void ApplyClassPassives() { uint8 level = master->getLevel(); if (level >= 40) RefreshAura(ARCTIC_WINDS); //CHILL if (level >= 30) RefreshAura(WINTERS_CHILL3); //100% else if (level >= 25) RefreshAura(WINTERS_CHILL2); //66% else if (level >= 20) RefreshAura(WINTERS_CHILL1); //33% //Imp Blizzard if (level >= 31) RefreshAura(ICE_SHARDS); //40% slow //Shattered Barrier if (level >= 53) RefreshAura(SHATTERED_BARRIER); //ClearCasting if (level >= 82) RefreshAura(ARCANE_CONCENTRATION,2); //20% else if (level >= 10) RefreshAura(ARCANE_CONCENTRATION); //10% //Potency if (level >= 51) RefreshAura(ARCANE_POTENCY2); //15% bonus else if (level >= 49) RefreshAura(ARCANE_POTENCY1); //7% bonus //Ignite if (level >= 23) RefreshAura(IGNITE); //Impact if (level >= 67) RefreshAura(IMPACT,2); //20% else if (level >= 21) RefreshAura(IMPACT); //10% //Imp. Counterspell if (level >= 11) RefreshAura(IMPROVED_COUNTERSPELL2); //4 sec else if (level >= 10) RefreshAura(IMPROVED_COUNTERSPELL1); //2 sec //Spells if (POLYMORPH) RefreshAura(GLYPH_POLYMORPH); //434 if (level >= 21) RefreshAura(IMPROVED_BLINK); if (level >= 39) RefreshAura(ARCANE_TACTICS); if (level >= 41) RefreshAura(IMPROVED_POLYMORPH); if (level >= 63) RefreshAura(CRITICAL_MASS); }
void ApplyClassPassives() { uint8 level = master->getLevel(); //Dam+(-Hit) if (level >= 50) RefreshAura(ARCTIC_WINDS,3); //+15%/-15% else if (level >= 25) RefreshAura(ARCTIC_WINDS,2); //+10%/-10% else if (level >= 10) RefreshAura(ARCTIC_WINDS); //+5%/-5% //CHILL if (level >= 30) RefreshAura(WINTERS_CHILL3); //100% else if (level >= 25) RefreshAura(WINTERS_CHILL2); //66% else if (level >= 20) RefreshAura(WINTERS_CHILL1); //33% //Imp Blizzard if (level >= 20) RefreshAura(IMPROVED_BLIZZARD); //50% slow //Frostbite if (level >= 80) FROSTBITE = FROSTBITE3; else if (level >= 50) FROSTBITE = FROSTBITE2; else if (level >= 10) FROSTBITE = FROSTBITE1; if (level >= 60) RefreshAura(FROSTBITE,3);//3x else if (level >= 30) RefreshAura(FROSTBITE,2);//2x else if (level >= 10) RefreshAura(FROSTBITE);//1x //Shattered Barrier if (level >= 45) RefreshAura(SHATTERED_BARRIER); //Bonus if (level >= 65) RefreshAura(ARCANE_INSTABILITY,4); //+12%dmg crit else if (level >= 55) RefreshAura(ARCANE_INSTABILITY,3); //+9%dmg crit else if (level >= 45) RefreshAura(ARCANE_INSTABILITY,2); //+6%dmg crit else if (level >= 35) RefreshAura(ARCANE_INSTABILITY); //+3%dmg crit //Absorb if (level >= 50) RefreshAura(INCANTERS_ABSORPTION3); else if (level >= 45) RefreshAura(INCANTERS_ABSORPTION2); else if (level >= 40) RefreshAura(INCANTERS_ABSORPTION1); //Shatter if (level >= 35) RefreshAura(SHATTER3); else if (level >= 30) RefreshAura(SHATTER2); else if (level >= 25) RefreshAura(SHATTER1); //ClearCasting if (level >= 75) RefreshAura(CLEARCAST,3);//30% else if (level >= 40) RefreshAura(CLEARCAST,2);//20% else if (level >= 15) RefreshAura(CLEARCAST);//10% //Fingers if (level >= 45) RefreshAura(FINGERS_OF_FROST);//15% //Potency if (level >= 40) RefreshAura(ARCANE_POTENCY2);//30% bonus else if (level >= 35) RefreshAura(ARCANE_POTENCY1);//15% bonus //Ignite if (level >= 15) RefreshAura(IGNITE); //Impact if (level >= 60) RefreshAura(IMPACT,2); else if (level >= 20) RefreshAura(IMPACT); //Imp. Counterspell if (level >= 35) RefreshAura(IMPROVED_COUNTERSPELL2);//4 sec else if (level >= 25) RefreshAura(IMPROVED_COUNTERSPELL1);//2 sec //Firestarter if (level >= 55) RefreshAura(FIRESTARTER2);//100% chance else if (level >= 45) RefreshAura(FIRESTARTER1);//50% chance //Spells if (LIVINGBOMB != 0) RefreshAura(GLYPH_LIVING_BOMB); if (POLYMORPH != 0) RefreshAura(GLYPH_POLYMORPH); }