Groble Default Cost to 55 Dwarven Catapult Default Cost to 68 Damage increase (+1) HP increase (+1) Defense decrease (-1) Min Range increase (+1) Races: CONSTRUCT Starting Abilities: Attack: Physical, Siege, Load Catapult Upgrade Set 1: Dwarf Driven (default) Dwarven Mogaslicer Default Cost to 72 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Ironfist Glider Upgrade Set 1: Farshot 2, High Ground (default) Siege Engine Damage increase (+2) HP increase (+5) Min Range increase (+1) Max Range decrease (-1) Races: CONSTRUCT Starting Abilities: Attack: Physical, Siege, Unequippable, Dwarf Driven Upgrade Set 1: Fire Bomb 3, Artillery Blast (default) Faultbreaker Default Cost to 97 Damage increase (+2) HP decrease (-20) Starting Abilities: Resistance: Physical, Attack: Physical, Tectonic Pulse, Titan Turret Team Default Cost to 64 Defense decrease (-1) Min Range increase (+1) Max Range increase (+3) Starting Abilities: Attack: Physical, Siege, Unequippable War-Enchanted Groble Default Cost to 70 Clockwork Swarm Default Cost to 78 Starting Abilities: Attack: Physical, Complex Machine Upgrade Set 1: Rend 1 (default), Reclaim Relic, Combo Attack: Rend Magnetic Rover Default Cost to 59 Starting Abilities: Chain Lightning, Bastion of Mobility Upgrade Set 1: Relocate: Ally (default), Magnetic Pulse, Planar Hold Dwarven Tinkerer Default Cost to 60 Starting Abilities: Mason, Recharge, Summon: Mechanical Crabs, Build 'Em Tough Upgrade Set 1: Grant: Fire Trap, Grant: Electricity Aura (default) Mechanical Crabs Default Cost to 39 Upgrade Set 1: Rend 1 (default), Rend 2, Rend 3 Lodestone Armory Default Cost to 69 Damage increase (+2) Starting Abilities: Attack: Physical, Throw Shield, Improve Speed Upgrade Set 1: Mason 3, Craft (default), Weapon Forger Upgrade Set 1: Provision: Defense, Throw Axe (default), Surge: Equipped Dwarven Engineer Default Cost to 69 Damage decrease (-8) Starting Abilities: Defenseless, Summon: Young Piledriver, Build 'Em Tough Silverclan Protector Default Cost to 78 Upgrade Set 1: Surge: Dwarf (default), Surge: Enemy, Protective Upgrade Set 1: Barrage 3, Magic Beam (default), Illuminate Mechanized Band Default Cost to 78 Races: CONSTRUCT, DWARF Motion Sensor Default Cost to 40 Damage increase (+1) HP increase (+7) Starting Abilities: Detection, Attack: Physical, Vengeful, Motion Sensor Reticulated Splinehawk [Ironfist Stronghold/K'thir Forest] Default Cost to 67 Upgrade Set 1: Stat Bonus: Speed 1 (default), Swoop, Empowered: Speed
some side notes: race dwarf was removed from the catapult and siege engine due to bugs with dwarf driven..... it may be back eventually. edit: I didn't see it listed anywhere but the CD on load catapult is back to a CD O. edit again: the siege engine is getting a tap to its dam and hp after getting accidentally overbuffed.
personally I think this is an A- patch for the theme. @Axeraiser @Sokolov and team of minions did an overall great job on this patch. I love the siege engine, lodestone armory, turret team, load catapult revert, magnetic rover and dwarven engineer changes. For the faultbreaker, I wish the abilities tectonic pulse (which is a gimmick ability) could swap places with faultbreak (an always useful ability) but overall it is in a much better place now. the only 2 champs that got touched but still suck are the dwarven tinkerer, and motion sensor. they both still suck and are unplayable. the tinkerer is sandbagged with recharge and a waste of an entire upgrade line, and the motion sensor will forever suck if it has a base speed of 0.
Kinda wish the Dwarven Engineer U1 change I had suggested went through. Too many Tinkers have Mason as an upgrade line.
siege engine sucks because of dwarf driven lol. siege engine needs to lose dwarf driven and gain more hp. I heard siege engine was supposed to be op, lol wtf? Faultbreaker still needs some work. dwarven mortar works well in place of siege engine for now, hopefully siege engine is buffed in the future. Dwarven mortar artillery is nice in combination with hammer strike or force barrier. The IS council members did a really good job this patch. Hope they can get faultbreaker and siege engine worked on soon though.
Clock work swarm needed again to be smacked and still doesn't have swarm base. That said, constructs play very clunky. Siege engine losing that gimp ability makes him a sure fire pick if you need range. Also protective and barrage 3 back on protector, restored my faith in Dog design. All we need now is for arch angel of Alberta to get immortality back and attack charged so it can be useful.
checkout surge enemy on silverclan, might be more reliable dmg than protective. look at turret team too.