1.0.3.0 Updated for Spell Engine 1.4.0+
Magic missile reworked to no longer be channeled
Fire spells have added crit chance against freeze immune entities
Frost spells have lower damage against freeze immune entities and higher damage against enemies weak to freezing
1.0.2.0 Made spell animations more varied
1.0.1.0 Basic Invocation Spells had their cast times doubled and their damaged roughly halved
Magic Missile can now queue for twice as long and does more 33% more damage
Power Word: Kill damage reduced by 20%
Update to make rune gui elements more simple and less visually jarring
Frost Resonance invocation rebalanced and reworked
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Glaciers now have a cooldown of 12 ticks per glacier between pulses
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Each activation of Frost Resonance only targets one glacier with a pulse, in addition to the player's own pulse
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Glaciers that are off cooldown are chosen at random
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Damage of each individual pulse doubled to compensate
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Slight wording change to reflect the change in the tooltip
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Duration increased to 3 seconds
Frost Upheaval duration increased to 3 seconds.
Runic Invocation spell cooldown lowered from 6 seconds to 4 seconds, but is no longer affected by Spell Haste
All invocations similarly had their cooldowns lowered from 6 seconds to much lower, most of them around 2 seconds or even 1 second. Note that you still need the Runic Invocation spell to be off cooldown in order to be able to cast these invocations in the first place.
When you have runes, the corresponding invocation will now show up in your spellbook along with its tooltip and damage instead of the normal Runic Invocation spell. DPS warriors rejoice!
Invocation system simplified so that it doesn't take more than 3 runes to cast a spell. There are also no more repeats of spells. It should be much easier to cast more complicated invocations.
Runes are no longer based off of mob effects, but a separate counter that is represented visually by up to three cycling runes around the crosshair.
Spells no longer need to hit a mob to grant a rune of their respective element. Note that spells that need targets in order to finish casting still need to finish casting in order to grant a rune.
Granting of runes is now tied as a passive to the Runic Invocation spell, rather than to the basic invocation spells. This means that if you were to gain an item with the Runic Invocation spell (such as via commands), you would be able to gain runes by casting any spell via spellbook. I plan on doing something with this in the future.
Rah basic spell damage nerfed, 0.9x -> 0.75x Fire.
The indicator for invocations has changed. No longer does it send a message to you: instead, the icon for Runic Invocation changes to match whatever invocation you are casting. DPS warriors rejoice!
Default spell for Runic Invocation is now nothing, rather than defaulting to Sonic Boom.
Particles for Agonizing Blast reduced.