One thing I had forgotten in the last few months, has been that some of you may sit behind corporate firewalls, where following links to Mythic Bioware EA websites would be restricted. So for a one-off special, I’ll post the whole thing. So here goes.

*Hi Everybody,*

*Our primary goal for the Renown reward revamp is to make a less restrictive system for the player. We really want the player to tailor their play experience starting from the first Renown purchase. The revamp, also, allowed us to remove and replace Renown rewards that were unused or “underwhelming.” The new Renown system is no longer a three-tiered system, each tier requiring points spent in the prior to unlock. In the new Renown system; almost every renown reward is attainable from the beginning, assuming you have the points to purchase it. The Renown rewards are described below.*

*Stats*

*• 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.*

*Defensive*

*• Hardy Concession; You take X% less damage, but you deal X% less damage.*

*o I; Costs 1 Renown Point, reduces damage incoming and outgoing by 1%.*

*o II; Costs 3 Renown Points, adds 2% reduction to your Hardy Concession for a total of 3%.*

*o III; Costs 6 Renown Points, adds 3% reduction to your Hardy Concession for a total of 6%.*

*o IV; Costs 10 Renown Points, adds 4% reduction to your Hardy Concession for a total of 10%.*

*o V; Costs 14 Renown Points, adds 5% reduction to your Hardy Concession for a total of 15%*

*.• Deft Defender; Adds X% to your Dodge and Disrupt chance.*

*o I; Costs 1 Renown Point, increases your Dodge and Disrupt chance by 3%.*

*o II; Costs 3 Renown Points, adds 4% Dodge and Disrupt chance to your Deft Defender for a total of 7%.*

*o III; Costs 6 Renown Points, adds 5% Dodge and Disrupt chance to your Deft Defender for a total of 12%.*

*o IV; Costs 10 Renown Points, adds 6% Dodge and Disrupt chance to your Deft Defender for a total of 18%.*

*• 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%.*

*• Defender; Adds X% to your Block chance.*

*o I; Costs 1 Renown Point, increases your Block chance by 1%.*

*o II; Costs 3 Renown Points, adds 2% Block chance to your Defender for a total of 3%.*

*o III; Costs 6 Renown Points, adds 3% Block chance to your Defendefor a total of 6%.*

*o IV; Costs 10 Renown Points, adds 4% Block chance to your Defendefor a total of 10%.*

*Critical*

*• 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%.*

*• Focused Power; Add X% to Magical Critical chance.*

*o I; Costs 5 Renown Points, increases Magical critical chance by 2%.*

*o II; Costs 10 Renown Points, adds 3% Magical critical chance to your Focused Power for a total of 5%.*

*o III; Costs 15 Renown Points, adds 4% Magical critical chance to your Focused Power for a total of 9%.*

*o IV; Costs 15 Renown Points, adds 5% Magical critical chance to your Focused Power for a total of 14%.*

*• Sure Shot; Add X% to Ranged Critical chance.*

*o I; Costs 5 Renown Points, increases Ranged critical chance by 2%.*

*o II; Costs 10 Renown Points, adds 3% Ranged critical chance to your Sure Shot for a total of 5%.*

*o III; Costs 15 Renown Points, adds 4% Ranged critical chance to your Sure Shot for a total of 9%.*

*o IV; Costs 15 Renown Points, adds 5% Ranged critical chance to your Sure Shot for a total of 14%.*

*• Spiritual Refinement; Add X% to Healing Critical chance.*

*o I; Costs 5 Renown Points, increases Healing critical chance by 2%.*

*o II; Costs 10 Renown Points, adds 3% Healing critical chance to your Spiritual Refinement for a total of 5%.*

*o III; Costs 15 Renown Points, adds 4% Healing critical chance to your Spiritual Refinement for a total of 9%.*

*o IV; Costs 15 Renown Points, adds 5% Healing critical chance to your Spiritual Refinement for a total of 14%.*

*• Futile Strikes; Reduces the chance to receive a critical hit by X%.*

*o I; Costs 5 Renown Points, reduces your chance to be critically hit by 3%.*

*o II; Costs 10 Renown Points, adds 5% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 8%.*

*o III; Costs 15 Renown Points, adds 7% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 15%.*

*o IV; Costs 15 Renown Points, adds 9% reduction to your chance to be critically hit to your Futile Strikes for a total reduction of 24%.*

*• Trivial Blows; Reduces the amount of critical damage taken by X%.*

*o I; Costs 5 Renown Points, reduces your chance to be critically hit by 5%.*

*o II; Costs 10 Renown Points, adds 10% reduction to your critical damage received on your Trivial Blows for a total reduction of 15%.*

*o III; Costs 15 Renown Points, adds 15% reduction to your critical damage received on your Trivial Blows for a total reduction of 30%.*

*o IV; Costs 15 Renown Points, adds 20% reduction to your critical damage received on your Trivial Blows for a total reduction of 50%.*

*Miscellaneous Passives*

*• 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.*

Yep, it’s a long list. Off the bat, I like what’s trying to be achieved here. I’m sure some of the numbers will be tweaked up until release, as some cleverer people point out possible issues, but it’s good. You can abuse you stats as much as you like. Of course if that leaves you open to other people doing the same, then I think you’ll need to remember no one put a gun to your head, when you selected to train Focused Power IV. You could say, it’s your own funeral.

I’m not even that disappointed that the number of activate RA’s is small. Lets be frank, bob, there are already a lot of abilities in this game and putting another tier on top would have made things even more cluttered.

However, there is one ability that concerns me and may well force a rethink on my BW and that’s Cleansing wind. You see I already struggle with my DOT spec’d BW, to have the dots actually finish before destruction purge them. So allowing someone to cleanse themselves on top of this, may well make it all a little bit pointless. I may see how the DD line shapes up when I have time. I could well be venting a lot of hot air and it’s ultimately no biggie.

Bootae again pointed out some other rather big changes, so pop over there and take a look, or even better just add him to your favourites list if he’s not already there. Since there is so much stuff in there already, I’ll try to comment on it soon, that’s if nothing else happens in the next 24 hours.

My one real concern from the changes that have been coming through these last couple of days, is that it’s going to be AFK party time for some people, which I personally feel makes an idles hands restriction a must. I think I read about auto teleport to the warcamp, as a possible solution.

I appreciate that Mythic want to balance things out and reward the losers for participating, but it’s getting to the point where we’ll be rewarded for going to the toilet soon, with a RP bonus multiplier for wiping our ass. A little bit harsh, but I’m sure you appreciate the problem.

I did notice that Michael Wyatt posted this little nugget.

If a Resource Carrier is defeated and drops their barrel; it only contains 25% of what was being carried. It is always better to control the Battlefield Objectives for your Realm’s advancement. You lose a lot of time by ignoring the Battlefield Objectives.

So you do get to steal the resource carriers barrel and pocket part of the load. Good news and nice motivator for grabbing the loot as it comes into towards the warcamp, which makes the scalability of the resource carrier vital. I covered my concerns in previous blog post, which I feel has only been partially addressed by Mythic. I’m not sure if this feature was down on the initial design spec, but it’s good to see things constantly being adapted.

As I said yesterday you could close off access to the warcamp for the resource carriers, pocket the 25%, which isn’t a lot I grant you. This of course doesn’t mean the rest of your horde is sitting on it’s hands and not grabbing BO’s. You’re just denying your opponent anything, not even leaving the crumbs on the table.

Every time I post, there is loads I haven’t mentioned. This is the complete opposite of a few months ago when we were moaning about lack of information. Maybe a wry smile in Mythic as they load up the forums with detail and read our inane ramblings. Actually no, get your arses back to work, you don’t have time to read this crap, you’ve work to do. If you need to go to the toilet, grab a bottle.

on October 13, 2010 at 2:21 pm |RikkerTHANK YOU. I’m that poor bastard behind a corporate firewall who forgot to email the changes to himself ;P. Appreciate it.