o Adjustments to mentor exp (no details, very vague)
• Changes to the way exp gain is split between group members
o Exp no longer ‘split’, instead each person on the mobs hate list receives full exp, as though they had killed it solo
o Group members who aren’t on the hate list receive a split as it exists currently (ie, auto-following toons not contributing will not receive the full exp)
• Expansion bonus: everyone purchasing the expansion receives two potions that set a level90+ toons AAs to 280 (free AA plvl)
Guilds:
• Level cap increase to 95
• New amenities: guild chronomage and guild deity altars
Tradeskills:
• Tradeskill AAs no longer share a pool with adventuring AAs. Instead you are auto granted tradeskill AA points to spend as you level from 10-18.
• Tradeskill prestige AAs from level 90+, 1 point every 20% of a level.
o Split into three categories: Refining and Salvaging, Mass Production, and Experimentation
• Refining and Salvaging
o Havest node tracking
o Goblin harvester (same as the pack pony, but can harvest rares)
o Mobile crafting stations
o Ability to deconstruct items to create raw materials
o Ability to refine rares into special rares that add bonus stats to crafted items
• Mass Production
o Self explanatory, create more than 1 item at a time
• Experimentation
o Similar system to reforging, but done at the time of creation
o Able to increase a stat on the item, add particle effects, and add procs
o Able to ‘experiment’ multiple times on an item, with each attempt becoming more difficult
o If you fail, item goes boom!
• Adornment removers
o Crafted by tinkerers
o Two types: remove single adorn and remove all adorns
o Item goes boom once you remove adorns
• New level 90 white adornments, crafted by adorners
• Items in the next expansion will have a chance to drop already adorned with a yellow or red adorn. Unknown what kind, but able to be removed or overridden
• Spirit Stones, aka leveling adornments:
o New adorn slot, Green adorns
o Different methods of leveling: total healing, total damage, number of kills of X mob type, or straight up exp gain.
o Some dropped in game, some crafted by tinkerers
Prestige AAs:
• New layout of trees, may cause some classes to have to alter their current set up
Interesting New Mechanics coming:
• Prestige AAs able to ‘override’ reuse and cast speed caps, essentially modifying the base reuse/cast of a spell before stats are applied
o Example given: Templar group cure able to be reduced from 10sec reuse to 5sec reuse
• Incremental buffs and debuffs, so cures would remove a portion of the effect, not all
• Heals and wards capable of affecting raid members with the most need
o Example given: a heal that hits the 2 players in raid with the lowest current % hp
Questions of Note:
• PoW still relevant after expansion launch. Entrance EM raids in CoE will be roughly equivalent to Drunder HM gear. CoE HM encounters will top PoW loot.
• 3 new avatars coming with expansion launch
• Current 3 avatars (Sullon, Tallon, Vallon) being made more difficult at expansion launch.