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Soul Knight Prequel: Animancer Nerf, Class Balance & Fatebound Adjustment (Season 1)

It’s nerf or nothing.

Gameplay image of Soul Knight Prequel Classes

Soul Knight Prequel is gearing up for Season 1 of the game and a lot of people are finally looking forward to playing this game. But uh oh, looks like we got some bad news for Animancer fans.

It seems that while making changes to the game, pretty much a majority of the classes have received some sort of buff, except for Animancer.

Why is that? What is happening in the game? In this guide, I will show you everything you need to know about what’s happening in this brand new update.

Animancer Nerf, Class Balance & Fatebound Adjustment

In the latest update for Soul Knight Prequel, we have the brand new Season 1. Along with Season 1, there are some changes made to the Classes and Fatebound that might have some confused as to why some classes play different than before.

Here are the changes you need to know before starting the game:

Basic Classes

  • Thief
    • Tactful Swoop
      • Increase the cooldown time after double release skill attack from 5/4/3/2 seconds to 6/5/4/3/ seconds.
      • Reduce the cooldown after releasing normal attacks and the cooldown is halved to 3/2.2/2/1.5 seconds.
  • Warrior
    • Whirlwind Slash
      • Fixed an issue where some types of weapons would release an extra amount of Whirlwind Slash, resulting in abnormal damage, and other skills might be released regardless of cooldown during the period.
      • During the Whirlwind Slash effect, the release interval of each whirlwind (4 damage) will be affected by the attack speed.
  • Aegis
    • Unflinching
      • Increase the anti interruption ability of Unflinching before the skill activates.
    • Leaping Strike
      • Increase the basic speed of Leaping Strike.
  • Pyromancer
    • Ground Zero
      • Increase the damage of Ground Zero and adjusts the basic damage multiplier from 400/500/600/700% to 450/600/750/900%.
  • Tempest Mage
    • Shatter
      • Increase the damage and range of Shatter from 60/80/90/120% Cold Damage (Hybrid) 3m range to 75/100/125/150% Cold Damage (Hybrid) 2.7/3/3.3/3.6m range.
    • Ball Lightning
      • The type of electric shock damage triggered by Ball Lighting is adjusted from Extra Damage to Skill Damage.
Soul Knight Prequel: Best Stormblade Build Guide & End Game

Combined Classes

  • Shinobi
    • Multishot & Bonded Summons
      • The clone can obtain the Multishot Fatebount effect shared by Bonded Summons, but the additional projectiles are halved.
    • Snapclaw & Bonded Summons
      • The clone can obtain the Crystal Crab Soul bond effect shared by Bonded Summons.
    • No More Loophole Abuse
      • Fixed the issue where clones repeatedly received the influence of Minion power, leading to abnormal attribute boosts.
    • Shadowclone Jutsu (Twin)
      • The attributes inherited by Shadowclone Jutsu (Twin) are adjusted from 50/60/70/80 to 60/70/80/90.
    • Shadowclone Jutsu (Throng)
      • The attributes inherited by Shadowclone Jutsu (Twin) are adjusted from 45/40/35/30 to 60/55/50/45.
  • Warliege
    • Warcry
      • Improve anti interruption ability of Warcry before the skill activates.
  • Heretic
    • Incinerating Vortex
      • Increase the damage of Incinerating Vortex and adjust the damage of each hits from 30/40/50/60% to 45/50/55/60%.
  • Elementalist
    • Elemental Polychromator
      • Increase the damage of Elemental Polychromator and remove the damage attenuation effect when multiple lasers hit at the same time.
    • Coronal Fire
      • Increase the damage of Coronal Flare, each damage is adjusted from 25/30/35/40% fire damage to 15/20/25/30% fire damage + 15/20/30% shock damage.
  • Bastion
    • Automech Arbalest
      • Improve the defensive performance of Automech Arbalest and strengthen its basic attributes and damage reduction.
    • Rebuke
      • Reduce the cooldown of Rebuke from 6/5.5/5/4.5 seconds to 6/5/4/3 seconds.
  • Artillerist
    • Omnicombustion
      • Omnicombustion no longer increases the damage of the Fire Ailment but restores health when causing fire ailment damage.
      • Increased the frequency of triggering Fire Ailment and Adhesive Gunpowder.
      • The skill adjustment is as follows: the interval correction when inflicting Fire Ailment is 60/50/40/30% and the damage conversion of 30/40/50/60% to health (Lifesteal).
    • Rain of Arrows: Geddon
      • Reduce the cooldown of Rain of Arrows: Geddon from a fixed 8 seconds to 9/8/7/6 seconds.
  • Storm Warden
    • Endothermic Rupture
      • Endothermic Rupture can be triggered by bludgeoning or shock damage, and the bludgeoning damage is higher.
    • Thundersledge
      • Thundersledge will be adjusted to pure Shock Damage (Magic).
    • Crystalline Panoply
      • Improve the Cold and Shock Resistance provided by Crystalline Panoply from +5 per level to +10 per level.
    • Avalanche Ram
      • Increase the probability of Avalanche Ram causing Cold Ailment from 40/60/80/100% to 100% for all levels.
Soul Knight Prequel Best Heretic Build Guide End Game

Fatebound Adjustments

  • Bonded Summons
    • 2 piece set effects no longer provides Minion power.
    • 3 piece set effects adjusted to Minion power +20%.
  • Spirit of Golden Snapclaw
    • The charging speed of the 3 piece set will be adjusted from +30 to +50.
  • Sprit of the Ember Wyrm
    • The Fire Ailment triggered by the 2 piece set, and 3 piece set effects increase the cooldown interval by 1 second.
  • Whirlwind Slash: Blaze
    • Adjusted to “Converts the damage type of” to “elemental and increase damage”.
Newly updated gameplay in Soul Knight Prequel.

That’s all you need to know about the changes made in Soul Knight Prequel. Did this guide help you understand what’s happening in Season 1 of the game? Let us know in the comments below.

READ NEXT: Soul Knight Prequel: Dark Enchantment & F2P Animancer | Season 1

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