NOTE:
This color means a that this thing was not in the first preview.
This color means that this thing was in the first preview.
GENERAL CHANGES
Wild Shape
- Animal forms (Wolf, Bear, Winter Wolf, and Dire Bear) will now use the stats of the player's main hand weapon for melee attack purposes, such as Base Damage, Critical Multiplier, Critical Range, all Enchantments, Material traits, procs, etc. The issue with the power level of certain effects not scaling will be resolved by this as well. Primal Avatar form and damage is “currently” not effected by theses changes for this build.
- Existing combat style bugs are being fixed.
- No combat style specific bonuses will function while in animal forms aside from Natural Fighting, and any bonuses native to the form (no dual wielding, shield bashes or single weapon attack speed).
- Using a two-handed weapon still grants the 1.5 damage from your modifying stat, and Power Attack feat adjustments in animal form as well, for its additional bonus.
- Shields still grant stat bonuses including armor class (but no shield bashes while in animal form)
- Activated Attacks that require a specific weapon to be held in your hand will still not work in animal form (because sometimes these attacks have animation requirements) However things that modify your weapons base stats still work normally such as changing your primary damage stat.
- Wolf form attack animations and movement speed has been adjusted.
- We are reducing the Basic Wolf Form attack speed bonus to 20%. Winter wolf attack speed has been boosted to 35%. We are also fixing some flaky behavior in the attack chain.
- All Wolf Speed increases now stacks with haste and other speed effects
- Winter Wolf Speed increased to 10% + 1% per druid level, max 30% at level 20 druid.
- The Bear attack animation chain will be improved to make its attack rate match other weapon styles.
- This will result in an approximate 15% increase in attack speed.
- Bear form gains glancing blows as if it was using a two handed weapon. Abilities that increase your glance damage, chance apply normally though this does not include improved two handed fighting feats which are "combat styles". See natural weapon fighting. Glancing blows are disabled when the fighting defensively feat is toggled on
- All animal forms (Wolf, Bear, Winter Wolf, and Dire Bear) now have an animation for reading a tome.
- Wolf and Dire Wolf jump animations have been polished to remove hitching.
- All animal forms (Wolf, Bear, Winter Wolf, and Dire Bear) have had their sit, kneel, and sleep animations polished
- Weapons and shields should no longer erroneously display while in animal shape under certain conditions
- Wolf and Bear shadows should now appear correctly if you log in with their Wild Shape already toggled on.
- Bears should now apply visual effects from spells like Bark Skin correctly
- Wolf and Winter Wolf forms have had a texture makeover
- Water and Fire Elemental form will now grant 65% Absorption to their element, instead of Damage Reduction, and 15% Vulnerability to their opposite element. The bonus will not stack with Fire Shields or Fire Energy Sheath. Absorption from items and other abilities still work.
- There is a new toggle feat that druids get at level 13 (with their first elemental body pick) that disables the textures for elemental forms
Specific Spell Changes
- Wild Shape Spells
- The following druid innate animal spells will now work regardless of rage, feeblemind, quell or anti magic.
- Maul
- Great Maul
- Take Down
- Pack Presence
- Baiting Bite
- Shred
- Harrowing Pack
- Rising Fury
- Cold Breath
- Tenacious Pack
- Tremor
- Jaws of Winter
- Rising Fury
- Relentless assault
- Howl of Terror
- Unstoppable
- Snow Slide
- Wolf Form Spells
- Baiting Bite will now use your spot score for the bluff role. This is still considered a bluff skill check.
- Take Down's cooldown increased to 8 seconds
- Take Down no longer erroneously grants +4[W] and instead properly grants +2[W]
- Take Down's DC scales with highest of STR,DEX, or WIS modifier.
- Jaws of Winter is now a level 6 spell instead of a level 7 spell (This will require players who had it memorized before the update downtime to need to adjust their memorized spells)
- Jaws of Winter DC scales with the higher of STR, DEX, or WIS modifier
- The following Wolf Spells gain +1 Critical Damage Multiplier and Critical Threat Range
- Baiting Bite
- Jaws of Winter
- Snowslide
- Bear Form Spells
- Rising Fury's cooldown will be reduced to 30 seconds
- Rising Fury will now accept the "Extend Spell" Metamagic Feat
- Tremor damage increased to 2[W] and correctly describes itself as an attack.
- Tremor DC scales with the higher of STR or WIS modifier
- Maul no longer erroneously grants +4[W] and instead properly grants +2[W]
- Maul no correctly attempts an Intimidate check on the target.
- Great Maul damage increased to +3[W]
- The following Bear Spells gain +1 Critical Damage Multiplier and Critical Threat Range
- Shred
- Great Maul
- Relentless Onslaught
- Regular Spells
- Reincarnate's casting time and cool down will be put on par with Raise Dead.[/INDENT]
- Creeping Doom will now do acid damage and benefit form acid spell power. Each character can have their own copy of this dot on a target.
- Enveloping Swarm has been re-designed as a single target instant application dot instead of a damage shield effect. Each character can have their own copy of this dot on a target. Target is enveloped by insects taking 2d8 acid damage + 1d8 for every 3 druid levels every 2 seconds for 16 seconds. SP Cost: 10 Meta Magics: Max, Intensify, Empower, Enlarge, Heighten Reflex save for half each tick
- Produce Flame Projectile speed is being increased
- Creeping cold and Greater creeping cold will now stack with each other when cast by other druids (two can each have their own copy on a target now)
- Anger of the Noon Day Sun Creatures affected who were immune/resistant/healed by to fire now take full damage. Will not stack with effects that amplify damage beyond 100%. -8% fortification
- Mantle of Ice Creatures affected who were immune/resistant/healed by to cold now take full damage. Will not stack with effects that amplify damage beyond 100%. 10% attack speed slow 25% movement speed slow -4 to fort/reflex saves
- Elemental Toughness Target: Self DR removed. Now grants 1 physical resistance per druid level for the duration of the spell. Lasts 30 seconds a druid level Costs 25 spell points Metas: Quicken Extend
- Fires of Purity Fire DR penalty has been changed to a 10% vulnerability penalty
- Salt Ray now causes the helpless state when enemies fail their save.
- Spike Growth visual has been adjusted to reduce the amount it blocks view
- Shillelagh is now a self buff that enchants any wooden weapon you wield for it's duration. While the enchant stays on the player casting other weapon enchants will suspend it until the weapon is re-equips and it clears other temp weapon enchants.
- Call Lightning Storm now deals 1d10 Electric Damage per 2 Caster Levels each time an enemy is struck with Lightning.
- Storm of Vengeance now deals 1d3 Acid Damage per Caster Level every two seconds to enemies in the area.
- Storm of Vengeance now deals 1d10 Electric Damage per 2 Caster Levels each time an enemy is struck with Lightning.
Wolf Pet
- The death of a Druid's Wolf pet will no longer cause the Druid to lose hit points and spell points
- Druids now have 3 pet revivals each rest instead of 1
Feats
- Natural Weapon Fighting has been changed to the following: "You have grown accustomed to fighting with claws, paws, and jaws. While in a Druid animal form, such as Bear or Wolf, you receive +4 to melee power, physical resistance rating, and Doublestrike chance. In bear form your glancing blow damage is increased by 10%. This feat can be taken up to three times. This feat gives no benefit to Druids in elemental or none animal forms."
- The Epic Feat "Master of the Wilds" now includes the spell "Salt Ray"