This small patch addresses some combat balance issues and improves underused spells, alongside some minor bug fixes.
To make Magic Shock a more reliable tool for dealing damage and interrupting enemy casts, its cast time has been significantly reduced.
Divine Engine was dealing too much damage too quickly following its recent buffs. Its damage per tick has therefore been reduced somewhat, while remaining higher than before its recent buffs.
Flickershots’ dash range and speed have been increased so that its dashes are no longer slower than most sprint speeds.
Searing Flame has high damage potential with very long range. To help other ranged weapons fight back, its range has been reduced somewhat.
Living Armor now has an instant guaranteed heal to improve its baseline value, even in suboptimal conditions.
Cartwheel’s cooldown has been reduced to help Quarterstaff tanks find more success, but to maintain a consistent total mobility, the movement speed buff on hit has been removed.
Vengeful Sprint has fallen by the wayside after its previous nerf. Some of its bonus speed has therefore been returned to support it as a boot option with sharper moments of power, but not to the point that it becomes ubiquitous.