Please post them here when they arrive. Supposedly they come out in 2 hours (8pm cet)
You asked, and you shall receive.
Sorcerer
Skills
Incinerate
Damage increased by 40%.
Enhanced Incinerate
Damage of Burn radius increased from 25% to 50%.
Destructive Incinerate
Enemy damage reduced amount increased from 25% to 30%.
Greater Incinerate
Immobilize duration increased from 1 to 1.5 seconds.
Hydra
Damage increased by 15%.
Ball Lightning
Damage increased by 10%.
Passives
Icy Veil
Barrier duration increased from 5% to 8%.
Snap Freeze
Lucky Hit chance increased from 3% to 5%.
Soulfire
Previous: After Standing still for 1.5 Seconds, your Pyromancy Skills cost 5/10/15% less mana.
New: Your Pyromancy Skills cost 4% less Mana and deal 2% increased damage. Double these bonuses after standing still for 2 seconds.
Avalanche
Damage increased from 40% to 45%.
Shocking Impact
Damage increased by 33%.
Paragon
Frostbite Glyph
Damage Reduction increased from 13% to 15%.
Invocation Glyph
Damage Reduction stacks increased from 12% to 15%.
Stalagmite Glyph
Critical Strike Chance increased from 10% to 20%.
Enchanter Glyph
Damage per 5 Intelligence purchased in range increased from +1.3% to +2%, maxing out at +10%.
Conjurer Glyph
Damage per 5 Intelligence purchased in range increased from +2.6% to +3%, maxing out at +15%.
Unleash Glyph
Damage and Mana Regeneration increased from 6.7% to 7%.
Legendary Aspects
Of Searing Wards
Mana cost reduced from 100-200 to 75-125.
Of Overwhelming Currents
Chance increased from 10-20% to 15-30%.
Of Accursed Touch
Lucky Hit: Up to a 20-35% chance to inflict Vampiric Curse on enemies. Enemies afflicted by Vampiric Curse are also Vulnerable.
Vampiric Curse’s stored souls deal 20%-50% increased damage.
Of Metamorphosis
When you Evade you turn into a cloud of bats, becoming Unstoppable for 2.5 seconds. Enemies along your path take Physical Damage and are inflicted with Vampiric Curse.
Evade’s cooldown is increased by 5-10 seconds.
Blood Boiling
When your Core skills Overpower an enemy, you spawn 3 Volatile Blood Drops. Collecting a Volatile Blood Drop causes it to explode, dealing Physical Damage around you.
Every 20 seconds, your next Skill is guaranteed to Overpower.
Hectic
For every 5 Basic Skills you cast, one of your active Cooldowns is reduced by 2-4 seconds.
Undying
Casting Skills heals you for .5-2% life. This heals for an additional 1% life while you are below 50% Life.
Of the Moonrise
Damaging an enemy with a Basic skill grants you 4% Attack Speed for 10 seconds, stacking up to 5 times. Upon reaching maximum stacks, you enter a Vampiric Bloodrage, gaining 40-80% Basic Skill damage and 15% Movement Speed for 10 seconds.
Nice boosts overall.
Some general changes that affect us as well:
General
Unique Items
- Ring of Starless Skies
- Now shows a buff on the bar while active.
- Penitent Greaves
- Damage to Chilled enemies increased from 7-10% to 12-15%.
- Tassets of the Dawning Sky
- Maximum Resistance increased from 6-10% to 8-12%.
- Mother’s Embrace
- Resource refund increased from 20-40% to 30-50%.
Legendary Aspects
- Of Inner Calm
- Damage maximum increased from 30% to 40%.
- Of Retribution
- Stun chance increased from 8% to 10%.
- Damage to Stunned enemies increased from 10-20% to 15-25%.
- Starlight
- Amount of Life Healed needed for Resource gain changed from 25% to 20%.
Overall I’m underwhelmed. Seems they mostly tried to continue to rehabilitate a few underused skills in the form of Incinerate and Hydra/Conjuration. It hasn’t worked to date, and I’m not sure it’ll go any better now, though the numbers on the Incinerate buffs do look pretty big (especially if you include Aspect of Inner Calm going to a 40% multiplier). Unfortunately, having to stand still and channel is still the kiss of death for that skill and I’m not sure this will help with that.
A little extra BL damage will be nice for players still using that build (and they exist, I see them fairly often at events). Other than that, I’m rather underwhelmed. A buff to Shocking Impact isn’t suddenly going to make it useful unless the damage scales way better than I remember. Apart from BL, none of the builds anyone actually uses got much in the way of anything (and perhaps that’s the point).
Edit: Oh, except Ice Spikes… I’m not sure why of all things they chose that build for a buff, but the change to Stalagmite looks pretty good for it.
That incinerate buff while welcome, is not enough…
all the penalties makes it still the worst skill…
and now with the passive increase it is now more expensive to cast…
win win
whut?..
You didn’t read the patch notes, do you?
why should it more expensive to cast???
the reduced soulfire from 15% mana cost reduction to 4%…8% after 2 secs
New: Your Pyromancy Skills cost 4% less Mana and deal 2% increased damage. Double these bonuses after standing still for 2 seconds.
its 12% moving —> clear buff
24% after 2sec standing —> clear buff for incinerate…of course its a channeling
Remember that a teleport doesnt doesnt change your standing still status. So using Occulus alone with Inner Calm and points in Soulfire, you have 52% damage multiplier ‘always on’. With evade cooldown inherent on your boots, you have infinite teleports so long as you arent using Metamorph.
As a firewall sorc in pvp, im teleporting and casting at the same time so the changes this patch are giving me a 22% multiplicative buff. Though with all of the buffs to the other classes, im at a -40% net improvement
i like
Of Searing Wards
Mana cost reduced from 100-200 to 75-125.
perfect roll on a amulet? thats a lot of free casts
Doing that will interrupt your channeling though, and prevents use of Flamescar which may not be worth the tradeoff in terms of damage; I really don’t know.
I think it’s an approach worth trying, but probably with normal boots with +4 evade charges and putting Teleport in one of your enchant slots. For PvE anyway. Will these changes tempt you to try using Incinerate in combination with Firewall for PvP? With Aspect of Conflagration you could add another 40% damage multiplier to your FW damage when hitting with Incinerate.
All of my aspects are mutipliers so this doesnt easily fit as well as others. For example: inner calm, conceited, engulphing, exploiters. Also swapping between FW and Incinerate creates a lot of switching costs with starless as well as incinerate.
Separately, good call out on the incinerate being interupted on a tp.
Lastly, im assuming incinerate doesnt work well against opponents that stun you or knock you down so use cases are limited in PVP.
Be careful though, if you have at least 1 mana cost reduction you usually dont run out of mana ever while casting fire wall because the cast speed is so slow.
@GatheringDrk, I have a confession, I use Incinerate all the time in PvP. But mostly b/c I’m bored and need to spam a skill that looks cool but doesn’t do any damage so people don’t get annoyed and try to kill me. It is though uh…probably worth having on the skills bar against thorns just to prevent you from accidently casting a wrong spell that can kill you.
Something about either Incinerate/Burn DOT/or Conflagration is bugged because it only buffs some of the fire DOT not all of it.
I love this story lol he just spreads warmth
They said a lot of buffs for conjuration skills in the stream, but it was only Hydra. Yeah, they kind of underdelivered for sorc. Guess missed opportunity to not buff Flamescar. F.e. 5th Affix with damage reduction while channeling or +2-4 Points to Soulfire Passive.
Two biggest buffs for the class are Hectic and Of the Moonrise. Guess Arc Lash + Lightning Spear gets even faster and stronger.
This also a step in the right direction.
Well, don’t forget the buffs to the Enchanter, Invocation and Conjurer glyphs. The latter two are purely for boosting Conjuration skills, and I’m betting the buff to Enchanter is also aimed primarily in that direction, though it’s useful to any build.
I am shocked, shocked to find that there are bugs in this game
Burn and DoT mechanics are horrendously complicated to begin with; I don’t even pretend to fully understand how they work internally, I just know that they often don’t work the way you expect them to, usually being less cool or effective than you imagined they would be. So if Conflagration doesn’t add as much damage as it seems like it should, that might not even be a bug. It might actually be a snapshotting issue like the problem with Enhanced Firewall, or some other totally intentional and totally opaque mechanic the game doesn’t explain.
I am playing FW this season but I don’t think I’ll be returning to Burn builds again anytime soon. They’re too weird.