New features
All-new features
All-new armor energy types added to the Ice Shadow, and also added the corresponding base module that uses the Ice Shadow armor energy type.
A new Battle Style Module using the Elemental Well as a mechanic has been added.
Mechanic Modules
A new set of mechanic modules has been added, allowing you to have a minimum of 10 points in a given attribute any time you get a piece of armor with a random attribute in the game.
Holster Module
This is a new leg armor module that will continually load ammo for a stowed weapon of the same type.
Multiple copies of the same type of holster module will increase the recovery rate of reloaded ammo.
Issue Fixes
Fixed an issue where players equipped with Pale Awakening could damage friendly troops by throwing grenades.
Fixed an issue where players equipped with Alpha Rupi's Ridge could get Ice Shadow Strikes to generate Energy Orbs outside of the Hyper State.
Fixed an issue where War Thought Battery would not increase its duration due to War Thought Life.
Fixed an issue where Melee Damage Resistance was incorrectly calculated for Arc Modules.
Exotic Gear Balance Changes
Super Energy Recovery Exotic Gear
Galanor Shard: Boosts the amount of Super Energy gained on hit, but total Super Energy Recovery is now capped at 50%.
Big Bear Rage: caps the amount of super energy available once the super ends at 50%.
Ahankara's Skull: boosts the amount of super energy gained after each kill, but total super energy recovery cap is now 50%.
Law of the Phoenix: caps the amount of super energy available once the super is over at 50%.
Stormdancer's Embrace: once the hyper energy ends, the cap of hyper energy available is now 50% based on the number of kills.
Geomagnetic Stabilizing Boots: Removed "Sprint to fill your hyper energy".
Hunter
Bombardier
Based on branching professions, bombs will now be given side effects:
Arc of Electricity: blinds.
Blazing Sun: burns.
Ice Shadow: slows.
Void: suppression.
Gravity Loss Graviton
Extends the duration of additional stealth effects.
Boosts melee recovery speed based on the number of enemies around.
Recovery will be boosted significantly while stealthy, and weapons will reload faster.
Lucky Pants
Adds the Inherent Hand Cannon Holster module, which replaces the previous functionality as follows:
"When you raise a hand cannon that is fully loaded with a magazine and deals kinetic damage or damage that matches the energy type of your profession, for a short period of time, each time you hit a combatant, the damage of the next shot is increased. "
Titan
Precious Wounds
Each time you kill an enemy with a weapon that matches your profession's energy type, a burst of healing and additional recovery will now be generated around you.
Icefall Mantle
Removed slowing pro skill recharge multipliers.
Warlock
Face of Truth
Replaced to: effect triggers when killing an enemy with a weapon that matches the profession's energy type.
Boosted Grenade extra damage to 20% a tier (was 10%).
Stag
Gives damage reduction to allied Guardians within the Rift.
25% against combatants, 15% against players.
Spike of Underfire
Existing Extras:
While inside a rift, Blazing Weapon Strike grants you Profession Skill Energy.
When the Profession Skill Energy is full, Blazing Weapon Strike will consume the energy and create a rift combining Healing/Strong Energy at the target location.
Module changes
Ammunition Seeker
Kills with a primary weapon will have a high chance of generating ammo, and kills with an exotic primary weapon will have a higher chance.
Weapon ammo seeker modules that use only primary ammo have been deprecated
Recyclers
Multiple copies of the same type of recycler module will no longer stack.
Weapon Ammunition Recovery Module using only primary ammo has been deprecated
Ammunition Spare Module
Weapon Ammunition Spare Module using only primary ammo has been deprecated
War Thinking Battery
Basic War Thinking Battery
Reduces War Thinking Battery's explosion/effects range (10 meters → 6 meters).
Reduces War Thought Battery explosion damage (previously 200-400 → now 50-250).
Global Range
Boosts Global Range Module Consumption to 3.
Reduces Boost Range (20 meters → 10 meters).
Cellular Suppression
Reduces the duration of the suppression effect when using Cellular Suppression (3 seconds → 2 seconds).
Rasputin's Wrath
Reduces additional Blazing Sun damage (previously 100-200 → now 25-100).
Elemental Wells
Based on the level of the enemy destroyed, Elemental Arms now have a greater chance to generate Elemental Wells.
The base duration of Power Baptism has been extended to 10 seconds and the additional damage has been increased from 10% to 25%.