Shade
08-28-2012, 10:46 AM
Up to date as a of U16.1:
Legendary Dreadnought
Unstoppable, Action Boost: Thick Skinned and Action Boost Unmovable (All actives):
All of these mention they can be used while helpless, but you often can not. They works when being held and while ability drained to 0, but it cannot be selected while disabled by most other CC effects.
Sundering Swing (Active)
Applies the regular sunder effect, not improved sunder. (Fortification and Fort saves are not reduced, only armor class.)
Legendary Tactics (Passive)
Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.
Tactical Genius: (Active Ability): (Cooldown 5 mins) Activate to clear the cooldowns of all Tactical feats.
This ability isn't working at all. Cooldowns do not clear. (May need re-verification as there was a release note mentioning an update to this ability)
Master's Blitz: Active Ability: (Cooldown 5 mins)
Official Description: The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill a worthy opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.
Bugs:
- The dodge bonus is incorrectly subject to the max dex armor cap of whatever armor you're currently wearing. (Being the Fighter epic moment, most fighters wear heavy armor, and thus get limited to 1% dodge. Though even unarmored, it doesnt apply the full 50%)
- Due to the bugged design of having charges and stacks of Masters Blitz being consider temporarily volatile buffs, they are constantly being lost when they should not. For example: Simply using any way-point like entering a cave in madstone crater (which you must do tons of times to complete the quest) will completely destroy all charges, and if active, all stacks of the buff itself. The only thing maintained is a completed charge counter of 1, as it's stored in you hotbar rather then the buffs list.
Fury of the Wild
Adrenaline 1-3 and Overload:
Bug: Monks do not receive increased critical threat range when using handwraps
Tunnel Vision (Passive):
Bugs:
-The ability itself works OK, however it causes Barbarian Rage and occasionally other rages to get permanently stuck on your buff bar. If you dismiss the rage, the icon will remain and continue to tick down, though you are no longer raged. If you allow it to expire, it will get stuck there at 0:00 forever until a re-log.
- Causes issues with monks using handwraps: Tunnel visions untyped bonus to damage overwrites, most times, other untype damage bonus from wraps that have untyped damage (EG: Grave Wrappings). After the rage effect is lost, the handwraps damage is not returned until the handwraps are re-equipped.
Possibly Related: Other "while you are raged" effects may cause the same bug. Though having ONLY Tunnel Vision has been confirmed to cause this bug.
Primal Scream (Active):
Higher ranked versions also don't correctly supersede lower versions, so you get multiple icons of this buff on your bar if multiple versions are affecting you, however none of them stack.
Boulder Toss: (Active)
The Knockdown DC (Lists DC [10/15/20] + STR modifier.) is not working correctly, even the lowest reflex save enemies almost always save when used by characters with 70+ strength. It can ultra rarely knock down enemies, but it seems like they have to roll a 1 regardless of your DC.
Injury:
The shaken effect incorrectly has a save (DC29 Will). Lasts only 6 seconds and offers a recurring save every 2 seconds, making it worthless against high level epic enemies. The 3rd rank effect is currently broken and functions the same as the 2nd rank.
Not a bug but related player concern: The bleed damage uses the same rather annoying sound effect as the Slicing Blow feat, except it goes off constantly, causing it to interrupt itself and sound very bad.
Unbridled Fury:
Monks do not receive increased critical threat range when using handwraps.
Will keep this updated. Let me know any bugs I might of missed.
Legendary Dreadnought
Unstoppable, Action Boost: Thick Skinned and Action Boost Unmovable (All actives):
All of these mention they can be used while helpless, but you often can not. They works when being held and while ability drained to 0, but it cannot be selected while disabled by most other CC effects.
Sundering Swing (Active)
Applies the regular sunder effect, not improved sunder. (Fortification and Fort saves are not reduced, only armor class.)
Legendary Tactics (Passive)
Testing shows that this bonus isn't applying to the knockdown DC of Lay Waste.
Tactical Genius: (Active Ability): (Cooldown 5 mins) Activate to clear the cooldowns of all Tactical feats.
This ability isn't working at all. Cooldowns do not clear. (May need re-verification as there was a release note mentioning an update to this ability)
Master's Blitz: Active Ability: (Cooldown 5 mins)
Official Description: The Master's Blitz counter increments each time a Tactical Feat is successfully used. When the counter reaches 50, you gain ability to use Master's Blitz. Activate For 15 seconds, you gain +50% dodge and deal +25% melee damage. Any time you kill a worthy opponent while under the effects of Master's Blitz, you gain an additional stack of the melee damage bonus and restart the duration. If you are below 50% health when you first activate this ability, you start with two stacks of increased damage instead of one. The damage bonus stacks up to 10 times, and decrements by 1 each time you do not kill a worthy opponent within 15 seconds.
Bugs:
- The dodge bonus is incorrectly subject to the max dex armor cap of whatever armor you're currently wearing. (Being the Fighter epic moment, most fighters wear heavy armor, and thus get limited to 1% dodge. Though even unarmored, it doesnt apply the full 50%)
- Due to the bugged design of having charges and stacks of Masters Blitz being consider temporarily volatile buffs, they are constantly being lost when they should not. For example: Simply using any way-point like entering a cave in madstone crater (which you must do tons of times to complete the quest) will completely destroy all charges, and if active, all stacks of the buff itself. The only thing maintained is a completed charge counter of 1, as it's stored in you hotbar rather then the buffs list.
Fury of the Wild
Adrenaline 1-3 and Overload:
Bug: Monks do not receive increased critical threat range when using handwraps
Tunnel Vision (Passive):
Bugs:
-The ability itself works OK, however it causes Barbarian Rage and occasionally other rages to get permanently stuck on your buff bar. If you dismiss the rage, the icon will remain and continue to tick down, though you are no longer raged. If you allow it to expire, it will get stuck there at 0:00 forever until a re-log.
- Causes issues with monks using handwraps: Tunnel visions untyped bonus to damage overwrites, most times, other untype damage bonus from wraps that have untyped damage (EG: Grave Wrappings). After the rage effect is lost, the handwraps damage is not returned until the handwraps are re-equipped.
Possibly Related: Other "while you are raged" effects may cause the same bug. Though having ONLY Tunnel Vision has been confirmed to cause this bug.
Primal Scream (Active):
Higher ranked versions also don't correctly supersede lower versions, so you get multiple icons of this buff on your bar if multiple versions are affecting you, however none of them stack.
Boulder Toss: (Active)
The Knockdown DC (Lists DC [10/15/20] + STR modifier.) is not working correctly, even the lowest reflex save enemies almost always save when used by characters with 70+ strength. It can ultra rarely knock down enemies, but it seems like they have to roll a 1 regardless of your DC.
Injury:
The shaken effect incorrectly has a save (DC29 Will). Lasts only 6 seconds and offers a recurring save every 2 seconds, making it worthless against high level epic enemies. The 3rd rank effect is currently broken and functions the same as the 2nd rank.
Not a bug but related player concern: The bleed damage uses the same rather annoying sound effect as the Slicing Blow feat, except it goes off constantly, causing it to interrupt itself and sound very bad.
Unbridled Fury:
Monks do not receive increased critical threat range when using handwraps.
Will keep this updated. Let me know any bugs I might of missed.