- - Enabling Weapon Stances will allow your weapon configuration to determine which stance buff to apply. - - Changing the weapons in your primary and secondary slots will now automatically apply the correct stance buff. - - Disabling Weapon Stances will remove any active stance buff. - - Adjusted the spell stacking of the three stance buffs to reduce conflicts with other spells. The primary impact of this change is that activating a defensive ability will no longer cause Defensive Proficiency to be removed. Am I reading this patch note right? Does that mean.... Defensive Proficiency will be running at the same time when we activate Last Stand?
and will Night's endless terror now stack with last stand? Was never able to get on test to test it...
Activating Last Stand (or any other version of that disc line) will no longer cancel Defensive or Dual Wield Proficiencies. The buff remains in the buff window but is not really active, because Last Stand's mitigation bonus is higher. Once Last Stand expires, the mitigation bonus of the Proficiency takes over again immediately. There is no longer a gap or period of time between Last Stand ending and the activation of a Proficiency where you have 0% mitigation bonus. It cleans up Proficiency usage and tanking ability flow, removing some of the clunkiness. The same concept applies to Flash of Anger no longer overwriting Dual Wield Proficiency or Monk Master's Aura cancelling Two-Handed Proficiency. Both buffs can be up at the same time, but the one with the negative modifier still takes precedence (such as Flash of Anger having no effect while Two-Handed Proficiency is running due to the Parry skill penalty). All negative weapon skill modifiers have been removed from the Proficiencies, because you can no longer try to work around the activated buff system. The buffs auto-cast on weapon swap instead of at the player's choice. The cooldown time has been completely removed as well, swap bandoliers as frequently as you please.