Class Specific Mechanics

Bards

Bard songs mostly fall into 3 categories:

  • Beneficial Songs: You can have 2 of these active at any time. Cast them once and they will stay active. Fear, mez, and charm will cause you to stop singing these songs. Dememming a spell will cause you to stop singing these songs. Casting a 3rd beneficial song will replace the 1st beneficial song you casted. Dying will also cause you to stop singing.
  • Detrimental / DoTs / Chants: Your most recently cast detrimental will “pulse” and re-apply on its target every tic. You can twist 2 detrimental songs, adding a 3rd will cause the first to drop off any targets it was active on. You CAN twist two detrimentals across multiple targets, i.e you can have chant 1 and chant 2 active on both target A and target B.
  • Bellows: Typically these are DD type songs that do NOT count towards the detrimental cap. They apply once and do not pulse. Typically these also cost mana.

Focus effects do not effect bard songs. Mana regen buffs do not effect bards (with the exception of lich type spells). The elemental mastery AAs DO work on bard songs.

Beastlords

  • Your pet will occasionally proc the Companion Surge buff, granting mana regen and ATK. Higher level pets will grant higher ranks of this buff. The Runic beastlord pet can apply a debuff to mobs that will cause the next spell the beastlord cast on the target to cost half mana.

Druids

  • Druid heal over time spells apply their healing every two seconds.
  • Druids have a chance to gain Daylight for a short duration after casting a detrimental spell. The chance is 100% at three seconds or more.
  • While Daylight is active all HoT healing is increased by 10%. Daylight is consumed to increase the power of your next damage spell by 20% or healing spell 35%.
  • Druids have a chance to gain Moonlight for a short duration after casting a beneficial spell. The scale is a ten percent chance for each second of cast time.
  • While Moonlight is active your DoTs deal 10% more damage. Your next detrimental spell will consume Moonlight to become instant cast and cost no mana.

Enchanters

  • Enchanter animation pets must have an illusion effect for pet commands to function normally (client limitation, sorry)
  • The “Somatic Bond” line of spells do not actually cause the enchanter to deal any damage. The damage from the bonus ATK granted by these spells is simply reported to the enchanter’s log, rather than the attackers log. Example using FAKE NUMBERS: Edward the enchanter cast Somatic bond on Marvin the Monk. Marvin punches a mob. Normally Marvin would punch for 100 damage, but the extra ATK from Somatic Bond causes Marvin to punch the mob for 125 damage. Players will see Marvin punch the mob for 100 damage and Edward punch the mob for 25 damage. As far as the mob (for hate purposes) / server is concerned, Marvin punched for 125 damage and Edward didn’t punch at all. These spells work this way to allow enchanters to correctly parse the damage contribution from one of their primary damage dealing methods.
  • The “Avatar of Destruction” line of spells causes you to mimic the damaging spells (and jolt spells) cast by the target, at 70% of the base value. The enchanter does actually deal damage / generate hate from this and the enchanters spell damage modifiers and bonuses are applied.

Magician

  • Water pets proc a group heal, air pets proc a stun, earth pets proc a root, fire pets proc a DD.
  • The “Word of Power” AA pet stances are activated using style commands. Use “/s list” for more information. Your pet’s damage is increase by 25% per rank while a style is active.

Monk

  • Monk endurance resets to 20% while out of combat. (The client may incorrectly show you as having >20% if you’re out of combat for an extended period of time)
  • Monks gain 1% endurance per second while autoattacking an enemy. This is increased by endurance cost reduction effects (Invigor, Acumen, Empower etc). For example,the rejuvenation buff (20% endurance cost reduction) will grant an extra .2% endurance gained per second. Note, endurance cost reduction effects still reduce the cost of monk disciplines.
  • Enemies are never considered “behind” a monk, meaning they can riposte from all directions and cannot be backstunned (or backstabbed).
  • Martial abilities now scale with strength and dexterity. Every 4 strength and dexterity provides a 1% increase from the abilities base damage.
  • For a breakdown of what each martial ability does, please read: Class Changes: Monk

Necromancers

  • 5% additional chance to crit DoT spell damage.

Paladins

  • 5% additional crit chance with melee attacks.
  • Enables their group (not raid) to deal critical physical (melee, archery, thrown etc) damage to undead enemies.
  • Paladins deal 3x damage to undead enemies on a critical melee attack.

Rangers

  • 10% additional crit chance with archery

Rogues

  • 10% additional crit chance with throwing

Shamans

  • All shaman pets now proc Howl as One at the start of combat, refreshing every 30 seconds.
  • Howl as One causes the shaman’s next direct healing spell cast on their pet to heal the shaman’s group. The “Howl as One” buff is consumed when used in this manner.

Warriors

  • Warrior endurance resets to 40% while out of combat.
  • Warriors gain 1% endurance per second while autoattacking an enemy. This is increased by endurance cost reduction effects (Invigor, Acumen, Empower etc).
  • Warriors gain up to 1.5% endurance per second from holding aggro on enemies (1% for the first target, .25% for additional targets)
  • Warriors gain 1 (one, flat, does not scale) endurance when they land a critical melee hit.
  • Warriors gain 10% critical strike damage per 10% endurance above 50%. Example: A crit normally deals 2x damage. If a warrior has at least 60% endurance, a crit will deal 2.1x damage. At 100% endurance, a crit will deal 2.5x damage. Only applies to melee damage.
  • Warrior ability cost are NOT reduced by endurance cost reduction effects.
  • Driving Strike, Rampage, and Whirlwind cost and cooldown scale with weapon delay.
  • Warriors (player characters only) are immune to being “auxed” by NPCs.

Wizards

  • 5% additional crit chance with nukes.