nag on about the difficulty, but this encounter is an exception as it felt like as if some core component was just not working correctly. Two people from our group were pretty much sleeping at the start of the fight and died due to the AE. The remaining 3 people had no issues in 3 manning this boss from 95% to 0. For an expert dungeon boss, especially so far in to the dungeon, the encounter script seemed incredibly simple, too simple to be honest - to the point where most of us wondered if something regarding the encounter is completely missing or just simply not working as intended.
Boss 5: Calyx the Ancient
•Another awesome dungeon endboss encounter, the merry-go-round mechanic made me smile.
•Some of the group members had issues in seeing the beams from the wisps/sparks on lower settings than "High". They described the issue in the groupchat as "Sometimes the beams are fully visible, but sometimes they start to flicker and then disappear completely". After switching to High quality settings, this issue seemed to get fixed for the said group members.
greenscale blight
After reading that earlier today, we decided to do another Greenscale's Blight run and it seems some of the changes to the encounter have already made it in on the current alpha build (or at least some of the stuff that wasn't working last time around was now). Today our raid setup was:
- 1 x Warrior (tank build)
- 2 x Rogue (1 tank build, 1 bard)
- 2 x Cleric (healing builds)
- 5 x Mage (1 chloro, rest dps builds)
Just like the last time, raid gear range was completely from one end to another, with some folks heavily kitted in purples and some still on blue / with odd bits of green. For majority of the raid members, Greenscale encounter was new, although from the previous visit we knew what to do and such so we ended up downing Greenscale on the 2nd pull.
Encounter took roughly ~14 minutes in total.
"Growth of the Aelfwar" Feedback.
Raid Composition:
1 Reaver (31) / Paladin (20) / Warlord (15)
1 Paladin (Unknown Build)
1 Sentinel (28)/ Purifier (6) / Warden (32)
1 Warden (51) / Sentinel (15)
1 Bard (51) / Sab (5) / Marksman (10)
1 Elementalist (34) / Stormcaller (32)
1 Marksman (38) /Assassin (17 )/Nightblade (11)
1 Marksman (AFK at the moment, will get build soon)
1 Riftblade (32) / Paragon (26) /Champion (8)
1 Shaman (51) / Druid (15) / Justicar (5)
Phase 1 (Wolf) -
This phase was a basic encounter, similar to other boss' where taunt rotations are required, adds spawning, and some nice AoE damage. Off the pull, the AoE damage shocked me and the other cleric, expecting 10% health drops every 5/6 seconds, it was dropping us to around 50% every tick. Although this was pretty hard to deal with on the first few tries, with having to spam heal the single tank, we ended up working out a rotation to out heal the AoE damage, with that sorted, we was expecting a free kill. Note: At this point, we only had one tank, and 9 players in total. We then realised the adds spawned, and the heal reduce effect on the tank so we looked in General (Level 1-9) and found a pug tank who happily came along for the fun of it. After a few wipes, we ended up downing this fight, tanks rotating, adds aggro rotating, lots of AoE healing and a lot of focus. All in all, it was a pretty enjoyable encounter, especially considering the gear level of the members we had!
Phase 2 (Spiders) -
This phase was pretty challenging, we was expecting the three spiders, slight AoE damage, massive tank damage, and lots of dps required to do this phase. We ended up pulling all three spiders at once (not knowing what would happen), 3 chain knockbacks, the raid was dead. (Blame the healers). We spent about 5 minutes discussing our next move and we tried pulling them singular, it worked, but two came the first time, the adds spawned (200k hp?!?) and then double knockbacks was too much for the two healers, so we wiped and tried again with a different tactic. This time, our tank grabbed one spider (aggroing two), ran away so one of them reset, and we took the one spider on it's own. The adds were picked up by the other tank (just held throughout the fight) and single knockbacks were healable. We downed the spider and then repeated it with the two others. Was a pretty fun & challenging phase.The only thing which confused us, which I believe leads onto a bug, is that when you kill the third spider (ending the phase), the adds it spawns don't dissapear instantly, they stick around for about 20 seconds. Now, I don't know if this is the sole reason, but this causes the Third Phase to start, and then instantly finish, the boss turns into the turtle-like thing, and then she just runs back "Stage Complete!".
Phase 3 (Turtle) -
When you kill the third spider (ending the phase), the adds it spawns don't dissapear instantly, they stick around for about 20 seconds. Now, I don't know if this is the sole reason, but this causes the Third Phase to start, and then instantly finish, the boss turns into the turtle-like thing, and then she just runs back "Stage Complete!".
Phase 4 (Treant) -
This phase was by far the most confusing thing we'd ever encountered. The tree appears in the middle, and has idols which channel a shield on her. The idols are defended by 180k hp treants and when all idols are down, the boss becomes active (I assume). We tried pulling them at once, and nuking down the tree's, but then about 8 more treants (with 19k hp) appeared, and start attacking, didn't think this was how it should work. We tried again but only attempting to pull one treant, nuke it down, nuke the idol. All seemed doable, until when we pulled the first one, three of them charged us, mass damage to the tank, and spawning another set of adds which seemed to wipe the raid. At this point, our pugged tank went link dead and din't come back until the timer ended, so we failed that phase Q_Q. We ended up leaving confused at this point, put will hopefully return to the raid rift when more of the guild hit level 50 and gear up.
Please Note:
The Reborn members were not levelled to 50 and geared to 50, each of us levelled through questing, geared through dungeons, and did expert groups to gear ourselves up, we're in epic/blue gear and don't have enough 50's to change composition as easy as some other guilds can.
Toughness, Focus, Hit and Dungeons
So with this build there are a number of major changes for Dungeons:
The damage across all dungeon mobs has been increased, this is especially true for Expert 1 and Expert 2 mobs which received a significant boost
All mobs in level 50 and below dungeons can no longer crit
All mobs in Expert 1 dungeons, Expert 2 dungeons and Raids can now crit(VERY DEADLY)
Hit, Focus and Toughness are now in use and are an important stat to have
Toughness
Toughness is a tank stat, it reduces the damage bonus an attack has when it critically strikes. For example when an Expert 1 boss crits they deal an additional 50% damage. Toughness offsets the crit bonus at a 1:1 ratio i.e. 1 Toughness = 1% reduction in the mobs crit bonus. To completely offset the crit bonus of an Expert 1 boss the tank would need 50 toughness.
Focus
Focus is a DPS caster stat, it offsets a mobs chance to resist a spell attack and also the amount of damage reduced by the mobs resistances.
Hit
Hit is a DPS melee/ranged stat, it offsets a mobs chance to dodge and parry an attack as well as a characters chance inherit chance to miss.
Items
Most existing gear has been updated to include the new Hit, Focus and Toughness stats. Additionally there are new items available on the dungeon currency merchants. These new stats are very important to progression so while you don’t need to be at or above the goal being very close to it will help you considerably when attempting post 50 content. Please compare your gear and stats to the goals below to ensure you have the right layout for the given content tier.
Below are the various Hit, Focus and Toughness rating goals for various content tiers.
Level 50 and below dungeons – No hit, focus or toughness required
Expert 1 Dungeons (Realm of the Fae, Iron Tomb, Foul Cascade, King’s Breach, Fall of Lantern Hook) – No Hit, no Focus, 50 Toughness
Expert 2 Dungeons (Darkening Deeps, Deepstike Mines, Runic Decent, Abyssal Precipice, Chamer’s Caldera) – 100 Hit, 100 Focus, 100 Toughness
10 Man Rift Raids – 100 Hit, 100 Focus, 100 Toughness
20 Man Instance Raids – 200 Hit, 200 Focus, 150 Toughness
Cast
/cast can be used to use abilities. It has the following syntax:
/cast <ability_name>
For example, to use Power Strike, it would simply be:
/cast Power Strike
Equip
/equip can be used to equip items. It has the following syntax:
/equip <item_name>
For example, to equip Antiquated Sword, it would simply be:
/equip Antiquated Sword
Fall-Through and One Statement Execution per Activation
Macros exhibit fall-through behaviour, with the limitation of only executing one statement per activation. This means that the first statement that can be executed will be executed. For programmers, this is sort of like the switch statement in C#, as opposed to the switch statement in C and C++ where multiple cases can be executed. I will begin with an example:
/cast Bull Rush
/cast Power Strike
/cast Punishing Blow
(this no longer works as of beta 5 as you can not use more than one ability per macro)
What this macro does depends on a few factors. Firstly, if Bull Rush is capable of being used, it will be used. This means that you are 5-20 metres away and it is not on cooldown. If Bull Rush cannot be used, the activation falls through to Power Strike, which will be used if possible.
It is impossible for Punishing Blow to ever be used since if it can be used, so can Power Strike, and Power Strike has precedence.
If I were to use this macro from 5-20 metres from an enemy and repeatedly activate it, I would Bull Rush to the enemy, then use Power Strike over and over and over.
Solving the Role Switch Equipment Problem
If your various roles require equipment changes, a macro can help you a lot. Pretend one role uses a sword (Sword of Awesomeness) and shield (Shield of Tankage) and the other uses a two-handed axe (Axe of Headsplitting). It is a pain to manually equip these every role change. Now, just macro it.
Macro 1:
/equip Sword of Awesomeness
/equip Shield of Tankage
Macro 2:
/equip Axe of Headsplitting
Now, when you switch to the two-handed role, simply activate Macro 2 once. When you switch to the sword and shield role, activate Macro 1 twice. Why twice? Fall-through and single statement execution! The first activation will equip the sword, the second will equip the shield. The second activation will also give a cool error:
Item not found: sword of awesomeness
Any further activations will give two errors:
Item not found: sword of awesomeness
Item not found: shield of tankage
This is, of course, assuming you only have one copy of each. These errors do not affect anything, but are simply byproducts of trying to equip items that are not in your inventory.
Macroing for Damage Efficiency
I have not gauged how effective this would be, but it is possible since Rift does not prevent you from changing equipment while in combat. Consider this to be theoretical.
Pretend you are a tank, but for some abilities, you want to whip out a two-handed weapon to lay some hurt down, then quickly switch back to a sword and shield setup. Here are two macros you could use with two made-up abilities: Tank Spam and Uber Blow. I am reusing the weapons and shield name from before.
Tank Spam Macro:
/equip Sword of Awesomeness
/equip Shield of Tankage
/cast Tank Spam
Uber Blow Macro:
/equip Axe of Headsplitting
/cast Uber Blow
Simply spam the Tank Spam Macro until Uber Blow is ready, then hit the Uber Blow Macro twice. The first hit should equip the Axe of Headsplitting, and the second hit should use Uber Blow. Immediately after, without waiting for cooldowns, spam Tank Spam Macro again. This should immediately equip your sword and shield for tanking purposes.
Cleric
Tank: Justicar*
Healer: Purifier, Sentinel, Warden
Melee DPS: Druid, Shaman
Ranged DPS: Cabalist, Inquisitor
*Likely cannot tank an expert dungeon; I have no data on this.
Rogue
Tank: Riftstalker
Healer: Bard**
Melee DPS: Assassin, Blade Dancer, Nightblade, Saboteur***
Ranged DPS: Marksman, Ranger, Saboteur***
**Yes, I realize they are not on par with other healers and do other things.
*** Can do both, to some extent.
Warrior
Tank: Paladin, Reaver, Void Knight, Warlord
Melee DPS: Beastmaster, Champion, Paragon, Riftblade
Mage
Healer: Chloromancer
Ranged DPS: Everything else (Archon and Dominator are a bit special, though)
Also to note, mobs in general(named, general mobs, dungeon mobs, named dungeon mobs, EVERY MOB) have been increased significantly(30-50%) in hit points AND stats from beta5.
Dungeons are VERY VERY VERY VERY difficult once you hit expert/hard mode to the point where they are next to impossible to do unless you are geared the @(#* out with the right stats AND group class roles. Do NOT expect to just roll into a expert/hard mode dungeon thinking you are king @!#$ at 50, it wont happen. Even the leap from AP and CC to Realm of the Fae expert/hard mode is huge and is not taken lightly.
DUNGEONS
Standard Difficulty Dungeons Available
- Realm of the Fae (16-17) - Silverwood
- Iron Tomb (18-19) - Freemarch
- Darkening Deeps (22-23) - Gloamwood
- Deepstrike Mines (25-26) - Stonefield
- The Foul Cascade (29-30) - Scarlet Gorge
- King's Breach (34-35) - Scarwood Reach
- Runic Descent (39-40) - Moonshade Highlands
- Fall of Lantern Hook (43-44) - Droughtlands
- Abyssal Precipice (49-50) - Iron Pine
- Charmer's Caldera (49-50) - Shimmersand
Expert Difficulty Dungeons Available
- Realm of the Fae (50+) - Silverwood
- Iron Tomb (50+) - Freemarch
- The Foul Cascade (50+) - Scarlet Gorge
- King's Breach (50+) - Scarwood Reach
- Fall of Lantern Hook (50+) - Droughtlands
- Darkening Deeps (50++) - Gloamwood
- Deepstrike Mines (50++) - Stonefield
- Runic Descent (50++) - Moonshade Highlands
- Abyssal Precipice (50++) - Iron Pine
- Charmer's Caldera (50++) - Shimmersand
Puzzle coordinates for you:
Silverwood: 6414, 3153 (when inside tower, turn right and walk and hit the next button you see, keep clicking the one where you spawn or the one that is to your right when facing middle of tower)
Freemarch: actually in Lake Solace near the L of 'lake solace name on map.
Stonefield: 4664, 5008
Gloamwood: 4540, 2382(click left top to left bottom, then bottom left to bottom right)
Scarlet Gorge: 3630, 2755
Scarwood: 3123, 4426 (hit top left, mid right, bottom left, top right)
Droughtlands: 8338, 6202
Moonshade: Pretty much on top of the Hammerknell Fortress symbol (top of the fort - run along the hills to avoid most of the elites)
Shimmersand: 6412, 7720
Iron Pine: 3770, 2270
Stillmoor: 1705, 2310
Some may take a little searching around at those locations but that should give you enough to find each (look for teleport plaques/think vertically if have trouble locating them).
Cairns / Treasure:
==========================================
Iron Pine Peak (forgotten chest - north cave) ??
Stonefield Granite Falls (hills near puzzle)
Stonefield Zone Wall 5330, 5370
Gloamwood 5656,3226
Gloamwood 5584,3249 ??
Droughtlands 9150,6923
Moonshade 5347, 2241
Moonshade 6336,2330
Scarlet Gorge 4656,3101 (Plateau)
Scarwood 4075,4442
Stillmoor 1585, 1857
Shimmersand 7530,7165
Lake of Solace
5624,5682 (shallows by shore)
5448,6008 (forgotten casket)
5552,6235 (safe - trench)
5871,6221 (skeleton - trench)
6030,6510 (weed covered vase - base of kelp) -- gray / no loot = test more??
6314,6234 (forgotten barrel)
6700,5980 (sunken cargo)
What I have:
-Cairns-
(MAX level: 35) Stonefield/Freemarch 5330,5370
(MAX level: 35 ) Stonefield (wrong coordinates) correct coordinates: 4663, 5008
(MAX level: 35) Gloamwood 5656,3226
(MAX level: 45) Moonshade 5346,2236
(MAX level: 50) Stillmoor 1585,1857
-Puzzles-
(MAX level: 45) Droughtlands 8334,6195
(MAX level: 40) Scarwood 3123,4426
(MAX level: 30) Silverwood 6414,3153
(MAX level: 35) Gloamwood 4540, 2382
(MAX level: 50) Stillmoor 1705,2310
Missing MAX level items for Puzzles: Freemarch(lake of solace), Shimmersand, IPP, Scarlet Gorge, Stonefield, and Moonshade.
Missing MAX level items for Cairns and Chests: Freemarch (safe, barrel, casket, cargo, soul, vase), Stonefield, IPP, Droughtlands, Shimmersand.
If I missed any to list here, it's probably because I didn't make note and just know where it is from traveling there myself.
Edit: We can probably guess what is missing, but I prefer checking and making sure 100%.
Well, I can personally confirm stillmoor, shimmersand and Iron Pine are all level 50 max - cairns and puzzles.
Droughtland - cairn puzzle - lvl 45 max
Lake of Solace (all) -- lvl 30 max
Stonefield -- lvl 35 max
So that only leaves scarlet gorge and scarwood between us.
info
DUNGEONS
Standard Difficulty Dungeons Available
- Realm of the Fae (16-17) - Silverwood
- Iron Tomb (18-19) - Freemarch
- Darkening Deeps (22-23) - Gloamwood
- Deepstrike Mines (25-26) - Stonefield
- The Foul Cascade (29-30) - Scarlet Gorge
- King's Breach (34-35) - Scarwood Reach
- Runic Descent (39-40) - Moonshade Highlands
- Fall of Lantern Hook (43-44) - Droughtlands
- Abyssal Precipice (49-50) - Iron Pine
- Charmer's Caldera (49-50) - Shimmersand
Expert Difficulty Dungeons Available
- Realm of the Fae (50+) - Silverwood
- Iron Tomb (50+) - Freemarch
- The Foul Cascade (50+) - Scarlet Gorge
- King's Breach (50+) - Scarwood Reach
- Fall of Lantern Hook (50+) - Droughtlands
- Darkening Deeps (50++) - Gloamwood
- Deepstrike Mines (50++) - Stonefield
- Runic Descent (50++) - Moonshade Highlands
- Abyssal Precipice (50++) - Iron Pine
- Charmer's Caldera (50++) - Shimmersand
=== KNOWN ISSUES ===
* Raid Rifts have been temporarily disabled while we do final polish passes on these events.
GENERAL GAMEPLAY
* Racial Abilities now cannot be used in dungeons and raid instances.
* CoD Mail now expires and returns to sender after three days.
* Mail from 'the system' no longer expires.
* Changed the intro movie!
RIFTS AND INVASIONS
* Colossi will be less 'twitchy' when being attacked by large groups of players.
COMBAT
* Changing Roles now causes your buffs cast on others in the world to be removed - this addresses some issues where players could buff groups/raids with abilities they then no longer had access to or even a soul equipped for.
* Fixed a number of other exploits that allowed certain spell effects to exist on multiple characters at the same time when they shouldn't be.
* Fixed an issue where certain mobs were immune to abilities that dealt damage and healed - i.e. Life Leech, Soul Purge.
* Critical heals will now show up in the combat log and are a separate type of message from regular combat logged heals.
SOULS
* PvP Souls: Break Free no longer removes the Exposed debuff.
* Clerics: Fixed a bug causing some proc heals to consume effects that modify heals.
ASSASSIN
* Fixed a bug where the internal cooldown was not working for weapon poisons.
* Serrated Blades: Causes the target to bleed for 33-100% of your weapon's damage over 6 seconds, down from 60-180%. Now only triggers from melee weapon critical attacks. It no longer triggers from ranged weapon critical attacks or attacks that require 'Any Weapon' and are not considered melee weapon attacks [Bard damage abilities, Saboteur Charges, Bombs, etc.]. Nightblade ranged attacks are considered melee weapon attacks and can trigger Serrated Blades.
* Slip Away: Fixed so that existing DoT effects will cause stealth to break after Slip Away immunity ends.
* Serpent Strike: Damage increased.
* Advanced Flanking: Changed to increase the critical hit chance of Backstab by 3-6%. Increases the critical hit chance of Assassinate, Jagged Strike, and Paralyzing Strike by 25-50%.
* Magnify Pain: Fixed a tooltip error.
BEASTMASTER
* Pack Mentality: Was set to increase the damage of melee attacks, making it unpredictable in use - has been changed to increase Physical damage attacks.
* Diversion Strike: Damage increased, duration of critical hit buff increased, now only affects the Beastmaster and their pet.
* Tenacious Strike: Renamed Tenacious Wounds, increases the damage of Bleed effects by 3-6%.
* Fight As One: Duration increased to 15 seconds.
BLADEDANCER
* Vivacity: Now also increases damage of all Bladedancer abilities by 5-10%.
CABALIST
* Lurking Decay: Should now actually work again.
INFILTRATOR [PvP]
* Focused Intent: Your attacks have a 10-30% chance to make enemy players vulnerable, increasing their damage taken by 2% for 10 seconds. Stacks up to 10 times.
* Against All Odds: Only triggers off of roots/stuns cast by players. Damage reduction only affects damage taken from players.
* Ignore Pain: The damage reduction now only reduces damage taken from players.
MARKSMAN
* Swift Shot: Damage reduced.
* Empowered Shot: Damage reduced.
* Deadeye Shot: Damage reduced.
* Strafe: Damage reduced.
* Hasted Shot: Damage reduced.
* Marksman's Pedestal: Damage bonus has been increased from 5% to 10%.
* Sniper's Pedestal: Damage bonus has been increased from 25% to 30%.
NECROMANCER
* Fixed a bug where Lich Form didn't end when using Feign Death.
NIGHTBLADE
* Fixed a bug where the internal cooldown was not working for weapon enchantments.
* Heat Retention: Fixed so the buff effect is no longer retained when a Finisher ability is used.
PURIFIER
* Fiery Blessing: Critical hits now properly reduce the stack.
RANGER
* Dire Wolf, Blood Raptor: Damage reduced.
* Shadow Fire: Damage reduced.
* Splinter Shot: Damage reduced.
RIFTBLADE
* Resolved a problem where instead of Enhanced Burst [from Fiery Burst] granting 30% to elemental damage, it granted 20% to all damage. It now properly enhances elemental damage by 30%. Storm Burst and Earth Burst were working properly.
VOID KNIGHT
* Singularity: Tooltip now displays the proper durations for each attack point.
* Quality Care: Will now not trigger off of every tick of a HoT spell, and will not trigger off of Cleric-procced heals.
* Discharge: Now has a 10 second cooldown.
* Blood From a Stone: Fixed a bug where this would proc from ranged attacks.
ZONES
MOONSHADE HIGHLANDS
* Death's Embrace: Reduced Gorvaht's damage.
* Into Bahralt's Keeping: Completing this quest is no longer a prereq for the Hammerknell Fortress series.
STONEFIELD
* Rift - Deepstrike Summons: Volcanic Tectonus's "Stoneskin" ability will only give back a maximum of 25% HP per cast.
DUNGEONS AND RAIDS
* Fixed lock-out collision in Abyssal Precipice.
* Added treasure chests to Expert Rifts.
CHARMER'S CALDERA
* Expert: Jutharin now resets if he exits his encounter space.
* Expert: Caelia no longer respawns after being killed.
* Standard: Caelia encounter barriers properly despawn after her death.
DARKENING DEEPS
* Tegenar's Cocoon no longer requires line of sight to the target player.
* Expert: Scarn's Searing Heat can no longer be purged.
* Expert: Removed chat log spam for Bonehew's minion spawning.
PVP/WARFRONTS
* If your pet is alive when you die in a Warfront, it will automatically come back when you are resurrected.
* PvP Flag: If you were in the countdown to remove your PvP flag when you die and respawn, it will continue the countdown from where it left off.
ITEMS
* Dyes will now properly list as consumables in the Auction House.
* Salvaging components properly list as ingredients in the Auction House.
GRAPHICS AND AUDIO
* Pressing the jump key (default: space bar) will cause you to swim up. No more underwater jumping!
* Swimming vertically will no longer result in wonky camera antics once you reach the surface.
* Fixed visual effects not appearing in portraits.
UI/SETTINGS
* Fixed a bug where non-ability buttons wouldn't load on secondary bars - aka disappearing icon hijinks!
* Pet ability buttons are no longer hidden after leveling up.
* Increased the font size for stack numbers on the new Class Mechanic UI.
* The character inspection window will now update if the player you’re inspecting changes their equipment.
* Zone event quests no longer appear in the quest log, only on-screen.
* Action bar layouts should now save properly.
================================
Alpha 27-9-A
2/18/2011
GENERAL GAMEPLAY
* Expert Rifts have been re-enabled on Alpha after some tuning. They're intended for groups who have done some Tier 1 Expert dungeon runs and are starting to consider Tier 2 Experts. Give them a shot and send us your feedback!
* Public Group leaders will now have a button to combine groups if there's a group of similar or larger size nearby.
* Abyssal Precipice is once again unblocked.
* The Codex is available for play again.
GUILD PERKS
* Planar Protection: Now affects the whole raid.
* Killing Spree: Now increases critical hit chance by the proper amount.
COMBAT
* Pets in defensive mode will no longer insist on attacking Vespid hives.
SOULS
ASSASSIN
* Serrated Blades: Fixed bug so that this no longer crits, as was intended.
BEASTMASTER
* Slashing Strike: Fixed bug where this was cleaving too far.
* Enraged Companion: Fixed tooltip to read 5% instead of 10%.
PURIFIER
* Fiery Blessing: Fixed a bug where this was not removing its stacks on critical hit.
RIFTBLADE
* Enhanced Burst: Fixed an issue where this was applying itself twice.
VOID KNIGHT
* Catalyze, Fusion of Flesh, Unstable Reaction, and Shock Burst have moved to unlock 6 levels lower, to make room for Singularity.
ZONES
* Albahri Batu and Templar Delsin no longer sell the Black Garden Token (a deprecated item from many builds back).
MATHOSIA
* Fixed the skeleton army at the end of the zone not falling over when dead!
PVP
* If you have PVP Auto Flagging disabled, you can still buff faction NPCs if they are not in combat with a player.
CRAFTING
* When using a rune, the cursor will now change to indicate whether or not it can be placed on an object.
ACHIEVEMENTS
* Dwarves no longer get credit for falling half as far as they actually did for the purpose of earning achievements.
CLIENT
* Fixed an issue causing the first launch of the client to be at incorrect default video settings.
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