132650-update-notes-wildstar-reloaded

Content
{| style="width: 100%;" Hello Everyone - Please find below the game update notes for WildStar: Reloaded. We know you'll have feedback, and we welcome it in this thread here. Cheers, and welcome to Nexus! Team WildStar

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========== WildStar: Reloaded Update Notes

Lore Fixed a journal inaccuracy and made it clear Nexus orbits a trinary star system.

Client Optimization

We have done numerous optimizations to the WildStar client. Most players should experience a higher frame rate in general and find the game smoother than before. At the same time, the memory requirement has been reduced. The 32-bit client will also automatically adjust graphic settings to better manage memory usage. The client size has also been heavily optimized. The new client now requires much less disk space now.

Graphics Options Added a new “Ultra” Texture Quality setting for systems with abundant video memory.

General

Fixed a server-side issue that was causing increasing server lag for Players over time (noticeable to Players with their spell casts & attacks being delayed, NPCs not moving right away, activating objects & comm calls delayed after being triggered, Flying pets will follow the player more smoothly. EULA has been updated to reflect the addition of NCoin services to WildStar. Weekly Elder Gem cap has been increased to 250. Account items from standard and deluxe edition rewards cannot be claimed multiple times if the player already has the item in an inventory or bank. This prevents additional copies of the items from being mailed to the player. Terminology - Shiphands are now Expeditions, Expeditions are now Housing Expeditions, Explorer Expedition missions are now Cartography missions, and Explorer Cartography missions are now Vista missions. The cooldown for Wake Here resurrection has changed. Free players may use Wake Here again after 1 hour, Signature players may use it after 30 minutes. Signature players will now have a 50% bonus to reputation gained from combat and a 25% bonus to reputation gained from quests. Signature players will now receive a 25% to currency, Renown, Prestige, Glory, and Crafting Vouchers granted by killing creatures and players or completing quests. General Goods vendors have set up shop next to the Auction Houses that did not previously have convenient merchants nearby. With the recent system changes that took place in WildStar, several loading screen tips have been adjusted. The first character to log into a realm will now consistently be able to create more than two characters. Fixed an issue that would sometimes cause players to get immediately disconnected upon entering the world from character select. Rest XP has been standardized to provide more regular amounts, across more avenues of experience gain. Several level up unlock notifications have been adjusted to account for new system changes. Signature players will now receive a 25% bonus to XP and Elder Point gains.

Character

Customization

Costumes

The Exile Cryosuit costume set is no longer restricted from use by faction. The player may now dye their armor starting from level 3 instead of 14. Adjusted the costume system to allow unlocked but deprecated items to still be used in costumes.

Mounts

Several mounts have been renamed for consistency. The Snarfelynx Mount, Data Drifter Mount, and Glitterkitty Cruiser Hoverboard now indicate that they travel faster than normal and ignore riding skill in their tooltips.

Holo Wardrobe

All players will now start with 4 costume slots automatically unlocked regardless of level, with players who have redeemed a WildStar retail ("box") key receiving an additional 2 for a total of 6. The loading screen tip stating that you may dye your armor at level 14 has become inaccurate and has been adjusted to say that you may create costumes and dye them using the holo-wardrobe at level 3. Items in the Holo-Wardrobe that a character cannot use because they failed a prerequisite will now be displayed in a disabled state. Costume items can now be unlocked regardless of a character's ability to use the item. We have standardized the costs using dyes in the Holo-Wardrobe. We have also implemented a system that will adjust the cost of using dyes based upon the players level so that at lower levels the costs will be much more reasonable for new characters.

Items

Players will now be prevented from claiming an account item from their pending inventory if it is multi-redeem and already in their account inventory. Stats on items will now properly display the stats they are currently providing while the player is rallied. The spell effect tooltips for spells provided by items will now properly reflect the effective item level of the item which cast it. The effective item level is different than the item level when the character is rallied or mentoring.

Mounts

The Retroblade now displays a different error when the player is ineligible to use it. Reduced duration of Provisional Mount Licenses from 24 hours to 2 hours.

Classes

Abilities no longer require a purchase cost to unlock Reworked Ability rollout for all classes. Support stances have moved to level 6. Ability slots now unlock at levels 1, 2, 3, 4, 5, 7, 9, and 10.

AMPs

No longer require item unlocks to use. Deflect Critical Hit AMPs have been replaced with Critical Mitigation (4% per AMP) Focus Cost Reduction AMPs increased to 5%, from 2%. Focus Recovery AMPs (Desperation, Attrition, Focus Mastery) have updated recovery values.

Combat

Duels can be initiated, won, lost and run away from without error. Player Pets will no longer be aggro'd on by NPCs while in Stance (Defensive) unless the Pet's owning Player is in combat with the NPC. Player Pets will never be aggro'd on by NPCs while in Stance (Passive). Pets now move at a rate associated with their owning Player's speed when out of combat, and at set rates when in combat. Pets outside of combat match player run/sprint speed if they need to run, else they walk. Players will now resurrect with at least 50% Focus. In Arenas, Battlegrounds, and Warplots players will now resurrect with 100% Focus. Players in alternate planes (such as Spellslingers using Void Slip) when a creature dies should receive credit for the kill in quests, achievements, etc. Combat logs of heal to shield conversions will now display to all players correctly instead of just the recipient player. Secondary Stats Rating-to-Stat conversion formula has been revised and they now undergo a new Diminishing Returns formula. All cooldowns on NPC's should now be properly being cleared on evasion. Fixed an issue where spell castbars wouldn't get displayed in certain rare setups. Summoning an engineer bot should once again not stop Hold to Continue Casting.

Engineer

Innate Abilities

Eradication Exosuit and Provocation Exosuit now allow Engineer AMPs and Abilities to ignore Volatility threshold requirements while active.

Eradicate Removed the 5% Armor penalty.

Provoke Removed 6% Damage Reduction. Reduced Max Health bonus to 5%, down from 6.6%. Added 10% Glance Chance and Strikethrough rating equal to 80% Support Power.

Abilities

Artillery Bot

T4: Now increases Multi-Hit Severity by 5%, changed from 6.5% Critical Hit Chance. [bot Ability] Barrage no longer resets the cooldown if the first damage pulse kills the target.

Bio Shell

Expose now reduces Technology Mitigation by 6% (flat) for 7s + 0.5s per tier, changed from 7-15% (multiplicative) for 11s. T8: Now grants a dash token on use and deals an additional 61.36% AP physical damage to the primary target. Now shows splash range in the tooltip and displays a telegraph on impact.

Bruiser Bot

T4: Now increases Glance Mitigation by 5%, changed from 3.5% Deflect Chance. [bot Ability] Blitz: interrupt is now instant and removes 1 IA. Taunt no longer affects 5-man enemies or higher.

Code Red Fixed an incorrect buff tooltip for Code Red T7.

Diminsherbot

Fixed an issue where T7 Diminisherbot was doing less damage than intended. Diminisherbot's Strobe ability now uses the same targeting mechanism as Barrage (Artillery Bot).

Energy Auger

Has been reworked! Base: Instant cast off GCD: deal 7.08*lvl + 22.33% AP + 4.77% AP*tier technology damage to 5 foes and create a 30m field for 3s. Foes inside the field take 1.33*lvl + 4.2% AP + 0.9% AP*tier technology damage every 0.5s. Allies in the field gain 100% increased movement speed. Cooldown: 25s. GCD: 0.5s. Range: 30m. T4: Increased damage to 10.36% AP per tick, up from 6.7% AP

Feedback

Now usable after Glance, instead of Deflect T4: Reduces cooldown on Glance, instead of on Deflect. T8: Now correctly reduces all incoming damage types (was only reducing physical).

Hyperwave T4: Now reduces base critical chance by a flat percentage amount.

Mortar Strike

Now shows splash range in the tooltip and displays a telegraph on impact. T4: Energy Auger no longer grants Overcharge.

Obstruct Vision T8: Now destroys 2 interrupt armor and interrupts affected foes immediately.

Particle Ejector Expose now reduces all Mitigation by 4% (flat) for 6s, changed from reducing Armor by 20% (multiplicative) for 3s.

Personal Defense Unit

Now self-cast and off GCD. Now grants 26% + 3%*tier damage reduction, down from 25% + 5%*tier. T4: Cooldown set to 5s. Recharge rate remains 1 per 30s.

Quick Burst

Is now usable after landing a Multi-Hit, rather than a Critical Hit. T8: now applies when between 30 and 70 Volatility, rather than while above 80 Volatility.

Target Acquisition

Has been reworked! Base: 2 second channel: every 0.5s, deal 8.26*lvl + 26.09% AP + 2.53% AP*tier to the target and 4 enemies within 6m. Cooldown: 7s. GCD: 1.25s. Range: 25m. T4: Multi-Hits deal 10.6% AP technology damage to the target and 4 foes within 4m. T8: Deal an additional 12.12% AP technology damage. Increase splash radius to 8m and secondary target count to 9.

Volatile Injection

Has been reworked! Base: Increased target count to 19, up from 4, and range to 25m, up from 15m. Now grants 8% Multi-Hit Severity and 8% Glance chance for 10s+1.25s*tier. T4: While between 30 and 70 Volatility, gain 8% Multi-Hit Chance. T8: Multi-Hits reduce the cooldown of your Innate Abilities by 0.67s. Can only occur every 1s.

AMPs

Cruisin' for a Bruisin' Now increases Multi-Hit Severity by 8%, changed from 7.5% Crit Chance.

Defense Protocol Now increases Glance Chance and Glance Mitigation by 4% for 8s, changed from 4% Deflect Chance.

Exploit Weakness Has been reworked! Dealing physical or technology grants an Empower based on the damage type. Empower: Increases Damage Dealt by 6%.

Explosive Ammo Now procs off a Multi-Hit, rather than a Critical Hit.

Extra Hurtin' Reduced armor pierce to 10%, down from 15%.

Forceful Impact Now procs off a Multi-Hit, rather than a Critical Hit.

Hardened Resolve Reduced CC resilience to 40%, down from 50%.

Harmful Hits Now increases Multi-Hit Chance by 10%, changed from 9% Crit Chance.

Quick Restart Has been reworked! When you Glance an attack, gain a 37.45*lvl + 57% SP absorb shield for 5s. Can only occur every 10s.

Razor's Edge Has been reworked! While between 30 and 70 Volatility, increase Glance Mitigation and Multi-Hit Severity by 6%.

Rejuvenating Rain Is now: when you Glance an attack, restore 21.04*lvl + 32% SP health to self and 2 allies within 5m. Can only occur every 5s.

Repeat Business Has been reworked! Landing a direct Multi-Hit grants 6% Glance Mitigation for 5s. Can only occur once every 1s.

Survival Instincts Now triggers off of Glance, rather than Deflect.

Esper

Abilities

Blade Dance

Is now a Psi Point consumer. Base damage rebalanced to 5.93% | 11.82% | 17.75% | 23.65% | 29.57%  Assault Power and 3.15 | 6.31 | 9.46 | 12.62 | 15.77 per level (per Psi Point), from 13.62% and 7.26. Tier damage upgrade rebalanced to 0.4% | 0.81% | 1.21% | 1.61% | 2.02%, from 1.7%. T4: Pierces 40% Armor and grants a Swiftness. T8: Deals additional damage on channel end.

Catharsis T8: Now properly purges all buffs.

Crush T8: Expose now reduces Magic Mitigation by 15% (flat), changed from 35% (multiplicative).

Fade Out T8 illusion now taunts immediately upon being summoned.

Haunt Expose now reduces Magic Mitigation by 8% (flat) for 6s + 0.5s per tier, changed from 8-24% (multiplicative) for 10s.

Illusionary Blades

Redesigned and is now a Psi Point consumer Base: Deals damage and gain an Illusion: Deal additional magic damage with each hit of Psychic Frenzy or Blade Dance. T4: Reduces cast time by 0.5s T8: Grants an Empower for each Illusion.

Incapacitate T4: Expose now Increases Magic Damage Taken by 10%, changed from reducing Magic Mitigation by 6% (multiplicative).

Mending Banner Fixed a bug where Mending Banner T8 would heal an additional target.

Mental Boon The Tier 2 Mental Boon now heals for the appropriate amount at 4 Psi Points.

Mind Burst T8: Empower now increases Critical Hit Severity and Multi-Hit Severity by 10%

Mirage T4: Tooltip now states the correct amount of Spell Power restored.

Psychic Frenzy

Base damage reduced to 14.65% AP and 7.82 per level, from 17.51% and 9.35. Tier upgrade damage reduced to 2.53%, from 2.94%. Initial cast time reduced to 500ms, from 750ms.

Pyrokinetic Flame

Now properly cleans up the telegraph if the target deflects the initial hit of Pyrokinetic Flame. T4: now only affects party members.

Reap Fixed a bug that caused the T8 to still generate a Psi Point if the debuff was dispelled.

Shockwave Tier 4-7 knockback now knocks enemies the correct distance.

Telekinetic Storm

T4: Armor Pierce reduced to 8% | 16% | 24% | 32% | 40%, from 10% | 20% | 30% | 40% | 50%. T8: Increased the Deflect debuff to 5%, up from 2%. No longer stacks. Does not stack with other class Deflect debuffs.

AMPs

Duelist Now states in the tooltip it increases PVP Power not Offense.

Figment This now properly displays as a debuff on hostile targets.

Follow Through Empower reduced to 8% from 10.5%

Healing Touch This should now properly proc on the caster.

Reckful Empower now increases Critical Hit Chance by 8%

Mental Overflow If at 4 Psi Points with 2 Psi Charges from the T8 bonus of Psychic Frenzy or Telekinetic Strike the next cast of either should now properly generate a stack of Mental Overflow.

The Humanity Fixed a bug that prevented the damage from proc’ing on multiple enemies who are below 30% health.

Medic

Abilities

Annihilation T8: Each hit of Gamma Rays and Quantum Cascade deals additional damage to foes affected by your Annihilation.

Atomize Now triggers off of Multi-Hit.

Barrier

Base Shield Heal reduced to 81.22% Support Power and 35.36 per level, from 90.55% and 39.43. Base HoT reduced to 27.61% Support Power and 12.01 per level, from 30.82% and 13.4. Shield Heal tier upgrade reduced to 2.61% Support Power, from 3.14%. HoT tier upgrade reduced to 0.9%. from 1.0%. Relative Focus Cost reduced by 27%.

Crisis Wave

Base heal reduced to 82.88% Support Power and 36.08 per level, from 110.5% and 48.11. Tier 4: Landing a Multi-Hit restores 1 Actuator Relative Focus Cost reduced by 42%

Dual Shock Now triggers off of Multi-Heal.

Empowering Probes

Grants a Bastion (increase Outgoing Healing) in addition to the Empower. Probes target self and 19 others within 25m. T4: Grants the caster a Multi-Hit Severity buff. T8: When your damage Multi-Hits, deal additional damage. When your heal Multi-Hits, restore additional health. Tier upgrade: +1s Empower and Bastion duration

Energize Empower reduced to 14%, from 17%

Fissure Expose now Increases Technology Damage Taken by 12% across all tiers for 8s + 0.5s per tier, changed from reducing 12-20% Technology Mitigation (multiplicative) for 10s.

Quantum Cascade

Tooltip now indicates that other abilities can be cast while channeling. T8: Empower reduced to 3%, from 5%.

Recharge Empower reduced to 12%, from 15%.

Rejuvenator PvP flagged players can no longer trigger a Rejuvenator placed by a non-PvP player (and vice versa).

Triage

Now only heals 1 target as intended. Tooltip now indicates that the ability builds 1 Actuator.

AMPs

Switched positions of Meltdown and Chemical Burn.

Amorphous Barrier Taking damage grants you a Defense against that damage type. Defense lasts 5 seconds. Can only occur every 5s.

Armor Coating Defense now reduces damage taken, changed from increased Armor.

Chemical Burn Damage now procs off Multi-Hit against any foe, and no longer pierces shields.

Critical Priority

Fixed a bug where Critical Priority was affecting non-party members. Now requires a Multi-Hit to proc the Empower.

Danger Zone Empower reduced to 10%, from 17%

Emergency When an ally with 15m takes damage that puts them below 30% health, restore health to that ally.

Emergency Extraction Enables Extricate to break allies free of all CC effects

In Flux Empower reduced to 8%, from 12%

Meltdown Overload duration reduced to 4s, from 8s.

Protective Surge Landing a direct heal on yourself or an ally under the effects of your Mending Probes or Protection Probes also restore shield.

Recycler Now triggers off of Multi-Hit.

Running On Empty Redesigned: While at 0 Actuators, your Shield Surge, Crisis Wave, and Rejuvenator have no Actuator cost. Shield Surge and Crisis Wave have a 15s cooldown instead.

Scalpel! Forceps! Empower reduced to 5%, from 8%

Shield Protocol Moved to Utility (switched with Shield Reboot/Invigorating Shields).

Shield Reboot Replaced with the new AMP: Invigorating Shields: Landing a direct Shield Heal grants a Defense to the target for 4s. Defense: When your shields are depleted, restore health.

Stay With Me Empower reduced to 10%, from 17%

Transfusion Fixed a bug where the health sacrifice was being affected by damage buffs and debuffs

Spellslinger

Abilities

Arcane Missiles Expose no longer stacks and now Increases Magic Damage Taken by 10% for 8s + 0.5s per tier, changed from 3 stacks of reducing 3-7% Magic Mitigation (multiplicative) for 8s.

Phase Shift

Defense now increases Armor Rating by 100% and increases Deflect Critical Hit Chance by 100%. Tier 4: Breaks free from all CC effects. Tier 8: When you take direct damage, restore health to yourself.

Spatial Shift Spatial shift will no longer cause the target to drop the mask in Walatiki.

Vitality Burst Focus Cost is now a consistent amount per charge.

Void Pact Empower reduced to 12%, from 15%

Wild Barrage Cooldown is now triggered at end of channel. Cooldown reduced to 12s, from 14s.

AMPs

Flame Armor Now triggers if the absorb is removed in one hit.

Focus Stone Fixed a bug where Focus Stone could be used without Gather Focus.

Frost Armor Now triggers if the absorb is removed in one hit.

Power Surge Empower reduced to 8%, from 8.6%

Spell Armor CC Break component has been removed. Now, while the absorb is active, Damage Taken is reduced by 50%.

Vengeance Redesigned as Multi-Burst: Flame Burst is now usable after landing a direct Multi-Hit. When Flame Burst Multi-Hits, your Multi-Hit Severity is increased by 8% for 8s.

Withering Magic Redesigned as Piercing Shots: Using a Spell Surged ability grants 4% Armor Pierce for 4s. Stacks 3 times.

Stalker

Innate Abilities

Nano Skin: Evasive Removed 17% Damage Reduction. Added 25% Armor buff and Strikethrough rating equal to 80% Support Power.

Nano Skin: Lethal Buff now grants an additional Critical Hit opportunity, rather than adding to Critical Hit Chance.

Abilities

Amplification Spike

Has been reworked! Base: Increase Max Health by 20% + 1.25%*tier and restore that amount as health. Cooldown: 60s - 2s*tier. T4: Increases incoming healing by 30% for 6s. T8: Increases charge count to 2, and reduces the cooldown to 1s. Gain 1 charge every 44s. Buffs do not stack.

Analyze Weakness Reduced damage to 16*lvl + 36.75% AP + 2.04% AP*tier, down from 12.89*lvl + 50.32% AP + 2.27% AP*tier.

Bloodthirst Updated Unit Prop to properly reflect the lifesteal buff.

Clone Fixed an issue where T2 Clone lasted longer than intended.

Collapse T4: Now shows a debuff icon.

Decimate

Now grants a defense instead of applying a weaken. Defense: reduces damage taken by 8% + 1%*tier for 10s. T8: reduced the Support Power buff to 20%, down from 25%.

False Retreat The jump will no longer fail if the Stalker is too far away from the initial position.

Frenzy Expose no longer stacks and now reduces all Mitigation by 4% (flat) for 6s, changed from 6 stacks of reducing 3% Physical Mitigation (multiplicative) for 5s.

Impale

Reduced normal damage to 30.04*lvl + 69% AP + 3.8% AP*tier, down from 33.3*lvl + 76.5% AP + 3.8% AP*tier Reduced stealth/behind damage to 33.044*lvl + 75.9% AP + 4.2% AP*tier, down from 39.7*lvl + 84.5% AP + 4.1% AP*tier T4: Reduced armor pierce to 25%, down from 50%. This bonus no longer requires stealth/behind.

Nano Virus T8: now reduces the cooldown by 5s.

Neutralize T4: Cost increase is now reset by Punish instead of Stealth.

Pounce T8: now regenerates 1 charge every 10s, changed from 2 charges every 20s.

Preparation Empower and Defense buffs are now granted at the end of the channel. Now grants additional Critical Hit and Deflect opportunities with a 8% + 1%*tier chance each, rather than increasing Critical Hit Chance or Deflect Chance stats. No longer stacks. Duration is now 4s + 0.5s*tier.

Punish Expose now Increases Physical Damage Taken by 10% for 8s, changed from 4.5% for 6s.

Razor Disk

Increased damage to 18.89*lvl + 43.41% SP + 3.79% SP*tier, up from 17.6*lvl + 40.44% SP + 0.91% SP*tier. Moved the Deflect debuff to base, and increased the value to 5%, up from 3%. No longer stacks with other class Deflect debuffs. T4: Increases your Support Power by 15% for 3.5s. Stacks 2 times.

Ruin T4: The Shield Overload can no longer be independently deflected.

Steadfast

T4: Now grants 5% Support Power instead of 8% Tech. Now grants an additional Deflect opportunity, rather than adding to Deflect Chance.

Whiplash Fixed an issue where the T8 Invigorate was lasting longer than intended.

AMPs

Brutality Mastery Now increases damage dealt by 6% while above 50% health, changed from increasing damage dealt by 8% while above 70% health.

Don't Call It A Comeback The damage dealt by the clone has been increased to match the tooltip damage.

Fatal Wounds There is no longer a 1 second delay on initial application of Fatal Wounds.

Last Stand Now shows a buff icon when it is triggered.

My Turn Now states the amount of targets that will be stunned in the tooltip.

Onslaught Reduced the AP bonus to 8%, down from 12%.

Precision Clone will no longer cause Precision to trigger. This prevents clones from breaking Stealth when the Stalker has Precision active.

Quick Reboot Has been reworked! Renamed to Reflexive Nano Skin: Deflecting an attack reduces the Cooldown of your Stealth in all Stances by 2s. Can only occur every 1s.

That's All You Got? The buff should now properly apply upon loading in game and transferring zones prior to take damage.

Warrior

Innate Abilities

Stance: Juggernaut Removed 6% Damage Reduction and 30% Max Shield buff. Added 5% Max Health buff, 5% Deflect Chance, and Strikethrough rating equal to 80% Support Power.

Stance: Onslaught Updated tooltip.

Abilities

Atomic Spear Fixed Atomic Spears T4 bonus to correctly apply bonus damage per stack.

Augmented Blade

Base: Reduced melee damage to 4%, down from 8%. Kinetic Drain is now Kinetic Rage: drains 5 Kinetic Energy per stack every 0.25s, increases Melee Damage by 0.5% per stack, and reduces Lifesteal by 1.5% per stack. While Augmented Blade is off, removes a stack every 0.5s. T4: Increased Critical Hit bonus to 4%, up from 3.5% T8: Reduced damage to 28.2% AP, down from 41.7% AP.

Bolstering Strike

Now generates 150% threat. T8: May be cast 3 times in a row with no cooldown. Afterwards, the next cast reduces the cooldown by 1s.

Emergency Reserves

Increased the heal to 27.18*lvl + 42.92% (AP+SP) + 3.53% (AP+SP)*tier, up from 22.81*lvl + 36.02% (AP+SP) + 3.53% (AP+SP)*tier. No longer increases Shield Mitigation T4: No longer reduces the Interrupt Armor duration.

Expulsion Tier 8 Expulsion now properly applies the bonus damage to purged targets.

Flash Bang Now displays the correct amount of damage increase per tier.

Jolt

T4: Expose now reduces all Mitigation by 4% (flat), changed from 6% (flat). Now begins cooldown count immediately on cast.

Plasma Blast Removed root visual effects from T8 and added standard taunt visual effects for all tiers.

Polarity Field Polarity Field now checks for a crit with each damage tick, instead of defaulting to the behavior of the first tick.

Power Link

Reduced Kinetic Drain to 56 - 2*tier, down from 65 - 2.5*tier. Now only affects players in the caster's party, and no longer displays persistent visual effects on secondary targets. Now only shows the border of the telegraph while active.

Savage Strike

Animation is no longer interrupted when casting Breaching Strikes. Now generates 180 Kinetic Energy at base. Removed the 200 Kinetic Energy generation from T4. T4: Increased armor pierce to 60%, up from 20%. Fixed an issue that caused Savage Strike to generate Kinetic Energy during Overdrive.

Smackdown

Increased damage to 6.93*lvl + 21.55% AP + 5.05% AP*tier, up from 5.5*lvl + 17.39% AP + 2.54% AP*tier. Now generates 150 Kinetic Energy Expose now reduces Physical Mitigation by 6% (flat), changed from 10% of all Mitigation (multiplicative).

AMPs

Armor Shred Landing a direct Multi-Hit grants 2.5% Armor Pierce for 8s. Stacks 3 times.

Fortify Now reduces damage taken by 6% / 12% / 18%, changed from increasing armor by 12% / 18% / 24%.

Full Defense Replaced the 5% Deflect Critical Hit buff with a 5% Glance Mitigation buff.

Kinetic Buffer Reduced damage reduction to 6%, down from 9%.

Kinetic Fury Increased damage buff to 6% and 8%, up from 5% and 7%.

Overwhelming Presence

Has been reworked! Landing a direct Critical Hit grants 2.5% Vigor for 10s. Stacks 3 times. Fixed an issue where Overwhelming Presence could persist after switching action sets.

Radiate Now shows up as a buff on the caster instead of a debuff. No longer shows a buff icon on secondary targets.

Recklessness Empower reduced to 7%, from 7.5%. Stack count reduced to 3, from 5

To The Pain Now restores 50% of Max Health, but drains 2.5% of Max Health every 1s for 10s. Can only occur every 2 minutes.

Vigor Renamed to Fortitude.


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