[2.3.5] Natch Potes Refined


Below are The Natch Potes refined from the official forums. This One has focused mainly on combat changes affecting Stamina Nightblades, Werewolfs and new fancy things including pretty motifs and Cyrodiil merchant.

PC/Mac Patch Notes v2.3.5

Cyrodiil Updates

  • A new rare items merchant, Adhazabi Aba-daro the Golden, is now available!
  • Adhazabi will now only appear on the weekends. She will arrive at 00:00 UTC/GMT on Friday nights, and will pack up shop at 12:00 UTC/GMT on Mondays.
  • This vendor will sell powerful item sets not normally obtainable in Cyrodiil for a high amount of AP or gold.
  • You’ll be able to find Adhazabi in the following locations:
    • Western Elsweyr Gate
    • Northern Highrock Gate
    • Southern Morrowind Gate

Dis One does not know what to think about this new Cyrodiil Merchant. It’s nice that finally we can stop FARMING the dungeons to get that last piece of gear we need, but it should be made differently. In example exchanging older helmets/shoulders for the one we need or… anything. Second thing, how is that possible for a simple Khajiit to obtain heads of ferocious monsters and just sell them? Kha’jira thinks that’s very suspicious…

New Crafting Motifs

  • This update introduces a host of new crafting motifs to learn:
  • Outlaw: Found in the delves and world bosses of Hew’s Bane from the Thieves Guild DLC game pack
  • Trinimac: Received from Orsinium Daily Delve quests
  • Malacath: Received from Orsinium Daily World Boss quests
  • Alliance Motifs: Found in chests within Cyrodiil and Imperial City
  • Soul-Shriven: Received from completing the Cadwell’s Silver quest (anyone who has already completed this quest will receive this style)
    • Those who complete Cadwell’s Gold will receive a special item that you can perhaps wear on your head…

HYPE!!! Especially dragon shield, dragon staff, dragon stuff- ekhem- of course Dis One is a proud member of the Dominion, yes? *Drolls*

Combat & Gameplay

  • The damage over time effects from abilities such as Searing Strike, Twin Slashes, or Destructive Touch can now be applied to targets that fully or partially absorb the damage from a damage shield, or targets that are blocking.
  • The damage over time effects from bleed abilities such as Cleave, Twin Slashes, Twin Blade or Blunt Axes can now be applied to any monster, even ones formerly immune to bleeds. A unique visual effect will display for each formerly bleed-immune creature.

If everything now can bleed, using Rending Slashes as a standard part of the rotation is not that bad of idea, yes? Especially on bosses that don’t have friends coz they are nasty…

  • The damage over time effects from bleed abilities now all share a unique icon. Bleed damage will continue to bypass the target’s mitigation.
  • Reduced the bonus movement speed from the Major Expedition buff category to 30% from 40%.
  • Increased the bonus movement speed from Sprint to 40% from 30%.
  • Fixed an issue where damage over time effects were not recalculating their strength if they were recast on the same target before they expired.
    • For example, casting Cleave on a target, then casting Momentum, then casting Cleave again will now cause Cleave’s damage over time to be higher due to you gaining the Major Brutality buff.
  • Fixed an issue where it was possible to recover Stamina while using sprint or crouch.

Nay! That was even a bug? Oh, whatever, still can sneak infinitely, mwahaha!


  • Assassination
    • Pressure Points: Fixed an issue where this passive ability was granting less Critical Strike Chance than intended.


  • Teleport Strike: Fixed an issue with this ability and its morphs where the initial damage could not be dodged.

Well, that WAS nice…

  • Shadow
    • Aspect of Terror: Mass Hysteria’s movement speed snare effect is now a baseline effect for Aspect of Terror. Enemies will be snared by 50% for 4 seconds after the fear ends.
      • Note: The Mass Hysteria morph will continue to apply the Minor Maim debuff to the target when the fear ends, and will let you fear an additional target as a morph effect.
    • Dark Cloak (Shadow Cloak morph): This morph no longer removes damage over time effects due to the baseline changes for Shadow Cloak described below; instead, it grants the Minor Protection buff for 2/3/4/5 seconds after the invisibility ends at Ranks I/II/III/IV respectively.

Everyone thinks that’s a big nerf, especially in PvP, but additional buff is not a bad thing. Maybe using cloak as purge ability is no longer possible, but because of that DoT builds could be much more popular.

  • Manifestation of Terror (Aspect of Terror morph):
    • This morph now places two traps when it is used – one is placed at your current location, and another is placed at a ground-placed reticle location up to 22 meters away.
    • The traps created by this morph are now visible to enemies.
    • Reduced the amount of targets feared by each trap to one target from six targets.
  • Shadow Cloak: This ability and its morphs will now suppress damage over time effects that are already applied to the caster while the invisibility is active.
    • The damage over time will remain, but will tick for 0 damage if you are invisible, and will tick for the normal damage if you come out of invisibility.
  • Twisting Path (Path of Darkness morph): Increased the damage of this ability by 20%.
  • Siphoning
    • Agony: This ability and its morphs will now apply their damage over time component to targets that are immune to the disorient portion of the ability.
    • Catalyst: Increased the amount of Ultimate you gain when drinking a potion to 10/20 Ultimate at Ranks I/II from 6/12 Ultimate.

Kinda… cool. Except that this passive is a little bit weird.

  • Debilitate (Cripple morph):
    • This morph now also allows you to place Debilitate on an unlimited amount of targets.
    • Reduced the Magicka refund from this morph to 50% of the ability’s cost from 100%.
  • Funnel Health (Strife morph): Reduced the application of the heal over time to you and one additional friendly target, previously two friendly targets.
  • Leeching Strikes (Siphoning Attacks morph): Increased the amount of Health restored from this morph to 3% of your maximum Health from 2%.
  • Siphoning Attacks (Siphoning Strikes morph):
    • Fixed an issue where this morph could proc its resource return on every tick from a damage over time effect.
    • Increased the amount of resources provided by this ability and the Siphoning Attacks morph by roughly 10%.

Nerf to Siphoning Attacks is aweful. Dis One should reconsider wearing her Molag Kena shoulder, because it’s only viable when running dungeons with a Tamplar spamming Repentance. Really that was a “bug”? Since when?

Resource management is gonna be much more difficult. Kha’jira does not like dis “fix”, unfix it!

  • Soul Shred: Increased the damage from the Soul Leech synergy from this ability and its morphs by 3%.
  • Soul Siphon (Soul Shred morph): This morph now heals and applies the Major Vitality buff to yourself as well as your allies.
  • Strife: Fixed an issue where you were able to dodge the friendly heal from this ability and its morphs.


  • Two Handed
    • Critical Rush (Critical Charge morph): Fixed an issue where charging at the minimum range would reduce this morph’s damage.
    • Heavy Weapons: Fixed an issue where the Axe Bleed proc from this passive ability was triggering 100% of the time.
    • Momentum: Fixed an issue with this ability and the Forward Momentum morph where the heal over time would always critically strike if the caster was crouched.
    • Rally (Momentum morph): Fixed an issue where the final heal value from this morph would sometimes be significantly lower than intended.
  • Dual Wield
    • Steel Tornado (Whirlwind morph): Decreased the radius of this morph to 9 meters on all Ranks from 11/11.5/12/12.5 meters on Ranks I/II/III/IV. This morph now gains slightly more damage as it ranks up.

Nay! Hold a moment… So it’s a nerf or not? Maybe it’s not that bad and we need to get used to it. It’s still the best stamina AoE, right? Right?!

  • Bow
    • Hawk Eye: This passive ability has been redesigned, and no longer increases the damage of your Bow abilities against off-balance enemies. It now increases the damage of your Bow abilities by 2/5% for 4 seconds after each successful Light or Heavy Attack, stacking up to 3 times.

Bow chages looks promising. Veeeery promising. Of course Khajiit prefers to stab things, but sometimes everyone needs to go ranged. With this change learning new fun rotation would be fun! Especialy when Poison gets buff from the same CP star.


  • Medium Armor
    • Dexterity: Fixed an issue where this passive ability was granting less Critical Strike Chance than intended.


  • Elude (Evasion morph): Fixed an issue where each recast of this morph would add additional time to the duration of the Major Evasion buff.


  • Werewolf
    • Fixed an issue where Werewolf Light Attacks were not proccing weapon enchantments.
    • Fixed an issue where Werewolf Light and Heavy Attacks could only proc your main hand weapon enchantment when dual wielding. They now proc either enchantment at random, and each enchantment will have its own internal cooldown.

Moar Powah!!!

Sad thing it was actually broken the whole time…


  • Mages Guild
    • Ice Comet (Meteor morph): Reduced the movement speed reduction effect of this morph to a 50% snare from 85%.
    • Magelight:
      • This ability and its morphs are no longer toggle abilities; instead, they will grant their Critical Strike rating benefits as long as they are slotted (similar to Expert Hunter).
      • Magelight can now be activated to summon a mote of magelight which exposes hidden or invisible enemies in a 6 meter radius for 5 seconds, and prevents revealed enemies from returning to stealth for 3 seconds.
      • This ability and the Radiant Magelight morph no longer decrease your maximum Magicka, due to the toggle changes noted above.
      • The Radiant Magelight morph will continue to prevent you from being stunned by stealth attacks, and will reduce damage from stealth attacks while slotted as a morph effect. Activating it also increases the radius of the activated reveal to 12 meters, and reduces the cost.
      • The Inner Light morph will continue to increase your maximum Magicka while slotted.

This. Is. Going. To. Be. A. Disaster. In. PvP. A big one. For every Nightblade. Oh well…

  • Meteor: This ability and its morphs can no longer be reflected. We also fixed an issue where the damage over time from this ability would appear at the wrong location when cast on a moving target.
  • Might of the Guild: This passive ability can now proc the Empower buff from Magelight and its morphs.

Well well well, what do we have here… :3

One shot Gankblades incoming!

No, really, Kha is already thinking about utilizing new scythe looking two hander. 

  • Undaunted
    • Bone Shield: Increased the activation range from the Bone Wall and Spinal Surge synergies to 3.5 meters from 2.5 meters.
    • Energy Orb (Necrotic Orb morph): Fixed an issue where you were able to block the healing synergy from this ability.
    • Inner Fire: The Radiate synergy from this ability and its morphs now requires the synergy user to target the enemy afflicted with Inner Fire to activate it. We also increased the damage from the Radiate synergy by 11%.

So, now it’s only possible to boom the big guys, right? Of course if the tank knows what to do. Weird fix, but whatever…

Alliance War

  • Rapid Maneuver:
    • This ability and its morphs now also remove their bonuses whenever you cast a friendly ability on an ally, as well as a damaging ability on an enemy.

Aka how to make an ability useless. Derp.

  • Increased the duration of this ability and its morphs to 30 seconds from 20 seconds.
  • This ability and its morphs now only affect your group, instead of any friendly nearby ally.
  • Reduced the maximum amount of targets this ability and its morphs can affect to 24 targets, previously an infinite amount of targets.

Champion System

  • The Atronach
    • Blade Expert: This ability now increases the Light and Heavy Attack damage of all melee weapons (swords, axes, maces, and daggers), instead of swords and daggers only. We also renamed this ability to Melee Weapon Expert.
    • Heavy Weapon Expert: This ability now increases your damage against damage shields, instead of increasing your damage with maces and axes. We also renamed this ability to Shattering Blows.
  • The Lady
    • Critical Leech: Updated this ability’s tooltip to indicate it only procs on direct damage abilities, and not damage over time abilities.
    • Elemental Defender: This ability now reduces Flame, Frost, Shock, and Magic Damage dealt to you, instead of Flame, Frost, and Shock Damage only.
    • Hardy: This ability now reduces Poison, Disease, and Physical Damage dealt to you, instead of Poison, Disease, and Magical Damage.
  • The Lord
    • Nourishing: This ability now reduces Light and Heavy Attack damage dealt to you, instead of increasing the effectiveness of healing potions. We also renamed this ability to Expert Defender.
  • The Ritual
    • Mighty: This ability will now increase Physical, Poison, and Disease Damage dealt, rather than Physical Damage only.
    • Thaumaturge: This ability now increases the damage done by damage over time effects, instead of increasing Poison, Disease, and Magic Damage.
  • The Steed
    • Medium Armor Focus: This ability now grants a flat amount of Physical Resistance per point spent that scales with your level, instead of granting a percentage increase to Physical Resistance.

Big changes. The good thing is that now Poison scales from the same star as Weapon Damage, so our Bow attacks can be much more stronger. The same goes with Poison enchants. Bad things? Mainly in PvP, but overall it’s a good change. Also some of NB’s class abilities still use Magic Damage, even if they’re using Stamina. Changing that would be great.

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