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November 13 Update (Korea)

Class skill changes improve combat flow and reduce control demands. Also includes fixes for dungeon bosses, Stronghold progression, and Membership Pass missions.

November 13 Update (Korea)

KoreaPatchClasses

AION 2 – Chapter 1. The Boundary Between Light and Veil

Hello, Daevas.

Here are the details of the Friday, November 13 update.

Patch Notes

  • [Content and System] Class Changes
  • [Other Improvements and Bug Fixes] Fixes

[Content and System]

Class Changes

This update focuses on smoothing out class damage rotations, reducing excessive control demands, and making key skill chains more reliable.

Adjustments to performance differences between classes are not included in this update. Based on the revised combat mechanics, we will review actual gameplay data and player feedback to make further PvE and PvP balance adjustments between classes.

We will continue to improve the combat experience while preserving each class's distinctive combat style and the rewards for mastering it.

  • Gladiator

The cooldown reduction added to [Rending Blow] has allowed [Ruinous Blow] to be used more frequently than intended. We are adjusting this to bring the usage cycle of key attack skills to an appropriate level while preserving the rewards for skilled manual control. To ease the demands of attack chains, we are also extending Frenzy's duration, reducing MP costs, and adding ways to restore MP for more reliable and convenient combat.

SkillChanges
Ruinous BlowChanged the base cooldown from 40 to 60 seconds.<br>Changed the recharge time for Specialty 3's +1 consecutive use from 20 to 30 seconds.<br>Changed the duration of Ruinous Blow's Frenzy from 9 to 10 seconds.<br>Changed Ruinous Blow's MP cost from 250 to 100.
Aerial SnareChanged from consuming 150 MP to restoring 150 MP.
Mocking BladeChanged from consuming 200 MP to restoring 100 MP.

*Fixed an issue where hitting multiple targets with a skill would apply 2 stacks of Frenzy at once.

  • Templar

We aim to preserve the Templar's [Judgment]-based combat chains while reducing interruptions and missed attack opportunities in actual combat. We are easing the conditions for obtaining Power of Judgment and increasing the damage rewards for intermediate consecutive uses, reducing the performance gap between completed and incomplete chains and providing more consistent damage output. We are also extending skill activation and chain windows and adding a new chain function to [Shield of Protection], reinforcing the Templar's ability to turn defensive actions into attack opportunities.

SkillChanges
Shield SmiteChanged Judgment's activation window from 3 to 5 seconds.
Doom ShieldChanged Judgment's activation window from 3 to 5 seconds.
JudgmentChanged the consecutive-use window for Specialties 3 and 5 from 1 to 1.5 seconds.<br>Increased Specialty 3's extra damage for consecutive uses from 20, 50, 100, and 200% to 50, 100, 150, and 200%.<br>Changed the number of uses required to trigger Specialty 5's Power of Judgment from 5 to 3.
Shield of ProtectionChanged Specialty 3 from granting an Attack Increase buff on a successful Block to resetting Judgment's cooldown and activating it for 5 seconds on a successful Block.
  • Assassin

We aim to preserve the Assassin's core combat mechanics of building up and detonating Insignias while reducing randomness in Insignia acquisition and removing the setup required before attacking. We are improving the chance-based acquisition method so that key skills provide the required Insignias reliably, reducing performance variations between combat situations. We are also removing unnecessary chain steps so that core attacks can be used from the start of combat.

SkillChanges
Savage RoarChanged the MP cost from 120 to 50.<br>Increased PvE damage by 40% and PvP damage by 30%.<br>Removed the Savage Smash Chain Skill.<br>Added a 100% chance to obtain 1 Insignia when Savage Back Kick hits.<br>Changed Specialty 3 from increasing damage against fewer targets to granting 1 additional Insignia against player characters.<br>Changed Specialty 5 from pulling the target in when Savage Smash hits to increasing Skill Accuracy by 300 and Critical Hit by 30%.
Insignia ExplosionChanged the cooldown from 5 to 3 seconds.
Savage FangChanged the number of Insignias obtained from 3 to 5.
  • Brawler

We aim to preserve the Brawler's Fighting Spirit-based attack chains while reducing interruptions caused by its short duration and limited acquisition methods. We are extending Fighting Spirit's duration and adjusting how it is obtained so that enhanced skills can be used more flexibly in different combat situations. We are also removing the condition that forces [Full Force] to end Rampage and adjusting [Clone]'s duration to make enhanced effects more reliable. These changes reduce unnecessary restrictions on skill use and the burden of managing enhanced effects, allowing attack chains to continue reliably in a variety of combat situations.

SkillChanges
Spinning KickAdded a 3-second Fighting Spirit effect.
Shoulder StrikeRemoved the Fighting Spirit effect.
RampageChanged Fighting Spirit's duration from 2 to 3 seconds.
Smite GroundChanged Fighting Spirit's duration from 2 to 3 seconds.<br>Changed Specialty 2 from 10% HP Absorption to +30% Skill Speed.
Gust StrikeChanged Specialty 1 from a 50% chance to activate Spinning Kick to 15% HP Absorption.
Full ForceChanged so that Rampage is no longer forcibly ended.
CloneChanged the duration at Level 1 to 10.5 seconds, increasing by 0.5 seconds per level.
  • Ranger

We aim to address an issue where [Explosive Arrow]'s Rapid Scattershot would not activate properly depending on when or whether [Burst Arrow] hit. We are also addressing situations where the short duration of Resonance prevents players from using enhanced effects while responding to boss mechanics, as well as mismatched chain skill cycles caused by chance-based cooldown resets. These changes improve the reliability of skill chains in actual combat, allowing players to respond flexibly to combat situations while maintaining the intended attack flow.

SkillChanges
Burst ArrowChanged from granting Resonance on hit while in Precision Status to granting Resonance on use.<br>Changed Specialty 5 from a 35% chance to reset the cooldown to +2s duration for Resonance.
  • Sorcerer

We aim to address the damage loss caused by bosses moving during [Bittercold Wind]'s long attack duration and the control demands of its recharge-based mechanics. We are shortening its attack duration while maintaining the total number of hits and total damage, reducing damage loss in actual combat. We are also removing the recharge mechanics to make the skill more intuitive to use. In addition, we are shortening [Element Enhancement]'s cooldown to make its attack-enhancing effect more useful. These changes reduce unnecessary control demands and allow for consistent damage output in a variety of combat situations.

SkillChanges
Bittercold WindReduced the skill's duration by 50%. The number of hits and damage remain unchanged.<br>Changed the cooldown reduction effects of Specialties 1 and 5 to reduce the cooldown by 20 seconds on cast.
Winter's ShacklesFixed an issue where hitting multiple targets would apply multiple stacks of Winter Fragment at once.
Element EnhancementChanged the cooldown from 60 to 45 seconds.
  • Spiritmaster

We are adding an effect to [Dimensional Control] that increases the Combat Speed of summoned Spirits to improve the efficiency of Spirit-based attacks. We are also shortening the cooldowns of Spirit summoning skills and extending Spirit's Descent's duration, allowing Spirits to be used more flexibly in different combat situations. In addition, we are changing a Specialty effect of [Summon: Ancient Spirit] to ease the burden of developing passive skills.

SkillChanges
Cold ShockChanged Specialty 4 from granting a 5% Attack Increase that stacks twice when Earth Tremor hits to granting a 10% Attack Increase when Earth Tremor hits.
Dimensional ControlChanged the cooldown to 30 seconds.<br>Removed the requirement to have a Spirit summoned.<br>Added an effect that increases the Combat Speed of summoned Spirits by 100% for 7 seconds on cast.
Summon: Fire Spirit<br>Summon: Water Spirit<br>Summon: Earth Spirit<br>Summon: Wind SpiritChanged the cooldown from 30 to 10 seconds.
Summon: Ancient SpiritChanged Specialty 2 from a 1.5x Spirit's Descent effect for 6 seconds to a 30-second cooldown reduction.<br>Fixed an issue where the Spirit's Descent effect granted by the Ancient Spirit would not refresh.
Spirit's DescentChanged the duration from 6 to 10 seconds.

[Other Improvements and Bug Fixes]

Fixes

  1. Fixed an issue where Heretic Executioner Raur, the boss of the Fanatical Urugugu Canyon Expedition, would reflect damage from the Sorcerer's Bittercold Wind, Fire Wall, and Cold Storm with his reflection skill.
  2. Fixed an issue where Earth Collapse, used by Atiel, the boss of the Corrupted Deus Research Base Expedition, applied an excessively high Stagger value when playing in a party of 2 or more.
  3. Fixed an issue where a specific skill used by Chaser Stof, the boss of Nightmare: Dream Layer V, dealt excessively high damage.
  4. Slightly increased the activation delay of the follow-up explosion that occurs on targets hit by a specific attack from Ulmar, the boss of the Eracus Ruins Transcendence dungeon. Fixed a mismatch between the visual effect and the actual hit area.
  5. Fixed an issue that would sometimes prevent normal progression after entering the Nunu Tribe Cave Base Sealed Dungeon in Morheim.
  6. Fixed an issue that prevented progression if a player disconnected while opening the final Chest in a Stronghold.
  7. Fixed an issue where the mission to clear an Ascension Trial in the Membership Pass would not complete.

Thank you.

Official news translation Korean version. Original: aion2.plaync.com