[u]Hunter[/u]
Arc Staff:
• Improved block to prevent chip damage seeping through
• Deflection damage deals 6x base PvE damage (up from 2x), Staggers targets (Unstoppable), generates orbs, and slows super drain
• Slightly reduced LLH combo cost to allow for 5 full combo completions at base
• LLL combo final strike deals 100% increased direct hit damage (similar to Glaive Melee) and sends forward tracking waves of Arc energy (Wave Frame)
• Base heavy attack applies Jolt and all heavy attacks deal +40% damage (includes combos)
• Airborne slam can be directed better
Blade Barrage:
• Throws 2 volleys of 10 knives each by default – removed this perk from Knock Em Down
• Improved projectiles consistency against bosses and other large single targets
• ??? Increased maximum base damage by (~)10%
• W/ Knock Em Down Aspect: gain Restoration x1 on super cast. Knives apply x10 Scorch each.
Deadshot:
• No longer gains bonus damage from Radiant
• Increased base impact damage to non-bosses by (~)50% (includes vehicles, contructs), and increased base damage to bosses, mini-bosses, and champions by (~)200% (roughly similar total damage to most other roamings)
• If active while Radiant, kills chain 50% of the damage dealt to a max of 3 targets within 5m and x2 Cure the user
• Kills immediately grant max On Your Mark stacks
• W/ Knock Em' Down Aspect, increases base range and bullet magnetism against combatants. Kills restore increased super energy
Marksman:
• Radiant damage bonus removed, but now gains barrier rounds while Radiant
• Increased total base impact damage by (~)65% against bosses (on par with most one-offs)
• If cast while Radiant, grants nearby allies Radiant and +100 weapons stat for 10s – can be extended after landing precision hits with Golden Gun
• No longer benefits from any weapon Surge mods (already removed)
• W/ Knock 'Em Down, flinch resist and combatant damage resistance increased to 90% (from 60%), and generates additional orbs on precision hits and kills
***
• Celestial Nighthawk total Marksman damage bonus reduced to 30% from 80%, but now also allows Golden Gun to partially benefit from Radiant (only +10%) and weapon surges.
• Star Easter Scales total damage bonus reduced to 50% from 70%
Deadfall:
• Void Anchor applies a 50% damage debuff to combatants to distinguish from other Weaken options
• Weaken effect now lingers on targets for 6s after the Void Anchor dissipates
• Reduced Void Anchor activation delay to 0.1s from 1s
• Remaining Void Anchor duration is visually indicated in the HUD as a green "0:00 Deadfall" buff
• Anchor duration is slightly increased when rapidly damaging powerful ensnared combatants (diminishing)
• Defeating ensnared combatants grants significantly increased ammo meter progress
Mobeus Quiver:
• Increased base damage to boss targets by (~)40%
• Reduced Void Anchor activation delay to 0.1s from 1s
Spectral Blades:
• Heavy attack base damage increased by (~)30% against non-boss combatants
• Heavy attack energy consumption reduced to 9% from 15%, and after performing a Heavy attack, Light attacks deal 30% increased damage for 3s
• Light attacks weaken on rapid hits, and grant increased lunge distance and up to 50% increased damage for the next heavy attack
• Removed 50% faster drain penalty when visible – instead, drains 20% slower while invisible and all attacks grant Invisibility on kill
Silence and Squall:
• Increased direct impact damage with both Kamas by 125%
• Total ice storm base damage again bosses increased by (~)25% (on par with other one offs)
[u]Titan[/u]
Fist of Havoc:
• Increased light attack base damage against combatants by (~)20%
• Light attack creates a surrounding burst of damage on impact that blinds targets (Seismic Strike)
• Super duration extended on final blows (Trample) – perk removed from Eternal Warrior
• W/ Juggernaut Aspect, increased Super extension after defeating a target
Hammer of Sol:
• Increased hammer projectile impact damage by (~)30% against non-boss combatants while Sol Invictus is not equipped
• Light attack launches a Hammer Strike, heavily scorching targets it hits (x70) and igniting those it kills – drains 10% super energy
Sentinel Shield:
• Heavy bash attack also Suppresses
• Allies standing behind Banner Shield gain Volatile Rounds for Void weapons, and Heavy weapons also Suppress powerful targets (banes, vehicles, champions, bosses / mini-bosses, guardians in super)
• Increases the weapon damage bonus (against combatants) provided by the Banner, based on weapon type: Primary - 100%, Special - 60%, Heavy - 50% (exotic weapons receive specialized tuning)
• Supplies a Void Overshield to nearby allies when Block is active. While Bastion aspect is equipped, becomes a bulwark overshield with increased duration
Ward of Dawn:
• Passively grants (±)200% increased grenade recharge rate (stacks with Offensive Bulwark) and 100% increased unpowered melee damage (vs combatants) to allies affected by Armor of Light
• While caster or allies are affected by the Ward overshield, grenades and melee abilities deal 30% increased damage
• Generate additional orbs as the caster or allies land any final blows (not just melee) while near the Ward.
[u]Warlock[/u]
Stormtrance:
• Creates Jolting Arc pulses when sustaining damage on targets
• Ionic Blink summons landfall Lightning Strikes after use
Daybreak:
• Increased projectile impact damage by (~)70% against bosses — Reduced Dawn Chorus impact damage bonus to 50% from 90%
• Enabled Icarus Dash and Phoenix Dive ability behavior by default – When Icarus Dash aspect is equipped, super dodge has improved distance and reduces super energy cost when Icarus Dodging to 2.5% from 4.2% (-0.6s from -1s duration)
• Gain drastically improved glide duration and faster movement speed while in-air (similar to Winter's Wrath)
• Passively drains 18% slower while airborne
• Final blows extend super duration slightly (Everlasting Fire)
• W/ Heat Rises Aspect, increases Super extension when defeating targets
Nova Warp:
• Increased damage by 15% to non-boss combatants
• Rapidly pull enemies within 6m toward you when charging an attack
• Dark Blink causes a pull effect toward the user over 0.7s and creates an explosion that applies volatile
• While active, eplaces grenade with a Hand Held Supernova (no charge up) and grants 100% grenade energy over 1.5s — drains 4% super energy for each grenade use
Vortex Nova Bomb:
• Moves to nearby targets if not currently causing damage (similar behavior to Whirling Maelstrom), and prefers to target bosses
• Vortex duration extended after each kill (diminishing)
Winter's Wrath:
• Heavy attack projectiles spread further and target more enemies
• While active, replaces grenade with Coldsnap and rift with Frostpulse, and each gain 100% energy over 1.5s – grenade drains 3.5% super energy on use, and rift drains 5%
Needlestorm:
• Improved projectile consistency against bosses and other large single targets
• ??? Increased maximum damage by (~)10%
[u]Roaming Supers[/u]
• Can be cancelled at any point, refunding up to 25% super energy, based on energy remaining when cancelled
• Melee based supers gain a (4s) brief period of high combatant damage resistance (50%) after the super ends