We're still wrapping up the Expansion, we expect it later this month. This week we'll continue to chill a bit with:
2x Hauntlet Coins
Need those coins? Now's a great time to grind. Have you found the Lower Hauntlet yet?
Expansion Overview
For your summer reading pleasure, here is a very ambiguous overview of the expansion:
Environments:
• New Town (Festerfang Outpost)
• New random dungeon (Festerfang Marsh)
• New cyclically opening dungeon (The Deep Marsh)
• 2 raid dungeons (4 and 8 person) with new boss mechanics (Elite Festerfangs)
• New Spirit Swamp (Easy Festerfang for levelling up Spirit Weapons (huh?))
Systems:
• Marriage
• Deluxe Chat
• Spirit Weapons (New rarity for Items that level up and increase in power)
• XP Combo System (killing X enemies in Y seconds give Z% buff)
• Ultimates
The only thing we'll be getting into detail about today are the Ultimates.
Ultimates:
Players at level 67 can unlock Ultimate Abilities for their class. Each class will have 3 Ultimate Ability Choices, and can only use 1. It will cost 10 skill points to unlock the Ultimate Ability
Ultimate will be displayed as a bar on the players HUD and must be charged to full before the Ultimate becomes available.
Expectation: From a normal dungeon run, players should be able to use their Ultimate 1 to 2 times. (this may change based on fun factor)
Players need 100 stacks of charge for their ultimate to be ready to cast
Stacks are gained from:
• Contributing to an Enemy Kill
• Killing blow on an Enemy
• Damage taken
• Passively (while in combat)
When the Ultimate is Charged, players press the ability to fire it off. Firing of the Ultimate still takes into account the cooldown timer for the Ultimate Ability.
Once the Ultimate has been cast, players cannot receive stacks for 10 seconds. Once this timer is gone players can start building their ultimate back up again
Ultimate Ability Categories:
Each class has 3 Ultimates that fall into specific categories
Offensive: These Ultimates result in increased damage for the player. Selfish abilities, only affecting the user.
Defensive: These Ultimates increase survivability of the player, in a form of a panic button. For their duration the player should feel almost unkillable. These abilities should only affect the caster
Support: These Ultimates support the overall team's effectiveness. They affect allies in a large range and should increase their ability to clear dungeons.
Rogue
(Offensive) Ultimate Aimed Shot: Super high damage single target ability
(Defensive) Medicinal Herb: The Rogue eats an herb which regenerates a large percentage of the Rogue's health every second for a time
(Support) Refuel: The Rogue and all allies receive no longer use mana to cast abilities for a time and gain a movement speed boost.
Sorcerer
(Offensive) Meteor Strike: A giant fireball rains from the sky in a large area, dealing massive damage to all enemies hit
(Defensive) Grand Protection: The Sorcerer blesses himself with an immense shield, preventing all damage until it breaks
(Support) Energize: All allies are empowered, allowing skills to recharge more quickly for a time
Warrior
(Offensive) Rage: Multiply your STR for a time
(Defensive) Immortal: The Warrior Screams out, Constantly taunting all nearby enemies while making himself immune to damage for a time
(Support) Reflective Barrier: The Warrior blesses himself and allies with great damage reflection and increased health for a time
Finally we'll leave you with a pic of some new armor with the Fast Cap banner:
That's it for now, questions and comment below, and thanks!
- g
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