Wednesday 13 October 2010

new renown rewards

well they just posted the new renown rewards which you can see here but am going to put the witch hunter   big positive ones below

• These are the Renown stat rewards; Might (Strength), Blade Master (Weapon Skill), Marksmen (Ballistic Skill), Impetus (Initiative), Acumen (Intelligence), Resolve (Willpower), Fortitude (Toughness), and Vigor (Wounds). 
o I; Costs 1 Renown Point, adds 4 points to the specified stat.
o II; Costs 3 Renown Points, adds 12 points to the specified stat.
o III; Costs 6 Renown Points, adds 22 points to the specified stat.
o IV; Costs 10 Renown Points, adds 34 points to the specified stat.
o V; Costs 14 Renown Points, adds 48 points to the specified stat.


• Reflexes; Adds X% to your Parry chance.
o I; Costs 1 Renown Point, increases your Parry chance by 3%.
o II; Costs 3 Renown Points, adds 4% Parry chance to your Reflexes for a total of 7%.
o III; Costs 6 Renown Points, adds 5% Parry chance to your Reflexes for a total of 12%.
o IV; Costs 10 Renown Points, adds 6% Parry chance to your Reflexes for a total of 18%.



• Opportunist; Add X% to Melee Critical chance.
o I; Costs 5 Renown Points, increases Melee critical chance by 2%.
o II; Costs 10 Renown Points, adds 3% Melee critical chance to your Opportunist for a total of 5%.
o III; Costs 15 Renown Points, adds 4% Melee critical chance to your Opportunist for a total of 9%.
o IV; Costs 15 Renown Points, adds 5% Melee critical chance to your Opportunist for a total of 14%.



so far i am liking what we have here it will definitely give me what i want as most WH abilities are triggered by crit hits so a 14% increase will be quite nice and the parry will all so be nice for my inc/jug spec a 18% is quite big as well if i have other parry boosting things. the other stats that interest me are these ones 


• Expanded Capacity; Adds to your Action Point Pool.
o I; Costs 10 Renown Points, increases Action Point Pool by 10.
o II; Costs 15 Renown Points, adds 15 Action Points to your Expanded Capacity for a total Pool increase of 25.
o III; Costs 20 Renown Points, adds 25 Action Points to your Expanded Capacity for a total Pool increase of 50.

• Regeneration; Adds to your In-Combat Health Regeneration.
o I; Costs 10 Renown Points, increases Health Regeneration by 35 points.
o II; Costs 15 Renown Points, adds 35 Health Regeneration to your Regeneration for a total increase of 70.
o III; Costs 20 Renown Points, adds 70 Health Regeneration to your Regeneration for a total increase of 140.

• Quick Escape; Adds a 5% chance to increase your movement speed.
o I; Costs 10 Renown Points, increases movement speed by 25% for 5 seconds.
o II; Costs 15 Renown Points, your Quick Escape will now last 10 seconds.
o III; Costs 20 Renown Points, your Quick Escape will now increase movement speed by 35%.

• Improved Flee; Adjusts your Flee Skill by the values below.
o I; Costs 10 Renown Points, Flee duration increased by 5 seconds.
o II; Costs 15 Renown Points, Flee will no longer stop Action Point regeneration.

Activate Abilities – All Renown purchases of this type require a minimum of Renown Rank 20 to purchase.

• Cleansing Wind; Cleanse used to remove Curses, Ailments, and Hexes.
o I; Costs 10 Renown Points, cleanses all Curses, Ailments, and Hexes from you on a 5 minute cooldown.
o II; Costs 10 Renown Points, reduces the cooldown on your Cleansing Wind to 2 minutes.
o III; Costs 10 Renown Points, heals you by X(scales with level) per Curse, Ailment, and Hex removed by Cleansing Wind.

• Resolute Defense; Crowd Control Immunity.
o I; Costs 10 Renown Points, you are immune to Crowd Control effects for the next 10 seconds.
o II; Costs 10 Renown Points, increases the duration of your Resolute defense by 5 seconds.
o III; Costs 10 Renown Points, reduces the cooldown on your Resolute Defense to 2 minutes.

• Efficiency; Action Point Cost Reduction.
o I; Costs 10 Renown Points, the action point cost of abilities is reduced by 100% for the next 10s.
o II; Costs 10 Renown Points, the duration of your Efficiency is increased by 5 seconds.

• Last Stand; Provides Immunity to damage and causes the player to die at the end of the duration.
o I; Costs 10 Renown Points, you are immune to damage for the next 10 seconds and die after the duration is over. You cannot be resurrected for 30 seconds after using this ability.
o II; Costs 10 Renown Points, increases the duration of your Last Stand by 5 seconds.



so interesting i would like to see more class ones to improve different abilities over all they look good but every thing is subject to change so we will have to see what will happen but every thing looks good so far.

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