Martial Arts
Charge Ups
- Double damage on elemental charge ups
- Effects trigger on both gaining charges and releasing charges
- Charges are gained even if you miss, effects are triggered only if you’re attacking a target, you can gain charges by hitting air but effects won’t trigger
- Charges last 30 seconds
- Phoenix Strike and Claws of Thunder NHD reduced to 3 frames
- Cobra Strike add -1% enemy poison resist per level to each charge stage, add Venom synergy of -1% enemy poison resist per level to each charge stage
Finishers
- Uninterruptible
- Remove always hit when charges active
- Dragon Claw now cleaves hitting 1 target adjacent to primary target each swing, charges only release on primary target hits
- Dragon Talon stops kicking when target moves out of range
- Dragon Tail always hits, fire damage is applied independent of physical damage
- Dragon Flight no longer needs target to teleport but line of sight still required, max range of 16 yards - if target moves beyond 16 yards teleport to its last location within 16 yards, NHD reduced to 3 frames
Shadow Disciplines
Auras
- Burst of Speed and Fade stack
- Venom duration to 4 seconds at same DPS and add AR bonus, add Cobra Strike synergy of +1% poison damage per level, fix poison damage canceled by physical damage bug
Passives
- Claw Mastery add chance of open wounds on hit per level, 20% chance max, AR bonus applies to blade skills
- Weapon Block at 1/3 block rate when running, increase block chance and FBR works, capped 65% block chance
Summons
- Don’t consume player trap count
- Combine stat bonuses of both summons
- Shadow Warrior only uses Martial Arts and Shadow Disciplines skills and switch to Shadow Master AI
- Shadow Master only uses Traps and Shadow Disciplines skills
Crowd Control
- Psychic Hammer pulls target towards you, deals magic damage
- Cloak of Shadows CD removed
- Mind Blast converted enemies can be damaged, deals magic damage
Traps
Bombs
- Shock Web NHD reduced to 15 frames
Sentries
- Minus resists and plus elemental damage on items work on traps
- Wake of Fire NHD reduced to 3 frames, gain 1 shot per 4 levels in Wake of Inferno synergy
- Wake of Inferno projectile speed moves faster behaves more like a beam
- Charged Bolt Sentry smaller projectile cone radius
- Death Sentry shoots Chain Lightning, NHD reduced to 3 frames
Blades
- No longer use weapon durability
- Claw Mastery bonuses applied across the board if claw equipped
- Add AR across the board, decrease damage to compensate
- Blade Fury windup removed and ricochets to 2 additional targets, CB DS OW triggers
- Blade Sentinel CD removed and NHD reduced to 15 frames, capped at 5 active and independent trap count from sentry traps, DS OW triggers, applies CTC on strike
- Blade Shield OW triggers, non weapon ED applies, CTC on attack replaced with on strike