Highlights

New Storyline: The Heart of Fire, featuring Acquisitions Incorporated

A new outfit is in town, and they're here to hire all sorts of adventurers to traipse through trials and traps for treasure. Join Omin Dran and Jim Darkmagic, voiced by Penny Arcade's Jerry Holkins and Mike Krahulik, alongside Walnut Dankgrass, voiced by Amy Falcone. Engage in questionably ethical business practices in an internship for Acquisitions Incorporated!

See more info at the following locations:

Neverwinter: The Heart of Fire featuring Acquisitions Incorporated!

Dev Vlog - Neverwinter: The Heart of Fire (YouTube link)

Acquisitions Incorporated: Personnel

Developer Blog: Rewards Memo

And check out more neat stuff at:

Neverwinter: The Heart of Fire (De)motivational Wallpapers

New Campaign: Acquisitions Incorporated

Throughout your adventures for Acquisitions Incorporated, you will be able to advance through our newest campaign, named after the business itself. They may pay you in acorns and the occasional bit of swag, but you'll still be able to earn new boons and unlock a new endgame skirmish!

See more info in the Dev Blog: Acquisitions Incorporated Campaign

New Skirmish: Manycoins Bank Heist

Once you've advanced far enough in the Acquisitions Incorporated campaign, you'll be enlisted to help defend the vault of the Manycoins Bank itself from dastardly intruders in search of a valuable item. Protect the Protector's prizes and get paid… probably!

See more info in the Dev Blog: Manycoins Bank Heist

Professions Overhaul

Sergeant Knox has put a word in for you at the workshop by the Seven Suns Coster Market. Starting at level 20, gain ownership of a workshop and hire artisans to gather and craft items in a new, more personalized Professions system!

Among many other changes, Leadership has been converted to Gathering, Mailsmithing and Platesmithing have been merged into Armorsmithing, and Weaponsmithing has been renamed to Blacksmithing. To learn more, you can look at the What's New section in the "Welcome to Neverwinter" in-game screen for "Professions Rework."

See more info in the Dev Blog: A Workshop Opportunity

Salvage and Dungeon End Chest Changes

We've updated the way we give out Astral Diamonds as rewards. Dungeons and content now award Astral Diamonds directly and Daily / Epic Dungeon Chest Keys will no longer be required to open chests, while the Salvage feature will be phased out. End-of-dungeon chests can now be rerolled by spending Astral Diamonds, and existing Dungeon Chest Keys will be converted to tokens for free rerolls.

See more info in the Dev Blog: Salvage and Dungeon Chests Changes

Class Balance Updates

A wide variety of changes has been made to various class powers and general balance. There's enough here that it's impossible to summarize in this highlight, but every class has seen some balance changes and more details will come later. Tooltips are now much more accurate, too, so check 'em out!

See more info in the Developer Blog: Class Balance Updates

Loot Experience Improvements

Most loot that drops now is automatically picked up when the player runs over it. Need / Greed rolls still pop up as appropriate, and fewer treasure (vendor loot) items drop now, too. Overflow Rewards no longer drop XP tomes, and various other less-desired loot no longer drops.

"K-Team" Dungeon Challenge and Queue Challenge Options

Two new options have been added to private queues: "Hardcore Mode," which means that the dungeon is over with a single death, and "Reduce Item Levels to Minimum," which scales the players' equipment down to approximately the minimum item level required to get into the dungeon. Complete these dungeons for bragging rights, and once a week, Omin Dran will offer a quest to complete a specific dungeon in a 5-player party using both of these options. Complete the challenge enough times and earn Item Level 600 gear!

See more info in the Developer Blog: K-Team Dungeon Challenge

Known Issues

Professions

Normal-quality Quicksilver looks like it can be exchanged at Lady Begum for South Sea trade credit, but it will throw an error when a player tries. In a future build, the resources that may be sold to Lady Begum will be adjusted, and quicksilver will be removed.

It is possible to sometimes receive duplicate rare artificers when accepting applications or when selecting artificing via the artisan recruitment purchase in the Zen Market.

The Mailsmithing masterwork quests cannot consistently be turned in, and currently may not consistently unlock credit toward Armorsmithing masterwork progress.

When double-clicking "Profession Starter Kit," if it says "You do not meet the requirements for this item," try clicking the sort button on your Profession Asset inventory.

Release Notes

Content and Environment

General

Malabog's Castle: Players now spawn at the correct campfire when joining partway through the dungeon.

Stronghold: Chairs in the keep no longer have collision on their arms, making sitting significantly easier.

Valindra's Tower: Several illusionary walls have been removed.

Various minor issues in older content have been addressed.

Achievements

Achievements associated with professions have been adjusted to unlock at profession levels that match the new scale: 20, 40, 60 and 70; up from 5, 10, 20 and 25.

It is no longer possible to earn titles granted by Leadership, Mailsmithing, Platesmithing or Weaponsmithing. Players who already possess those titles will keep them.

New titles are available associated with gathering, armorsmithing and blacksmithing.

Jewelcrafting now properly has leveling achievements.

The achievements "Leatherworking: Legend" and "Artificing: Legend" now properly grant the correct number of points.

Events

Portobello's Game: Bindings Mastery Challenge and Shields Mastery Challenge can now fail.

Portobello's Game: Trial of Traps: The D20 "boulder" now actually rolls instead of sliding down the hallway.

Some lingering issues with the Bonus RP event, that could potentially cause progress values to carry over, have been resolved.

Masterwork Professions

Masterwork quests labeled with "(Weaponsmithing)" have been changed to "(Blacksmithing)."

Masterwork quests labeled with "(Mailsmithing)" or "(Platesmithing)" have been changed to "(Armorsmithing)."

As mailsmithing and platesmithing have been merged into armorsmithing, mailsmithing masterwork quests can no longer be obtained unless the player had previously increased their mailsmithing level to 25 in the old system. Mailsmithing quests can still be completed in this case, however, the recipe books provided will unlock the same recipes as those provided by the old platesmithing quests which are now available as the default armorsmithing quests. Any future armorsmithing quests will look for progress in either mailsmithing quests or armorsmithing quests to unlock, so feel free to complete the mailsmithing series if you are currently part way through.

The items required by the following quests have been adjusted as the previously required materials are now deprecated: My Chemical Guidance (Alchemy) The Artifact of the Matter (Artificing) Lathe Man Standing (Armorsmithing) Hammer Time (Armorsmithing) Forge Away (Blacksmithing) The Daily Grind (Jewelcrafting) Making the Round (Leatherworking) As the Wheel Turns (Tailoring)



Combat and Powers

Classes and Balance

A wide variety of changes have been made to classes and balance. See the end of these notes for details!

Great Weapon Fighters, Trickster Rogues, Hunter Rangers, Devoted Clerics, Scourge Warlocks, and Control Wizards will now be able to continue attacking with at-will powers after using their shift power. Note: This will still reset your position in the at-will combo.

Companions

Sellsword: The names of this companion's powers no longer incorrectly have numbers in them.

Item and Item Set Powers

Lycan Boots of the Pack now affect players with Augment companions summoned.

Vistani Artifact Equipment Set: This set bonus now correctly works for area-effect powers that target both enemies and allies.

General

Certain targeted ranged powers no longer affect the caster even when they're not within the targeted area.

There's no longer some weird remaining way to summon multiple copies of the same companion.

Enemies and Encounters

General

Frost Giants' Rock Throw power no longer deals damage to each enemy for each target hit (e.g. twice if two players are hit).

Items and Economy

General

Elemental Water Sealed Container: This item's tooltip has been updated with Black Pearl drops instead of Enchantments.

Enchantments given by events are no longer in Collections.

Enlightened Insignia of Skill now properly grants Combat Advantage Bonus instead of Action Point Gain.

Fey Blessing and Dragon's Hoard Enchantments now consistently place earned items straight into the inventory.

Vendor loot now stacks to 100, up from 20.

Portable Altars may now be purchased at consumables vendors.

Storm King's Thunder: The campaign store should no longer have duplicates and items one can never qualify to buy.

The Jungles of Chult campaign now has a Signet of Patronage in its Campaign view and a Campaign Completion purchase in the Zen Market.

The Tarokka store now shows a Tarokka High Card Pack, disabled, when the player doesn't qualify for the pack.

The Unique Random Tarokka Card pack can now properly be purchased when expected.

Companions

Ghost: This companion no longer drops to the ground every time it attacks.

Stalwart Lion: This companion's collision is now smaller, which should improve pathing and door-blockage.

Elemental Resources

In places outside of professions and professions packs, where elemental resources would have been granted, gems are now granted instead. In cases where Unified Elements would have been rewarded, players will now receive Alexandrite. In cases where Elemental Aggregate would have been rewarded, players will now receive Black Opals. In cases where Elemental Fire, Water, Air or Earth would have been rewarded, players will now receive aquamarines.

The gold sell value of elemental resources has been dramatically increased, they can be sold for gold or traded to your retainer in your workshop as part of the material exchange.

Hunts

Rare enemies in Chult now have a higher chance to drop their trophy.

Hunt targets now have a 100% chance to drop their trophies.

The drop chance of legendary rings from Chultan Hunts has been significantly increased.

Mounts

The Polar Bear mount can now be discarded.

Professions

Explorer's Chart: Skyhold may now yield Ebony Logs.

Explorer's Charts now have a chance to yield high-quality materials.

Item levels of Masterwork equipment have been increased. For artifact equipment, these levels apply to their maximum rank. Equipment of item level 435 has been increased to 520. Equipment of item level 480 has been increased to 540. Equipment of item level 510 has been increased to 560.

League's Raid Korazin can now properly be crafted.

Many recipes now use updated material requirements.

The following recipes have been moved from mailsmithing (masterwork) to jewelcrafting (masterwork): Gold Wire, Golden Chandelier.

The recipe for titansteel nails now grants 6 nails when completed successfully, up from 1 nail.

The Stronghold furnishing, "Phandar Dining Table," has been renamed to "Simple Dining Table."

Strongholds

The "Labor" currency has been renamed to "Professions Supplies." Most Professions materials can now be donated for this currency.

The Salvage vendor has been replaced with a Seals vendor.

VIP

"Summon Salvage Anvil" has been replaced with "Summon Seal Trader"

The "Profession Vendor" summon button now summons the vendor in front of the player character, rather than to the side.

VIP ranks 8-12 now reduce cost of restoring profession workshop morale.

User Interface

General

Contact overhead icons now consistently draw overhead.

For keybinding convenience, the command /KillContactDialogSound can be used to manually bind keys to mute the voice of in-game contacts. The "-" key still works by default. When used, the command lets the audio play again next time the contact dialog appears.

Auction House

Profession categories in the Auction House have been updated.

When removing a fashion item from the Auction House while that slot is empty on the character, it no longer bypasses the bind prompt to auto-equip to the character.

Character Creation

"Coming Soon" has been removed from the class list.

Character Select

Multiple characters can now be marked as Main.

Character Sheet

The "Disable Visuals" option no longer appears on items that cannot have their visuals disabled.

Chat

The width of chat tabs are now consistently large enough to fit their labels.

Inventory

Artifact and Artifact Equipment now show progress to next upgrade, rather than next level, in the small bar below their icon.

Riches: There's no longer a "Shape" button for Raw Black Ice. Once players are out of Raw Black Ice, the line goes away.

Journal

There are now "legacy" achievements. Certain achievements no longer show up in the "uncompleted" list, but still show up if the player has already completed them.

Queues

There is now a "Match Options" button in the lower-left for the new Hardcore and Reduce Item Levels settings.

Art, Animation, Effects, and Audio

Character Art

A variety of clipping and skinning issues have been addressed.

Animation

Various minor issues have been addressed.

Visual Effects

The ground-based warning effects on various enemies in Barovia are no longer quite as overpoweringly solid.

The pink circular indicators denoting dangerous zones in Chapter 3 of the Dwarven King quest line should finally, consistently, fully display.

Various minor issues have been addressed.

Audio

Certain fire-type critters no longer shout battle cries that always sound like they're coming from right near you.

Performance and Stability

General

Various backend changes have been made to graphical processing and visuals.

Various crashes have been addressed.

Control Wizard Changes

For this module's balance update, our goal was to address a lot of undocumented buffs in various feats and class features, which made builds only effective to those "in the know." Most of these hidden bonuses were removed, and to balance that out a bit, the base damage dealt by Control Wizards has been significantly increased. The feat trees have also been differentiated in playstyle, and Oppressor's capstone feat no longer depends on the target being susceptible to Control powers. In addition, various bugs with interactions between powers have been addressed.

Baseline Changes

The base damage of all Control Wizard powers has been increased by ~30%

All Cold damage powers have had their damage increased by an additional ~20%

Arcane Mastery has been slightly revamped: Arcane Mastery now lasts for 8 seconds (down from 10) Arcane Mastery no longer fades when combat ends Arcane Mastery damage bonus increased to 4% (up from 3%) Arcane Mastery no longer increases Lightning and Fire damage dealt The effects that Arcane Mastery has on other powers are now accurately detailed in their tooltips

Chill: Stacks of chill now last for 3 seconds (up from 2.5 seconds)

Control Mastery: This power is now correctly displayed in the Control Wizards powers sheet. (Functionality unchanged)

Control Mastery: Control effects against non-player enemies are 2.5x as effective.

Smolder / Rimefire Smolder: Fixed an issue where re-applying Rimefire smolder, particularly through Critical Conflagration, would cause the DoT timer to reset.

At-Will Changes

Storm Pillar: Charge time reduced to 1.25 seconds (down from 1.5)

Storm Pillar: Now creates a pillar of lightning if charged for 80% of the total charge time (down from 100%)

Storm Pillar: Pillar of Lightning now deals ~17% less damage

Encounter Changes

Repel: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.

Conduit of Ice: Duration increased to 6 seconds (up from 5)

Conduit of Ice: Fixed an issue where the first stack of Chill was not correctly being added to the bonus damage.

Ray of Enfeeblement: Duration increased to 8 seconds (up from 5)

Ray of Enfeeblement: Duration no longer increases based on Arcane Mastery stacks.

Ray of Enfeeblement: Debuff effectiveness now increases by 1% per stack of Arcane Mastery

Ray of Enfeeblement: Damage dealt reduced by ~25%

Ray of Enfeeblement: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.

Disintegrate (Reworked): No longer "instantly kills" foes when they are below a weapon damage threshold

Disintegrate: Now deals 100% more damage to foes below 25% life

Disintegrate (New): The Damage bonus granted by Arcane Mastery stacks are twice as effective for Disintegrate.

Disintegrate (Spell Mastery): Now deals 300% increased damage to foes below the Health Threshold

Disintegrate: Damage per rank reduced to 10% (down from 15%)

Imprisonment: Cooldown reduced to 28 seconds (down from 40)

Imprisonment: Now grants one stack of Arcane Mastery when used

Imprisonment (Spell Mastery): Now grants one additional stack of Arcane Mastery when used

Imprisonment (Spell Mastery): Cooldown reduced to 14 seconds (down from 20)

Imprisonment: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.

Imprisonment: No longer locks the player facing the same direction they were facing when they began the cast; instead, they face their target for the duration of the spell.

Entangling Force: Base Cooldown changed to 16 seconds at all ranks (down from 20-14 based on rank)

Entangling Force: Cooldown is no longer affected on each rank up

Entangling Force: Base Duration decreased to 1.25 seconds (down from 1.5 seconds)

Entangling Force: Duration is now increased by 0.25 seconds (up from maximum possible .2 seconds) per rank

Entangling Force: The amount of AP granted by this power has been adjusted to be more in-line with other encounter powers.

Entangling Force (Spell Mastery): Now correctly increases the duration of the hold

Entangling Force (Spell Mastery): Hold duration increased by 1 seconds (up from 0)

Entangling Force: Fixed an issue where this power would not deal damage to control immune enemies

Steal Time (Reworked): Removed a portion of the delay that occurs after the power had finished casting

Steal Time: This power now slows targets for the entire duration of its cast, rather than just the first half of it.

Steal Time: The slow now stacks 4 times (up from 3)

Steal Time: The slow now correctly applies one 20% slow every stack, instead of both a 20% and 30% slow.

Steal Time: When cancelling the power early, the cooldown is now reduced by 50%, instead of ~66%

Steal Time: The slow duration is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)

Steal Time: The buff duration applied through spell mastery is now increased by 0.2 seconds for each stack of Arcane Mastery (up from 0.1 seconds)

Steal Time: When used with Spell Mastery the buff is now applied to allies while casting the power.

Steal Time: Movement speed buff decreased to 80%, down from ~92%

Steal Time: Fixed an issue where the Spell Mastery version of this power would deal 0 damage multiple times.

Steal Time: The stun that is applied now correctly scales with each rank-up.

Fanning the Flame: Fixed various tooltip errors

Fanning the Flame: Now applies Smolder to the primary target

Fanning the Flame: All damage dealt by this power is now increased by 10% per rank (down from 10% for some thing and 12% for others)

Fanning the Flame: Gathering Flames and Spread damage increased by ~7%

Fanning the Flame: Fixed an issue where the DoT effect would only deal damage 3 times (instead of 4)

Fanning the Flame: Fixed an issue where the DoT effect timer would reset when re-applied

Fanning the Flame: Fixed an issue where the Action Points gained from this power were 75% of what they should have been

Icy Rays: Immobilization duration increased to 1.5 seconds when used on the same target (up from 1.25 seconds)

Class Feature Changes

Chilling Presence: Base damage increased reduced to 1% (down from 2%)

Chilling Presence: Additional ranks now grant 1% per stack (down from 2%)

Arcane Presence (Re-worded): Arcane Mastery now increase the damage of Cold, Fire, and Lightning attacks by 1% per stack.

Arcane Presence: Damage per stack changed to +1% per rank-up.

Arcane Presence: Now works with Sudden Storm, Maelstrom of Chaos, and Furious Immolation

Evocation: Base damage increased to 10% (up from 5%)

Arcane Power Field (Reworked): Duration increased to 8 seconds (up from 6)

Arcane Power Field: Damage per rank reduced to 10% (down from 15%)

Arcane Power Field: Damage now ticks once every 2 seconds (up from once every second)

Arcane Power Field: Base Damage increased by ~12.5%

Arcane Power Field: Radius lowered to 30' (down from 40')

Arcane Power Field (New): While active, doubles the damage bonus granted by stacks of Arcane Mastery

Frost Wave (Reworked): When you activate a Daily power, you apply 6 stacks of Chill and Freeze foes within 30' of you. You are also refunded 5% of your Action Points over the next 10 seconds.

Frost Wave: No longer increases effect duration per rank

Frost Wave: Now increases the amount of Action Points refunded by 5% per rank.

Frost Wave (New): Enemies that are already Frozen have their Freeze duration refreshed.

Storm Fury (Reworked): No longer requires you to be below half health to shock enemies

Storm Fury: Now has a 1 second ICD (down from 2 seconds)

Storm Fury: Now deals ~26% less damage

Storm Fury: Now deals up to 20% more damage based on how low your health is

Storm Fury: Now increases the damage dealt, based on health, by 10% per rank.

Storm Fury: This power can now critically strike

Eye of the Storm: Base duration increased to 5 seconds (up from 4)

Critical Conflagration: Base Crit Severity increased to 10% (up from 5%)

Critical Conflagration: Now triggers whenever you critically strike with an At-Will, encounter, or daily power (instead of just arcane and cold powers)

Daily Power Changes

Icestorm: Base Knockback distance increased by 30%

Icestorm: No longer increases Knockback range per rank

Heroic Feats

Blighting Power now correctly increases cold damage by 2/4/6% (Down from 6.12%/12.5%./19.1%)

Oppressor Feats

Brisk Transport: Run Speed increased to 5/10/15/20/25% (up from 2/4/6/8/10%)

Brisk Transport: Duration reduced to 2 seconds (down from 4)

Brisk Transport: Duration now begins after teleport ends, rather than when it starts.

Icy Veins: Fixed an issue where this feat would trigger multiple times via Icy Terrain and Conduit of Ice (and possibly other powers)

Cold Infusion: Chill now reduces the damage an enemy deals by 0.5/1/1.5/2/2.5% per stack.

Cold Infusion (New): Now causes Ray of Frost to apply an additional stack of Chill 10/20/30/40/50% of the time.

Glacial Movement: Now grants you, and allies within 50' of you, 0.2/0.4/0.6/0.8/1% movement speed each time you apply chill to an enemy

Glacial Movement: Now correctly states that it makes Orb of Imposition increase the duration of your control powers by an additional 20%.

Glacial Movement (Removed): No longer causes Ray of Frost to sometimes apply an additional stack of Chill.

Alacrity: Now also affects Chill Strike (in addition to Icy Terrain and Entangling Force)

Alacrity: No longer has an 8 second cooldown

Alacrity: Now has a 10% chance to proc (down from 100%)

Controlled Momentum: Tooltip updated to show that it’s actually 2/4/6/8/10%

Controlled Momentum: No longer incorrectly stacks

Shatter Strike (Reworked): Whenever you deal damage to a frozen target, you have a 20% chance to shatter them. Shattered Foes are stunned for 5 seconds and lose health equal to 250% of your weapon damage. If a target is immune to being frozen, they will instead be affected by Frostbite. Frostbite consumes all stacks of chill to lower the amount of damage a foe deals by 25% and causes them to take damage as if they were controlled. Frostbite lasts for 8 seconds and can only be applied once every 12 seconds. Additionally, your {k:Chill} stacks have their duration increased by 3 seconds.

Shatter Strike: Now correctly only deals damage via control powers, rather than all powers.

Thaumaturge Feats

Tempest Magic: now correctly increases damage by 1/2/3/4/5% (Down from ~6/12.5/19/26/33%)

Tempest Magic: Health threshold increased to 35% (up from 30%)

Elemental Reinforcement: Now works for At-will, Encounter, and Daily powers (instead of just encounters)

Far Spell: Removed and replaced with "Power Surge"

Power Surge (New): Encounter powers have a 25% chance, and Daily powers have a 100% chance, to grant you Power Surge for 4 seconds. Power Surge increases the damage of your At-will powers by 20/40/60/80/100%

Transcended Master: Icy Rays damage increased to 5/10/15/20/25%

Transcended Master: Icy Rays cooldown is now correctly reduced by 1/2/3/4/5 seconds (up from 0.5/1/1.5/2/2.5)

Elemental Empowerment: Chance to trigger increased to 25% (up from 3% per rank)

Elemental Empowerment: Will now only trigger on the first activation of a power.

Elemental Empowerment: Creeping Frost now deals 15/30/45/60/75% of your weapon damage every 2 seconds, for 12 seconds (down from 85%)

Elemental Empowerment: Warped Magics now deals 10/20/30/40/50% of your weapon damage every 1.5 seconds, for 12 seconds (from 50% every 2 seconds)

Elemental Empowerment: Warped Magics no longer ignores half of your opponent's resistance.

Assailing Force: Chance to proc on receiving damage has been increased

Renegade Feats

Phantasmal Destruction: Critical Severity increased to 5/10/15/20/25% (up from 3/6/9/12/15%)

Chilling Advantage: Removed and replaced with "Uncontrolled Obliteration"

Uncontrolled Obliteration: "Your powers randomly deal up to 10/20/30/40/50% more damage" Note: This is weighted in a unique way 40% chance to deal 1/2/3/4/5% more damage 30% chance to deal 3.3/6.6/9.9/13.2/16.5% more damage 20% chance to deal 6.6/13.2/19.8/26.4/33% more damage 10% chance to deal 10/20/30/40/50% more damage

Chaos Magic: Each buff now has its own cooldown (of 20 seconds), rather than the power itself having a cooldown This means that you can now have multiple buffs active at the same time

Chaos Magic: Is now triggered when using At-will, Encounter, or Daily powers (it was weird before) When the power is activated, there is a 5% chance of triggering one of the buffs

Chaos Magic: This feat has had three new effects added (6 total) Chaotic Fury: Now increases Damage Dealt by 20% (down from 30%) Chaotic Fury: Now increases Life Steal Chance by 10% (same as before) Chaotic Growth: Now increases Incoming Healing by 20% (New) Chaotic Growth: Now heals allies for 10% of their maximum life every 2.5 seconds Chaotic Nexus: Now increases Armor Penetration by 20% (down from 30%) Chaotic Nexus: Now increases Critical Strike Chance by 20% (down from 30%) Chaotic Discipline (New): Increases Recharge Speed and Action Point Gain by 20% for 10 seconds Chaotic Fortitude (New): Increases Damage Resistance and Stamina Gain by 20% for 10 seconds Chaotic Speed (New): Increases Movement Speed and Deflection chance by 20% for 10 seconds



Devoted Cleric Changes

To further move away from the meta of two Devoted Clerics even in a 5-person party, Divine Oracle is being updated to fill more of a damage / offense-oriented Paragon Path, while Anointed Champion remains focused on healing and buffing.

Baseline Changes

Divinity At-wills Punishing Light: Damage dealt increased by ~103% Punishing Light: Divinity drained increased by 100% Punishing Light: AP Gain increased by ~53% Punishing Light: Damage dealt scales a bit less with character level Soothing Light: Healing done increased by ~75% Soothing Light: Divinity drained increased by ~57% Soothing Light: Now ticks ~52% faster (Matches Punishing Light's tick speed) Soothing Light: Healing done scales a bit less with character level

Divinity Generation Smoothing Gift of the Gods: +5/10/15/20/25% Divine Power generation (Unchanged) Divine Fortune: Base Divine Power generation increased to 20% (up from 5%) This means that the rank 4 value is +35% Divine Power generation Bountiful Fortune: +4/8/12/16/20% Divine Power generation (up from 3/6/9/12/15%) Divinity: Divine Power generation is now additive, rather than multiplicative Divinity: Base Divine Power generation decreased by ~12%



At-Will Changes

Brand of the Sun: This power will no longer generate Divine Power while the player is in Divine Mode. This should fix an "issue" where players would sometimes not leave Divine Mode after casting all 3 divine encounter powers.

Encounter Power Changes

Forgemaster's Flame: Now deals a small amount of damage and then applies a Damage Over Time effect to the target.

Forgemaster's Flame (Empowered): Now consumes all stacks of Empowered to increase the Damage dealt by Forgemaster's Flame by 20% per stack and grants Astral Forge to all nearby allies when cast. Astral Forge increases the Damage Resistance of allies by 5% per stack for 8 seconds. (Previously increased damage of Forgemaster's Flame by 10% per stack and Damage (instead of damage resistance) by 5%)

Forgemaster's Flame: Fixed an issue where the Slow would stack an unreasonable amount

Forgemaster's Flame: The slow no longer increases with each rank-up

Prophecy of Doom (Empowered): Damage Resistance reduction lowered to 2.5% per Empowered orb (down from 5%)

Prophecy of Doom: Animation speed reduced to 1.4 seconds (down from 1.8 seconds)

Daily Power Changes

Anointed Army and Flame Strike no longer incorrectly trigger Hastening Light twice.

Class Feature Changes

Hastening Light: Base recharge time increased to 1.5 seconds (up from 1 second)

Hastening Light: Rank-up recharge time reduced to 0.5 seconds (down from 1 second)

Foresight: Base Damage Resistance increased to 4% (from 2%)

Terrifying Insight: Seeing the inevitable destruction of your foes, you deal 10/15/20/25% more damage. Damaging an enemy also lowers their damage resistance by 4/6/8/10% for 5 seconds.

Feat Changes

Avatar of the Divine (Reworked): The first power you use after entering combat grants you Avatar for 20 seconds, you also gain this effect every 45 seconds in combat. Avatar increases your damage dealt by 50%, Divinity Generation by 25%, and Cooldown Speed by 25%. Leaving combat cancels Avatar and resets its cooldown. Casting Encounter Powers will reduce the cooldown time of Avatar by 1.5 seconds for each stack of Empowered consumed.

Living Fire: Now triggers when you drop below 35% hit points (instead of 30%)

Living Fire: Now lasts for 5 seconds after it was triggered, even if you are healed above 35%

Piercing Light: Armor Penetration increased to 4/8/12/16/20% (up from 2/4/6/8/10%)

Great Weapon Fighter Changes

For the time being, we're taking a relatively light touch with the Great Weapon Fighter. As a quality-of-life improvement to both leveling and to make Destroyer less "required" as a feat tree, Determination is now generated by dealing damage by default.

Baseline Changes

Determination: The capstone effect for "Destroyer's Purpose" has been made baseline at half its normal rate In other words, all Great Weapon Fighters now gain Determination by dealing damage



Class Feature Changes

Warrior’s Courage (Revamped): Gain 6% (up from 5%) Damage Resistance and 4% Deflection chance when below 50% Hit Points. While under 25% Hit Points, these bonuses are doubled.

Warrior’s Courage: Damage Resistance per rank reduced to 3% (down from 5%)

Warrior’s Courage: Deflection Chance per rank reduced to 2% (down from 3%)

Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)

Steel Blitz: Damage reduced to 50% weapon damage (from 60%)

Steel Blitz: Damage no longer increases with each rank-up

Steel Blitz: Chance to proc now increases by 5% per rank

Steel Blitz: This power can now critically strike

Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz

Instigator Feats

Destroyer's Purpose: Now doubles the rate at which you earn Determination when dealing damage.

Flanking Maneuvers (Reworked): Striking a foe while you have Combat Advantage causes you to deal an additional 4/8/12/16/20% of your weapon damage.

Warrior’s Rush (Reworked): Your Mighty Leap, Punishing Charge, and Savage Advance powers now grant 5/10/15/20/25% increased movement speed, for 4 seconds, when used.

Allied Opportunity: Combat Advantage time increased to 2/4/6/8/10 seconds.

Nimble Runner (Reworked): Your damage dealt is increased by 1.65/3.3/4.95/6.6/8.25%. This value increases as your total movement speed increases, up to a maximum of 40%.

Crippling Strikes (Reworked): Your At-will, Encounter, and Daily powers slow targets hit by 1/2/3/4/5% for 5 seconds, stacking up to 6 times.

Crippling Strikes: You deal 3/6/9/12/15% more damage to targets who are slowed by Crippling Strikes.

Group Assault: Now also affects Reaping Strike

Instigator’s Vengeance: Your damage is increased by 20% (up from 10%) and each time you are struck in combat this value is increased by 5% (down from 10%).

Instigator’s Vengeance: Expiry time increased to 8 seconds (up from 6 seconds)

Instigator’s Vengeance: Fixed an issue where this feat only required 20 points spent

Guardian Fighter Changes

For this module, we're just fixing a few quality-of-life issues, while tweaking them to balance out the changes.

Baseline Changes

Block: Now requires 10% of your stamina bar to activate (down from 20%)

Mark: This power should no longer be interrupted by other powers

Mark: This power should now cast slightly faster

Encounter Power Changes

Griffon's Wrath (Reworked): This power can be used up to 3 times before going on cooldown. If you haven't used the power in the last 16 seconds (affected by recharge speed) then the cooldown will automatically be refreshed.

Griffon's Wrath: Recharge time increased to 16 seconds (up from 12 / charge)

Griffon's Wrath: Fixed an issue where this power could be cast an additional 1-2 times.

Class Feature Changes

Steel Blitz (Revamped): Chance to proc reduced to 15% (down from 25%)

Steel Blitz: Damage reduced to 50% weapon damage (from 60%)

Steel Blitz: Damage no longer increases with each rank-up

Steel Blitz: Chance to proc now increases by 5% per rank

Steel Blitz: This power can now critically strike

Steel Blitz: Fixed an issue where some buffs weren't correctly affecting Steel Blitz

Conquerer Feats

Jagged Blades (Revamped): Now deals 100/200/300/400/500% of your weapon damage over 10 seconds (down from 150/300/450/600/750%)

Jagged Blades: Fixed an issue where the DoT was only applied to the first target hit

Jagged Blades: Fixed an issue where the DoT timer would be reset when re-applied

Hunter Ranger Changes

The Stormwarden and Pathfinder Paragon Paths have been differentiated a bit more; Pathfinder should now be more effective in a party support role, while Stormwarden is more solidly in a damage-dealing role. The dodge power now activates immunity immediately, too.

Baseline Changes

Shift: There should no longer be a delay before the “Dodge” effect kicks in

Weak Grasping Roots: Duration increased to 1.5 seconds (up from 1)

Strong Grasping Roots: Duration increased to 3 seconds (up from 2)

Buff Changes

All Buffs: Companions can no longer benefit from these powers.

All Buffs: Now affects up to 5 targets, (excluding yourself) at rank 1

All Buffs: No longer increases the amount of allies affected per rank

All Buffs: No longer requires allies to be in your party

All Buffs: No longer half as effective for allies

Boar Hide (Revamped): Grants you, and nearby allies, 5 stacks of “Thick Skin” which increases your damage resistance by 4% per stack. Taking damage removes a single stack.

Boar Hide: Now reduces the cooldown of Boar Hide by 1 sec / rank

Hawkeye (Revamped): Grants you, and nearby allies, “Hawkeye” for 5 seconds. “Hawkeye” increases the damage you deal with encounter powers by 5% (down from 15%).

Hawkeye: Now increases the effectiveness of the buff by 2.5% per rank

Oak Skin (Revamped): Enhances yourself, as well as nearby allies, with “Oaken Skin” for 9 seconds. “Oaken Skin” heals you for 9% of your maximum life over its duration and increases your incoming healing by 10% while active.

Oak Skin: Increases the percent of life healed by 3% per rank

Stag Heart (Revamped): Grants you, and nearby allies, “Stag Heart” for 5 seconds. “Stag Heart” grants you 7.5% of your maximum life as temporary hitpoints.

Stag Heart: Now increases the amount of Temp Health gained by 2.5% per rank

Fox's Cunning (Revamped): Duration reduced to 8 seconds (down from 12 seconds)

Fox's Cunning: Base Cooldown increased to 22 seconds (up from 20)

Fox's Cunning: Now reduces the cooldown of Fox's Cunning by 2 second per rank (rather than 3 seconds at rank 4

Aspect of the Serpent (Revamped): Damage reduced to 2.5% per stack (down from 3%)

Aspect of the Serpent: Damage per rank reduced to 2.5% per stack (down from 3%)

Aspect of the Serpent: Melee and Archery stacks are now independent

Encounter Power Changes

Constricting Arrow: Grasping Root range increased to 12’ (up from 10’)

Hawkshot: Base damage reduced by 50% (from 1.5 -> 0.75)

Hawkshot: Damage dealt based on range has been adjusted / reworked Now grants between 1.33-2.00x damage based on range (up from 0.5-1.5x)

Hawkshot: You can now cast your next power 0.2 seconds before this power completes (up from 0 seconds)

Commanding Shot: You can now cast your next power 0.1 seconds before this power completes (up from 0 seconds)

Plant Growth: Root duration reduced to 10 seconds (down from 20 seconds)

Plant Growth: Root duration reduced to 5 seconds against players (down from 10 seconds)

Stormwarden Paragon Path

Bladestorm (Revamp): Chance reduced to 20% (down from 25%)

Bladestorm: Damage increased to 16% at rank 1 (up from 5%)

Bladestorm: Damage increased to 8% at each rank (up from 5%)

Bladestorm: Artifact off-hand bonus: Now states that it increases the total damage done by Bladestorm by 10%

Bladestorm: This class feature should no longer be double mitigated by level 73 enemies

Twin Blade Storm: Damage increased to 5% at rank 1 (up from 4%)

Twin Blade Storm: Damage increased to 5% per rank (up from 4%)

Stormstep Action (Revamp): Now reduces the cooldown of encounters based on AP spent Up to 2 seconds off at 100% AP spent

Stormstep Action: Cooldown Reduction increased to 2 seconds at rank 1 (up from 1 second)

Stormstep Action: Cooldown Reduction increased to 1 second for each rank-up (up from 0.5 seconds)

Stormstep Action: No longer has reduced value if triggered multiple times within 10 seconds.

Pathfinder Paragon Path

Pathfinder's Action: Run Speed increased to 10% at rank 1 (up from 6%)

Pathfinder's Action: Deflection chance increased to 10% at rank 1 (up from 5%)

Pathfinder's Action: Run speed per rank-up reduced to 5% (down from 6%)

Battlehoned (Completely Reworked): Replaced with “Primal Instincts"

Primal Instincts: Now increases the effectiveness of Boar Hide, Hawkeye, Oak Skin, and Stag Heart by 20% (+10% per rank). and Fox's Cunning's duration by the same amount.

Primal Instincts (Artifact Power): Now increases Regen rating by 500 (up from 100)

Cruel Recovery (Reworked): Duration changed to 10 seconds at all ranks (from +4 seconds per rank)

Cruel Recovery: No longer increases effect duration at each rank

Cruel Recovery: Now stacks up to 4 times.

Cruel Recovery: Maximum Stack Count increased by 2 at each rank

Archery Feats

Bottomless Quiver: Tooltip changed to state “Your Ranged powers recharge 30% faster” (functionality unchanged)

Bottomless Quiver: Recharge speed increased to 8/16/24/32/40% (up from 6/12/18/24/30%)

Stillness of the Forest (Reworked): Now increases your damage dealt and crit chance by 0.5/1/1.5/2/2.5% for each second that you stand still, stacking up to 6 times. You will lose 1 stack per second while moving. Stacks are not lost while out of combat.

Predator (Reworked): Using a ranged encounter power applies "Prey" to the first target hit for 10 seconds. You deal 20% increased damage to the first target hit by your powers and this bonus is doubled for targets affected by Prey. Prey may only be active on one target at a time and cannot be reapplied until it expires.

Predator: Now correctly increases the damage you deal to an enemy (Rather than decrease the enemy's damage resistance for your attacks)

Predator: This feat is no longer half as effective on players.

Trapper Feats

Ancient Roots: Weak Grasping Roots duration lowered to .4/.8/1.2/1.6/2 (from .5/1/1.5/2/2.5)

Ancient Roots: Strong Grasping Roots duration lowered to .8/1.6/2.4/3.2/4 (from 1/2/3/4/5)

Oathbound Paladin Changes

We mainly worked this module to resolve the clunky feeling of how certain aspects of this class plays, while still retaining the weight and commitment of some powers. In addition, we improved the feel of the Divine Call mechanic, mainly to speed up the rate at which it's generated.

Baseline Changes

Animation times: Many animation times have been adjusted to be slightly faster when using multiple powers in a row

Power Overrides: Many power, such as Divine Call, now take full priority in being cast, even if you are attempting to use other powers - rather than being interrupted.

Sanctuary: Now requires 10% of your stamina bar to activate (down from 20%)

Divine Call: Can now be used while Sanctuary is active Oath of Devotion: Your healing is increased by 75% (down from 100%) Oath of Devotion: Now increases allies' stats for 10 seconds (up from 8 seconds) Oath of Devotion: No longer requires you to actually restore HP on the target

Base Damage: Oathbound Paladin damage has been increased by ~14%

Queues: Paladins without a Paragon Path now queue as a Tank, rather than Damage.

At-Will Changes

Shielding Strike: The third hit of this combo now grants the Paladin a shield equal to 3% of their maximum life. (Previously granted an absorption buff that absorbed damage equal to 1% of your maximum life on each attack).

Encounter Power Changes

Sacred Weapon: Fixed an issue where this power would not correctly expire after 3 attacks for Devotion Paladins

Sacred Weapon: Damage lowered by ~17%

Sacred Weapon: Healing increased to 20% (up from 15%)

Sacred Weapon: Bonus healing duration increased to 10 seconds (up from 8)

Class Feature Changes

Aura of Solitude: Dominating Presence no longer increases the range of this Aura

Aura of Solitude: No longer considers companions as "allies."

Aura of Courage: Should no longer multi-proc from a single power usage.

Justice Feats

Shining Beacon (OoD): Duration reduced to 10 seconds (down from 15)

Shining Beacon (OoD): Now states that your Recharge Speed is increased by 3/6/9/12/15% (functionality unchanged)

Shining Beacon (OoD): No longer has a cooldown of 60 seconds.

Shining Beacon (OoD): No longer has floater text appear when applied

Shining Beacon (OoD): Now triggers whenever you take damage while below 50% life

Stem the Tide: No longer considers a Companion as an Ally for this feat.

Stem the Tide: Slow reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)

Stem the Tide: Damage taken increased to 2/4/6/8/10% (up from 1/2/3/4/5%)

Stem the Tide: This power should no longer put the player in a Combat stance.

Radiant Champion: Movement Speed reduced to 4/8/12/16/20% (down from 5/10/15/20/25%)

Radiant Champion: Cooldown Reduction increased to 2/4/6/8/10% (up from 1/2/3/4/5%)

Bulwark Feats

Head Unbowed (Reworked): You now generate 1/2/3/4/5% of your Divine Energy bar each second

Holy Barrier: While in combat, you build stacks of Barrier every second and by using your powers. Activating Divine Call will consume all stacks of Barrier to grant you a shield for 10% (+0.5% per stack) of your max life for 15 seconds. While the shield holds, you are granted 20% movement speed, critical strike chance, Deflect chance, incoming healing, and Recharge Speed. Barrier may stack up to 100 times. Note: This shield stacks, so a second Divine Call with no further stacks would add 10% atop the shield generated from the first. Note: This shield no longer dissipates when combat ends.



Scourge Warlock Changes

While we shipped fixes to various Scourge Warlock bugs back in the Lost City of Omu, there were still some lingering issues we wanted to address. Among some bug fixes, we made the Damnation tree's reliance on the Soul Puppet less of a double-edged sword; the Soul Puppet now has feats that significantly increase its health, allow it take some damage in the caster's place, and resist damage.

Baseline Changes

Animation times: Many animation times have been adjusted to be slightly faster when using multiple powers in a row

Power Overrides: Many powers, such as Warlock's Curse, now take full priority in being cast, even if you are attempting to use other powers - rather than being interrupted.

Soul Puppet Changes

Soul Puppet: Duration reduced to 20 seconds. This time only counts down while in combat

Soul Puppet: No longer vanishes after 5 attacks

Soul Puppet: Summoning another Soul Puppet will now refresh the duration of the current Soul Puppet and heal it to full.

Soul Puppet: Now gains Critical Strike chance equal to your critical strike chance

Soul Puppet: Now has a base critical severity rating of 50%

Soul Puppet: Attacks can now critically strike

Encounter Power Changes

Killing Flames: Base damage increased by 20%

Killing Flames: Damage based on life reduced to 2x damage when the target is at/below 25% life (from 2.4x)

Fiery Bolt: No longer deals increased damage to enemies around the application target

Fiery Bolt: Damage increased by ~20%

Hadar's Grasp: Damage increased by ~20%

Hadar's Grasp: Base duration increased to 2 seconds (up from 1.5)

Hadar's Grasp: Rank-up duration reduced to 0.5s (down from 1s)

Hadar's Grasp (Curse Consume): Duration changed to be +1.5s (instead of +50%)

Hadar's Grasp (Curse Consume): Curse and Soul Puppet damage increased to 25% (up from 15%)

Immolation Spirits: Removed a 1-2 second delay that would cause the spirits to delay their initial attacks.

Immolation Spirits: Fixed an issue where these would deal increased damage in certain cases.

Brood of Hadar: Fixed an issue where these would deal increased damage in certain cases.

Curse Bite: This power now has 2 charges

Dreadtheft: Fixed an issue where Dreadtheft would deal 0 damage multiple times

Dreadtheft: No longer allows you to sometimes activate other powers while casting

Dreadtheft: Activating and cancelling this power should now be much more responsive

Dreadtheft: Now deals damage 10 times (down from 12)

Dreadtheft: Damage increased by 20%

Dreadtheft: You can now cast your next power ~0.4 seconds before this power completes

Class Feature Changes

All-consuming Curse: Critical Strikes now apply lesser Curse 100% of the time (at rank 1)

All-consuming Curse: Now increases Lesser Curse damage by 20%

All-consuming Curse: Now increases Lesser Curse damage by 10% per rank

Damnation Feats

Warding Spirits (reworked): Now causes 5/10/15/20/25% of the damage you take to be transferred to your Soul Puppet.

Warding Spirits: Now increases your Soul Puppet's maximum life by 10/20/30/40/50% of your maximum life.

Mocking Spirit: No longer increases the Maximum life of your Soul Puppet

Mocking Spirit: The damage Resistance of your Soul Puppet is increased by 5/10/15/20/25%

Spiritfire: This feat can now critically strike

Spiritfire: This feat should now correctly scale with power / damage bonuses

Spiritfire: Damage reduced to 5/10/15/20/25% (from 15/30/45/60/75%)

Soul Desecration (Reworked): Your Soul Puppet no longer dissipates after 20 seconds and its attacks now recharge your encounter powers by 1 second on each hit. Your Warlock's Curse now corrupts targets, causing them to spawn a Soul Puppet when killed and when Warlock's Curse is Consumed. Soul Investiture now increase your encounter power damage by 10% per stack. Additionally, if you do not have a Soul Puppet active, you will automatically summon one. This effect has a 15 second cooldown.

Fury Feats

Murderous Flames: Now causes your fire-based single target at-will and encounter powers to deal 5/10/15/20/25% of their damage to all enemies (split equally) within 20 feet of the primary target. Does not trigger from DoT effects. Powers included: Killing Flames, Infernal Sphere, Hellish Rebuke, Soul Scorch, Eldritch Blast



Trickster Rogue Changes

There are a few high-level goals to the changes below. All three trees should now be viable, depending on the situations they're brought into, and Whisperknife should now be a more viable Paragon Path. Stealth should also be more fluid in regeneration and usage, depending less on capstone feats or encounter powers to regenerate at a predictable pace in combat.

Baseline Changes

The base damage dealt by all Trickster Rogue powers has increased by ~5%

Stealth Changes

Stealth: Now takes 12.5 seconds to build a full bar (up from 10 seconds)

Stealth: Duration increased to 6 seconds (up from 5 seconds)

Stealth: Taking damage no longer interrupts Stealth Regeneration

Stealth: Taking damage now slows Stealth Regeneration by 50% for 2 seconds (down from stopping it for 3 seconds) This is a multiplicative 50%, meaning if you start at 100% regen, gain an additive 50% from other sources (150% total), this will set it to 75%

Stealth (PvP): Trickster Rogues will now be visible to opponents when they deal damage from stealth. Powers that do not remove stealth will not reveal the rogue and damage over time effects, such as smoke bomb and path of the blade, will not remove stealth.This only occurs while in a PvP mode.

At-will Power Changes

Duelist's Flurry (Revamped): Bleed Chance on each swing has been increased to 100%.

Duelist's Flurry: Final combo now lasts for 6 attacks, instead of 9.

Duelist's Flurry: Final combo's animation time has been halved (related to the above)

Duelist's Flurry: The final combo of this power no longer reduces your stealth meter by a large amount Now reduces Stealth by 7.5% per swing (60% for a full combo)

Duelist's Flurry: No longer incorrectly procs enchantments multiple times per hit, and the bleed no longer procs enchantment effects

Deft Strike: Now teleports you to the target instantly

Deft Strike: Now correctly trigger stealth-based procs

Deft Strike: Should no longer be interrupted by other powers when used from stealth

Cloud of Steel: Maximum stack count increased to 10 (up from 8)

Cloud of Steel: Base damage increased by 12%

Sly Flourish: Broken Armor debuff reduced to 4% (Down from 10%)

Sly Flourish: Broken Armor debuff now stacks up to 3 times (for a total of 12%)

Gloaming Cut (Reworked): Damage increased by ~25%

Gloaming Cut: Charge time reduced to 0.25s (down from 0.7s) This will make the power cast ~45% faster

Gloaming Cut: Execution damage increased to 100% at rank 1 (up from 25%) Note: This is the same as the old rank 4 value

Gloaming Cut: Execution damage no longer increases at each rank

Gloaming Cut: Stealth gain on kill no longer increases at each rank (20% down from 35% at R4)

Gloaming Cut: (NEW) Now increases stealth regeneration by 7.5% for 8 seconds

Gloaming Cut: (NEW) Now increases the Stealth Regeneration amount by 2.5% per rank

Disheartening Strike (Reworked): The damage debuff has been reduced to 6%

Disheartening Strike: The damage debuff per rank has been reduced to 2%

Disheartening Strike: Now increases damage you deal to the target by 6%

Disheartening Strike: Now increases damage you deal to the target by 2% per rank

Disheartening Strike: Duration reduced to 12 seconds (down from 15 seconds)

Disheartening Strike: Now deals damage every 2 seconds (up from every 1.5 seconds)

Disheartening Strike: (NEW) Now deals minor damage when first applied (About 1 tick's worth of the DoT)

Encounter Power Changes

Bait and Switch (Reworked): The decoy will now force enemies to attack it when enemies are tricked (this does not work for Bosses)

Bait and Switch: Trick range increased to 20' (up from 15')

Bait and Switch: Cooldown decreased to 24 seconds (down from 25 seconds)

Bait and Switch: Decoy duration reduced to 12 seconds (down from 21 seconds)

Bait and Switch: AP gain per rank increased to 10% (up from 1%)

Bait and Switch: The decoy will now trick enemies once a second (down from 4 times a second)

Bait and Switch: Fixed an issue where the rank-up value (+10% decoy HP) would be gained at rank 1

Bait and Switch: Fixed an issue where the decoy's Maximum Hit Points would not increase based off of the player's hit points.

Bait and Switch: AP gain from this power should now be on-par with other encounter powers (previously it generated no AP)

Blitz (Revamped): New: Stealthed: Reduces all encounter cooldowns by 1 second

Blitz: Cooldown reduction on power usage is increased by 0.5 seconds per rank

Blitz: Stealthed: No longer slows targets hit

Blitz: Stealthed: No longer has a longer activation time while in stealth

Blitz: Cooldown increased to 14 seconds, up from 12 seconds.

Vengeance's Pursuit: AoE damage radius increased to 12', up from 8'.

Impact Shot: Charge refill time lowered to 8s (down from 11s)

Smoke Bomb (Revamped): Damage reduced by 30%

Smoke Bomb: Fixed an issue where Smoke Bomb wasn't correctly reading in a damage table (damage increased by ~8%)

Smoke Bomb: Duration is now 5 seconds at all ranks (instead of 2-5 based on rank)

Smoke Bomb: Stealth: No longer slows enemies

Smoke Bomb: Base cooldown increased to 22 seconds (up from 18 seconds)

Smoke Bomb: Stealth: Now grants Combat Advantange against all enemies in Smoke Bomb

Smoke Bomb: Now reduces the cooldown by 2s per rank-up

Smoke Bomb: Now triggers at the user's feet instead of being 5' in front of them

Shadowy Disappearance (Revamped): This power no longer consumes stealth when used from stealth

Shadowy Disappearance: Damage increased by ~28%

Shadowy Disappearance: Damage per rank reduced to 10% (down from 20%)

Shadowy Disappearance: No longer causes there to be no cooldown when used from stealth

Shadowy Disappearance: Activation time reduced by 20% (0.1 seconds)

Shadowy Disappearance: Cooldown reduced to 14 seconds (down from 18)

Shadowy Disappearance: No longer removes you from stealth when used in stealth.

Impossible to Catch: Base duration increased to 4 seconds (up from 2)

Impossible to Catch: Buff duration no longer increases at each rank

Impossible to Catch: Each rank now reduces the cooldown by 2 seconds

Impossible to Catch: Cooldown increased to 22 seconds (up from 18)

Impossible to Catch: Stealthed: Now grants 25% Damage Resistance (down from 50%)

Impossible to Catch: Stealthed: Now grants 25% Movement Speed

Impossible to Catch: No longer triggers a cooldown without taking effect when cast immediately after a dodge roll

Impossible to Catch: Now grants 100% deflect (down from 20,000%) Note: No gameplay change here

Blade Flurry (Reworked): This power can be used up to 4 times before going on cooldown. If you haven't used the power in the last 20 seconds (affected by recharge speed) then the 4 times counter will automatically be reset.

Blade Flurry: Damage increased by ~43%

Blade Flurry: Recharge time increased to 20 seconds (up from 16)

Blade Flurry: AP gain from this power should now be on-par with other encounter powers (it has been significantly increased)

Blade Flurry: Fixed an issue where this power could be cast an additional 1-2 times.

Daily Power Changes

Courage Breaker: Now slows the target by 70% (down from 90%)

Courage Breaker: Now places a 25% Damage Reduction Debuff on the target, +5% per rank

Courage Breaker: Now places a 12.5% Damage Resistance Reduction Debuff on the target, +2.5% per rank

Courage Breaker: No longer increases player power by 25%

Courage Breaker: Duration is now 8 seconds (down from 10 for PvE, up from 5 for PvP)

Whirlwind of Blades: Now grants +8% outgoing damage for each target hit (up to 5)

Whirlwind of Blades: Buff duration reduced to 10 seconds (from 12 seconds)

Bloodbath: This power now deals damage over 2 seconds (down from 2.7 seconds) Note: as a result, this means that it deals damage faster

Bloodbath: Now deals damage 9 times, down from 10 times.

Hateful Knives: Combat Advantage time increased to 2 seconds per rank (up from 1 second) This will now be a total of 12 seconds at rank 4 (up from 9 seconds)



Class Feature Changes

Sneak Attack: Now also increases Recharge Speed by 10% while Stealthed

Sneak Attack: Increases your Movement Speed and Recharge Speed by an additional 5% per rank (down from 10%)

Talisman of Shadows: Daze duration now also increases by 0.33 seconds per rank For a total of a 2 second daze at rank 4

Talisman of Shadows: Now has a base radius of 20' (up from 10)

Talisman of Shadows: No longer increases radius per rank

Talisman of Shadows: Now correctly states that it slows targets by 80% for its duration.

Oppressive Darkness: Damage increased by ~39%

Oppressive Darkness: Will now only proc on the first and last hits of Duelist's Flurry (instead of every hit)

Advantageous Position: Now lasts for 5 seconds at rank 1

Advantageous Position: Now reduces damage you take from AoE and Ranged powers by 15% (down from 20%)

Advantageous Position: Now increases the damage reduction by 5% per rank (up from 0%)

Advantageous Position: No longer increases duration at each rank-up

Dagger Threat (Revamped): You deal up to 7.5% more damage with ranged attacks based on how close you are to your target. You will receive the maximum benefit from this power when within 20' of the target.

Dagger Threat: You now gain up to 2.5% more damage per rank (down from 5%)

Skillful Infiltrator: Base Run speed increased to 7.5% at rank 1 (from 5%)

Skillful Infiltrator: Run speed per rank reduced to 2.5% (from 5%)

Skillful Infiltrator: Deflection chance and Critical Chance increased to 2% at rank 1 (up from 1%)

Invisible Infiltrator: No longer double-procs from using Bloodbath

Infiltrator's Action: No longer double-procs from using Bloodbath

Saboteur Feats

Sneaky Stabber: Gloaming Cut no longer grants 2/4/6/8/10% Stealth on hit

Sneaky Stabber: Stealth Regeneration granted by Gloaming cut is increased by an additional 2/4/6/8/10%

Distracting Knife: Disheartening Strike now reduces the Damage Resistance and Damage of targets hit by an additional 1/2/3/4/5%.

Grinning Steel: Critical Chance increased to 2/4/6/8/10% (up from 1/2/3/4/5%)

Exposed Weakness (New): Moved from the Executioner tree to this tree

Blood Soaked Blades: Moved to the Executioner tree

Return to Shadows: While behind your target, you deal 5/10/15/20/25% more damage with Encounter Powers and they refill 5/10/15/20/25% of your Stealth meter. Stealth gain cannot be triggered while Stealthed.

Gutterborn's Touch (Reworked): Dealing combat advantage damage to an enemy increases your Armor Penetration and Damage Dealt by 2/4/6/8/10%

Shadowy Opportunity (Reworked): Now causes you to gain Shadowy Opportunity for 5 seconds after leaving stealth. While active, your attacks deal an additional 10/20/30/40/50% weapon damage as piercing damage.

Shadowy Opportunity: No longer procs on every hit of Duelist's Flurry, now only procs on the first and last hits

One with the Shadows: Every 15 seconds, you gain the "One with the Shadows" effect. This causes your next encounter power to refill your Stealth meter. For 15 seconds afterwards, your damage is increased by 30%

One With the Shadows: Can no longer trigger while your stealth meter is full

One With the Shadows: Damage bonus is now 40%

Scoundrel Feats

Survivor (Reworked): While below 50% life, gain 5% Lifesteal Chance and Deflect Chance.

Press the Advantage (Reworked): Now causes Impossible to Catch to increase your Combat Advantage damage by 2/4/6/8/10% for its duration.

Master Infighter (Reworked): Deflecting an attack grants you the "Reversal" buff for 6 seconds "Reversal" - Causes you to deal 2/4/6/8/10% more damage and take 2/4/6/8/10% less damage from the target whose attack you deflected

Savage Blows (Reworked): Dealing damage to foes increases the Damage of your Powers by 0.2/0.4/0.6/0.8/1% for 4 seconds.

Savage Blows: Now stacks up to 10 times (up from 5)

Savage Blows: When at maximum stacks, you gain an additional 5% damage

Concussive Strikes (Revamped): Daze duration lowered to 0.4/0.8/1.2/1.6/2 seconds (down from 0.5/1/1.5/2/2.5)

Concussive Strikes: No longer half as effective against players

Concussive Strikes: When you Daze a foe with this power, you gain 1/2/3/4/5% Deflect Chance for 5 seconds, stacking up to 5 times. Note: These stacks are individual, they fall off separately (not refresh duration)

Mocking Gesture (Reworked): Every second your Deflection Chance increases by 1/2/3/4/5%, stacking up to 20 times. Deflecting an attack resets this bonus and causes you to riposte the attacker, dealing 40/80/120/160/200% of your weapon damage as physical damage.

Skullcracker (Reworked): Every 15 seconds you gain "Skullcracker" which causes your next At-will or encounter power to Daze an enemy for 3 seconds and apply a mark to them for 10 seconds. The duration of this mark is increased by 0.5 seconds each time you deal damage, up to a maximum of 5 bonus seconds. While marked, enemies take 25% more damage from your attacks and your powers deal damage to them as if they were controlled.

Executioner Feats