Sorry for the delay. Enjoy.
CONDITION UPDATES
Damaging conditions were all reworked to better ensure damage is properly being delivered in large scale combat. All damaging conditions are changed to intensity stacking and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.
- All damage conditions will now stack up to 1500 times.
- Bleeding:
- The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.
- New damage over time: 2+(0.3*Level)+(0.075 * Condition Damage)
- Burning:
- This condition will now stack in intensity. The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat. Creatures that apply burning have been re-balanced to account for this change.
- New damage over time: 7.5+(1.55*Level)+(0.155 * Condition Damage)
- Confusion:
- This condition now has two damage components. A damage over time, as well as the damage dealt when an ability completes. The damage has also been normalized between all game modes. The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.The skill use damage will also now trigger when the affected target is interrupted during skill activation.
- New damage over time: 2+(0.3*Level)+(0.04*Condition Damage)
- New trigger damage: 3.5+(0.575*Level)+(0.0625*Condition Damage)
- Poison:
- This condition will now stack in intensity. Poison’s healing reduction will not depend on number of stacks. Any poison will result in a static -33% (same value as live). The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat. Creatures that apply burning have been re-balanced to account for this change.
- New damage over time: 3.5+(0.375*Level)+(.06*Condition Damage)
- Torment:
- The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.
- New damage over time: 1.5+(0.225*Level)+(0.055*Condition Damage)
- New damage while moving: 3+(0.45*Level)+(0.11*Condition Damage)
- Vulnerability This condition was changed so that it not only increases direct damage, but it will also increase condition damage as well. Each stack will increase direct damage by 1% and condition damage by 1%.
- Slow: This new condition is now present on some profession abilities and slows the activation of skills by 50% while active.
BOON UPDATES
- Quickness: This buff is now a boon.
- Resistance: This new boon is now present on some profession abilities and causes all conditions currently on your character to be ineffective for its duration.
- Vigor: Decreased the endurance regeneration rate from 100% to 50%.
Boon and Condition Conversion
Boon to condition conversion and condition to boon conversion has been standardized and its functionality changed. Skills which convert boons and conditions now randomly select from all boons and conditions on the target instead of taking the last applied.
- Boon to Condition Conversion
- Aegis -> Burning 1 stack for 3 seconds
- Fury -> Blindness 5 seconds
- Might -> Weakness 10 seconds
- Protection -> Vulnerability 3 stacks for 10 seconds
- Regeneration -> Poison 10 seconds
- Resistance -> Chilled 3 seconds
- Retaliation -> Confusion 3 stacks for 5 seconds
- Stability -> Fear 1 second
- Swiftness -> Cripple 10 seconds
- Quickness -> Slow 3 seconds
- Vigor -> Bleeding 3 stacks for 10 seconds
- Condition to Boon Conversion
- Bleeding -> Vigor 10 seconds
- Blindness -> Fury 5 seconds
- Burning -> Aegis 5 seconds
- Chilled -> Resistance 2 seconds
- Confusion -> Retaliation 5 seconds
- Cripple -> Swiftness 10 seconds
- Fear -> Stability 1 stack for 3 seconds
- Immobilize -> Swiftness 10 seconds
- Poison -> Regeneration 5 seconds
- Slow -> Quickness 3 seconds
- Torment -> Might 3 stacks for 10 seconds
- Vulnerability -> Protection 3 seconds
- Weakness -> Might 3 stacks for 10 seconds
ELEMENTALIST
Skills
- Base attunement recharge reduced from 13s to 10s
- Base global recharge reduced from 1.65s to 1.5s
- Ether Renewal: This ability is now a Cantrip. The recharge of this ability has been increased from 15 seconds to 18.
- Tornado: This ability is now a Cantrip.
- Whirlpool: This ability is now a Cantrip.
- Soothing Mist: The radius of this trait has been reduced to 300 radius.
- Fiery Charge: The damage of this ability has been increased by 60%
- Ice Bow Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15.
- Ice Bow Frost Fan: The damage of this ability has been increased by 25%.
- Glyph of Elemental Power: This skill now applies 2 stacks of burning for 3 seconds when used in fire attunement
- Drake’s Breath: Increased the burning duration from 2 seconds to 3 seconds.
- Burning Speed: Increased the burning duration from 1 second to 1.5 seconds per pulse. Movement speed adjustments no longer affect the intended travel distance.
- Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
- Ring of Fire: This skill now applies 3 stacks of burning for 5 seconds when a foe crosses the threshold.
- Flamewall: Increased the burning duration from 1 second to 2.5 seconds per pulse.
- FlameStrike: Increased the burning duration from 2 seconds to 3 seconds.
- Dragon’s Rooth: This skill now applies 3 stacks of burning for 3 seconds.
- Signet of FIre: This skill now applies 2 stacks of burning for 10 seconds.
- Flame Burst: This skill now applies 2 stacks of burning for 6 seconds.
- Heat Wave: Increased the burning duration from 2 seconds to 6 seconds.
- Cleansign Fire: This skill now applies 3 stacks of burning for 4 seconds.
- Flame Leap: Increased the burning form 7 seconds to 8 seconds.
- Glyph of Storms – FIrestorm: Increased the burning duration from 1 second to 2 seconds.
- Ride the Lightning: Movement speed adjustments no longer affect the intended travel distance.
- Magnetic Leap: Movement speed adjustments no longer affect the intended travel distance.
- Tidal Wave: Movement speed adjustments no longer affect the intended travel distance.
- Conjure Fiery Greatsword – Fiery Whirl: Movement speed adjustments no longer affect the intended travel distance.
- Conjure Fiery Greatsword – Fiery Rush: Movement speed adjustments no longer affect the intended travel distance.
- Conjure Flame Axe – Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
- Conjure Flame Axe – Flame Leap: Movement speed adjustments no longer affect the intended travel distance.
- Conjure Earth Shield – Magnetic Surge: Movement speed adjustments no longer affect the intended travel distance.
- Blasting Staff’s radius increase for staff is now baseline.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Fire:
Minor:
- Empowering Flame: Gain 150 power while in fire attunement.
- Sunspot: Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
- Burning Rage: Deal 10% more damage to burning foes.
Adept: - Burning Precision: Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
- Conjurer: Gain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
- Burning Fire: Use cleansing fire automatically when you have 3 conditions on you. Cantrips grant you 3 stacks of might for 15 seconds when used.
Master: - Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
- One with Fire: Fire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
- Power Overwhelming: Gain condition damage based on 10% of your total power attribute.
Grandmaster: - Persisting Flames: Executing blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
- Pyromancer’s Puissance: Each skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
- Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 3 second internal cooldown.
Air:
Minor:
- Zephyr’s Speed: Move 25% faster when attuned to air.
- Electric Discharge: Strike your target with a bolt of lightning when attuning to air.
- Weak Spot: You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
Adept:
- Zephyr’s Boon: Auras grant Fury and Swiftness for 5 seconds when applied.
- One with Air: Gain 3 seconds of superspeed when attuning to air.
- Ferocious Winds: Gain ferocity based on 7% of your precision.
Master:
- Inscription: Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
- Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
- Tempest Defense: Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
Grandmaster:
- Bolt to the Heart: Deal 20% more damage to enemies whose health is below 50%.
- Fresh Air: Recharge air attunement when you critically hit an enemy.
- Removed cooldown.
- Lightning Rod: Disabling an enemy causes them to be struck by a lightning bolt.
Earth:
Minor:
- Stone Flesh: Gain 150 toughness while attuned to earth.
- Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth.
- Geomancer’s Defense: You take 10% less damage from foes within 360 range of you.
Adept:
- Earth’s Embrace: Gain armor of earth when struck while below 50% health.
- Serrated Stones: Bleeds you apply last 20% longer. Deal 5% more damage to bleeding foes.
- Elemental Shielding: Grant 3 seconds of protection when applying an aura to yourself or an ally.
Master:
- Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
- Rock Solid: Grant 2 seconds of stability to nearby allies when attuning to earth.
- Geomancer’s Training: You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.
Grandmaster:
- Diamond Skin: Conditions cannot be applied to you when your health is above 90%.
- Written in Stone: Maintain the passive effects of signets when you activate them. Signet recharges are reduced by 20%.
- Stone Heart: You cannot be critically hit while attuned to earth.
Water:
Minor:
- Soothing Mist: You and nearby allies regenerate health while you are attuned to water. Radius 300.
- Healing Ripple: Heal nearby allies when attuning to water.
- Aquatic Benevolence: Healing done to allies is increased by 15%
Adept:
- Soothing Ice: Gain regeneration and frost aura for 4 seconds when critically hit.
- Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
- Stop, Drop, and Roll: Dodge-rolling removes burning and chilled from you and nearby allies.
Master:
- Soothing Disruption: Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
- Cleansing Wave: Remove a condition from you and allies when attuning to water.
- Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
Grandmaster:
- Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
- Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.
- Soothing Power: The healing effect of soothing mist is increased by 200%.
Arcane:
Minor:
- Arcane Fury: Gain 2 seconds of Fury when you switch attunements
- Elemental Attunement: When attuning to an element, you and nearby allies gain a boon.
- Elemental Enchantment: Boon duration is increased by 10% and attunements recharge 15% faster.
Adept:
- Arcane Precision: Skills have a chance to apply a condition, based on your current attunement, on critical hits.
- Renewing Stamina: Gain vigor when you deliver a critical hit. This effect has a 5 second internal cooldown.
- Arcane Abatement: Take less damagea from falling. Create a spell when you take falling damage, based on your attunement.
Master:
- Arcane Resurrection: You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
- Elemental Contingency: Gain a boon when you are struck, based on your current attunement.
- Final Shielding: Create an arcane shield when you are struck while your health is below the threshold.
Grandmaster:
- Evasive Arcana: Create an attunement-based spell at the end of your dodge roll.
- Cleansing Wave (Evasive Arcana): This ability has been unsplit between PvE and PvP and now maintains the full healing power effectiveness in all game modes.
- Elemental Surge: Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
- Bountiful Power: Deal 2% more damage for each boon on you.
ENGINEER
Skills
- All skills in the grenade kit have had their range updated from 1200 to 900.
- All grenade skill now throw 3 grenades by default
- Poison Grenade: This skill has been redesigned. It will no longer leave pulsing poison fields, The impact of the grenades will now each poison nearby foes for 8 seconds.
- All kit backpacks were removed and replaced with a weapon that you character holds to distinguish the kit which you are currently using.
- Med kit has been updated and now includes the following skills:
- 1) Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.
- 2) Throw Bandages: Throw out a bandage pack that heals, applies regeneration, and removes a single damage condition.
- 3) Throw Stimulant: Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability).
- 4) Throw Accelerant: Throw out an accelerant that heals, grants Swiftness, and removes a movement impariing condition (Immobilize, Chill, Cripple.)
- 5) Throw Antidote: Throw out an antidote vial that heals, cures a condition, and applies resistance.
- Engineers gain [f5] toolbelt skills at level 31. The f5 toolbelt skills are linked to your elite skill.
- Mortar has been converted into a kit and now has the following skills:
- 1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
- 2) Poison Gas Shell: Launch a mortar round that spreads poisonous gas in an area.
- 3) Flash Shell: Launch a phosphorous mortar round that burns brightly at impact point.
- 4) Endothermic Shell: Launch a mortar round that chills foes in the target area.
- 5) Elixir Shell: Launch a mortar round that heals allies in the target area.
- F5) Orbital Strike: Call down energy from the sky to blast an area.
- Supply Crate has been converted into a turret and now has the following skills:
- Drop Supply Crate Request a supply drop of turrets.
- Overcharge Supply Crate: Overcharge Supply Crate’s turrets
- Med Pack Drop: Call down a supply drop of med packs into a target area.
- Detonate Supply Crate Turrets: Detonate your supply crate turrets.
- Elixir X toolbelt skill created:
- Toss Elixir X: Toss your Elixir X, transforming enemies at the location into moa.
- Poison Dart Volley: Increased the poison duration from 2 seconds to 4 seconds.
- Fumigate: Increased the poison duration from 1 second to 2 seconds per pulse.
- Incendiary Powder: This skill now applies 2 stacks of burning for 4 seconds.
- Incendiary Ammo: This skill now applies 2 stacks of burning for 3 seconds.
- Timed Charge: This skill now applies 2 stacks of burning for 4 seconds.
- Fire Bomb: Increased the burning duration from 2 seconds to 3 seconds.
- Throw Napalm: Increased the burning duration from 1 second to 2 seconds per pulse.
- Flame Jet: Increased the burning duration from 1 second to 2 seconds.
- Napalm: Increased the burning duration from 1 second to 2.5 seconds.
- Rocket Kick: This skill now applies 2 stacks of burning for 5 seconds.
- Overcharged Shot: Movement speed adjustments no longer affect the intended travel distance.
- Jump Shot: Movement speed adjustments no longer affect the intended travel distance.
- Retreating Grapple: Movement speed adjustments no longer affect the intended travel distance.
- Rocket Boots: Movement speed adjustments no longer affect the intended travel distance.
- Rocket Kick: Movement speed adjustments no longer affect the intended travel distance.
- AED Toolbelt skill Static Shock recharge reduced from 30s to 25s
- Healing Turret toolbest skill Regenerating Mist recharge reduced from 25s to 21s
- Med Kit toolbelt skill Bandage Self recharge reduced from 20s to 17s
- Elixir H toolbelt skill Toss Elixir H recharge reduced from 30s to 25s
- Bombkit toolbelt skill Big Ol’Bomb recharge reduced from 30s to 25s
- Elixir Gun toolbelt skill Healing Mist recharge reduced from 40s to 35s
- Elixir B toolbelt skill Toss Elixir B recharge reduced from 30s to 25s
- Elixir C toolbelt skill Toss Elixir C recharge reduced from 30s to 25s
- Elixir R toolbelt skill Toss Elixir R recharge reduced from 120s to 100s
- Elixir S toolbelt skill Toss Elixir S recharge reduced from 60s to 50s
- Elixir U toolbelt skill Toss Elixir U recharge reduced from 60s to 50s
- Flamethrower toolbest skill Incendiary Ammo recharge reduced from 60s to 50s
- Personal Battering Ram toolbest skill Launch Personal Battering Ram recharge reduced from 15s to 12s
- Rocket Boots toolbest skill Rocket Kick recharge reduced from 20s to 17s
- Slick Shoes toolbest skill Super Speed recharge reduced from 30s to 25s
- Mine toolbest skill Mine Field recharge reduced from 20s to 17s
- Utility Googles toolbest skill Analyze recharge reduced from 30s to 25s
- Grenade Kit toolbest skill Grenade Barrage recharge reduced from 30s to 25s
- Tool Kit toolbest skill Throw Wrench recharge reduced from 20s to 17s
- Flame Turret toolbest skill Throw Napalm recharge reduced from 30s to 25s
- Harpoon Turret toolbest skill Harpoon recharge reduced from 10s to 8s
- Net Turret toolbest skill Net Attack recharge reduced from kitten to 38s
- Rifle Turret toolbest skill Surprise Shot recharge reduced from 10s to 8s
- Rocket Turret toolbest skill Rocket recharge reduced from 30s to 25s
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Explosives:
Minor:
- Evasive Powder Keg: Create a bomb when you dodge.
- Steel-Packed Powder: Your explosions cause 5s of vulnerability.
- Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed
Adept:
- Grenadier: Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
- Explosive Descent: You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
- Glass Cannon: Deal 5% increased damage while above 90% health
Master:
- Aim-assisted Rocket: You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
- Shaped Charge: You deal 5% increased damage to foes affected by vulnerability.
- Short Fuse: Your bombs explode faster and bomb skills recharge 20% faster.
Grandmaster:
- Siege Rounds: Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
- Shrapnel: Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
- Thermobaric Detonation: Evasive Powder Keg is now a blast finisher.
Firearms:
Minor:
- Sharpershooter: Your critical hits have a 33% chance to cause 4s of bleeding.
- Hematic Focus: You have a 10% increased chance to critically strike foes affected by bleeding.
- Serrated Steel: Bleeding you apply lasts 33% longer.
Adept:
- Chemical Rounds: Your pistol skills have 50% increased condition duration.
- Heavy Armor Exploit: Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
- High Caliber: You have a 10% increased chance to critically strike nearby foes.
Master:
- Pinpoint Distribution: You gain 10% of your precision attribute as condition damage.
- Skilled Marksman: You attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
- No Scope: Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.
Grandmaster:
- Juggernaut: Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
- Modified Ammunition: Deal 2% additional damage per condition on your foe.
- Incendiary Powder: Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.
Inventions:
Minor:
- Cleansing Synergy: When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown.
- Heal Resonator: When you use a healing skill you grant 6s of regeneration to nearby allies.
- Energy Amplifier: While under the effects of regeneration you gain up to 250 Healing power.
Adept:
- Over Shield: Shield skills recharge 20% faster and grant 4s of protection to nearby allies.
- Automated Medical Response: All heal skills recharge when struck while you are below the health threshold.
- Autodefense Bomb Dispenser: Drop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.
Master:
- Experimental Turrets: Turrets apply boons to allies around them every 10 seconds.
- Soothing Detonation: When you combo a blast finisher nearby allies are healed.
- Mecha Legs: Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.
Grandmaster:
- Advanced Turrets: Turrets receive 33% less damage. Turrets reflect missiles for 4s after created.
- Bunker Down: When you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
- Medical Dispersion Field: You heal nearby allies for 12% of whatever you are healed for.
Alchemy:
Minor:
- Hidden Flask: Drink an elixir B when struck while below 75% health.
- Transmute: Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
- Alchemical Tinctures: Elixirs remove a condition from affected allies. Boons you apply last 20% longer.
Adept:
- Invigorating Speed: When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
- Protection Injection: Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
- Health Insurance: While using Med Kit your outgoing healing to others is increased by 15%.
Master:
- Inversion Enzyme: Elixir Gun abilities which remove conditions now convert them into boons instead.
- Self-regulating Defenses: When struck below 25% health you consume an Elixir S.
- Backpack Regenerator: While using a kit you passively recover health.
Grandmaster:
- HGH: Elixirs grant 2 stacks of might for 20s and their other effect durations are increased by 20%.
- Stimulant Supplier: Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
- Iron Blooded: Incoming damage is reduced by 2% for every boon on you.
Tools:
Minor:
- Optimized Activation: Using a toolbelt skill grants 2s of vigor.
- Mechanized Deployment: Your toolbelt skills recharge 15% faster.
- Excessive Energy: Deal 10% more damage while your endurance is above 90%.
Adept:
- Static Discharge: Discharge a bolt of lightning when you activate a toolbelt skill.
- Reactive Lenses: When blinded or disabled you activate utility goggles.
- Power Wrench: Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
Master:
- Steamlined Kits: Equipping a kit creates and attack or spell and grants you 10s of swiftness. This trait has a 20 second internal cooldown.
- Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
- Takedown Round: Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.
Grandmaster:
- Kinetic Charge: After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
- Adrenal Implant: Endurance regeneration is increased by 50%.
- Gadgeteer: Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.
GUARDIAN
Skills
- Healing Breeze: This ability is now a Shout and has been renamed to “Receive the Light”. It maintains the same cast time and radial effects that it had prior, but will now be affected by Shout-modifying traits and items.
- Tome of Courage: This ability has been replaced by a new ability: Signet of Courage.
- Signet of Courage: Passive – While in combat, heal allies around you every 10 seconds. Active: Fully heal nearby allies. Cooldown: 180 seconds.
- Tome of Wrath: This ability has been replaced by a new Shout: “Feel My Wrath!”
- “Feel My Wrath!”: Grant fury for 10 seconds and quickness for 5 seconds to nearby allies. Cooldown 30 seconds.
- Litany of Wrath: Reduced the cast time of this ability from 3/4 second to 1/4 second.
- Virtue of Justice, Resolve, Courage: The radius of the active portion from these abilities have been reduced from 1200 to 600.
- Virtue of Justice: The recharge of this ability has been reduced from 30 seconds to 25.
- Virtue of Resolve: The recharge of this ability has been reduced from 60 seconds to 50.
- Virtue of Courage: The recharge of this ability has been reduced from 90 to 75.
- Wrathful Grasp: This skill now applies 3 stacks of burning for 5 seconds.
- Zealot’s Flame: Increased the burning duration from 3 seconds to 6 seconds.
- Zealot’s Fire: This skill now applies 3 stacks of burning for 3 seconds.
- Judge’s Intervention: This skill now applies 3 stacks of burning for 3 seconds.
- Purging Flames: This skill now applies 3 stacks of burning for 5 seconds.
- Virtue of Justice Passive: Increased the burning duration from 1 second to 2 seconds.
- Leap of Faith: Movement speed adjustments no longer affect the intended travel distance.
- Mighty Blow: Movement speed adjustments no longer affect the intended travel distance.
- Virtue of Justice recharge reduced from 30s to 25s
- Virtue of Resolve recharge reduced from 60s to 50s
- Virtue of Courage recharge reduced from 90s to 75s
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Zeal:
Minor:
- Zealot’s Speed: Create a symbol of wrath when you are struck while below the health threshold.
- Symbolic Exposure: Symbols apply 3 seconds vulnerability to foes on each hit.
- Symbolic Power: Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.
Adept:
- Wrathful Spirit: Aegis grants 3 seconds of retaliation when it ends.
- Fiery Wrath: Damage against burning foes is increased by 7%.
- Zealous Scepter: While wielding a scepter, gain 10 seconds of might when your justice passive effect triggers.
Master:
- Binding Jeopardy: Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
- Zealous Blade: Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
- Kindled Zeal: Gain condition damage based on 10% your power attribute.
Grandmaster:
- Expeditious Spirit: Spirit weapons burn foes for 3 seconds when they hit with an attack. Spirit weapon summon and command skills have a 20% reduced recharge.
- Shattered Aegis: When aegis you applied blocks an attack, it damages nearby foes.
- Symbolic Avenger: You deal more damage to enemies standing in your symbols.
Radiance:
Minor:
- Justice is Blind: When activating virtue of justice, nearby foes are blinded for 3 seconds.
- Renewed Justice: Justice is renewed when you kill a foe.
- Radiant Power: Attacks against burning foes have a 10% increased chance to critically hit.
Adept:
- Inner Fire: Gain fury for 8 seconds when you strike a foe that has 3 or more stacks of burning. This effect has a 10 second cooldown.
- Right-hand strength: Critical hit chance with one-handed weapons is increased by 15%. Sword abilities have 20% reduced rec harge.
- Healer’s Retribution: Gain retaliation for 5 seconds when using a heal skill.
Master:
- Wrath of Justice: Striking an enemy with justice’s active effect triggers signet of wrath’s active ability.
- Radiant Fire: Gain zealot’s flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster.
- Retribution: Gain 10% increased damage while under the effects of retaliation.
Grandmaster:
- Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1 second internal cooldown.
- Perfect Inscriptions: Gain light aura for 3 seconds when activating a signet. Signets recharge 20% faster and have 20% increased passive effects.
- Radiant Retaliation: Retaliation damage scales from condition damage instead of power.
Valor:
Minor:
- Valorous Defense: Gain aegis for 5 seconds when you are struck while below 50% health.
- Courageous Return: Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
- Might of the Protector: Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.
Adept:
- Strength of the Fallen: Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
- Smiter’s Boon: Smite conditions when you use a healing ability.
- Focus Mastery: Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
Master:
- Stalwart Defender: Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
- Strength in Numbers: Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
- Communal Defenses: Grant 5 seconds of aegis to allies when you block an attack.
Grandmaster:
- Altruistic Healing: Applying a boon to allies also heals you.
- Monk’s Focus: Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
- Retributive Armor: Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.
Honor:
Minor:
- Vigorous Precision: Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
- Selfless Daring: The end of your dodge roll heals nearby allies.
- This trait has been un-split and now heals for the same amount in competitive PvP as it does elsewhere in the game.
- Purity of Body: Your virtue of resolve passive effect also regenerates endurance by 15%.
Adept:
- Invigorated Bulwark: Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
- Protective Reviver: Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
- Protector’s Impact: Create a symbol of protection when you take falling damage. You take 50% less damage when falling.
Master:
- Honorable Staff: Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
- Pure of Heart: Aegis heals when it blocks an attack.
- Empowering Might: You and nearby allies gain 5 seconds of might when you land a critical hit.
Grandmaster:
- Pure of Voice: Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
- Writ of Persistence: Symbol s last 2 seconds longer, are larger, and heal allies.
- Force of Will: Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).
Virtues:
Minor:
- Inspired Virtue: Virtues apply the following boons to allies when activated:
- Justice: 3 stacks of might for 5 seconds.
- Resolve: 5 seconds of regeneration.
- Courage: 5 seconds of protection.
- Virtue of Retribution: Gain retaliation for 3 seconds when you activate a virtue. Retaliation you applies lasts 25% longer.
- Power of the Virtuous: Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.
Adept:
- Unscathed Contender: Deal 20% more damage while under the effects of aegis.
- Retaliatory Subconscious: Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
- Master of Consecrations: Consecrations last 20% longer and have 20% reduced recharge.
Master:
- Supreme Justice: Virtue of Justice causes burning with 3 strikes instead of 5. When activating virtue of justice, burning duration is increased by 1 second.
- Absolute Resolution: Activating virtue of resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
- Glacial Heart: Critical hits with hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.
Grandmaster:
- Permeating Wrath: Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
- Battle Presence: Nearby allies gain virtue of resolve’s passive effect.
- This trait no longer functions if Resolution is on cooldown.
- Indomitable Courage: Activating virtue of courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of courage’s passive effect triggers every 30 seconds, down from 40.
MESMER
General
- Phantasms damage increased by 15%.
- Summoned clones will now show your equipped offhand.
- Fixed a bug which caused underwater clones to not show tridents.
- Fixed an issue where the Illusionary Rogue’s attack was being listed as “Smoke Bomb” in the combat log. It is now referred to as “Shadow Assault”.
Skills - Mesmer skills which create bouncing projectiles now bounce 1 additional time.
- Reduced recharge on Glamour skills by 20%.
- Using any shatter skill now creates the shatter effect on you as well by default.
- Mantras now give 600 toughness while channeling them.
- Manipulation skill range increased to 1200
- Pistol skills used by you and your illusions have had their range increased to 1200
- Mind Wrack: Reduced recharge to 12 seconds.
- Cry of Frustration: Reduced recharge to 25 seconds.
- Diversion: Reduced recharge to 38 seconds. Now shows number of targets dazed (1) when untraited.
- Distortion: Reduced recharge to 50 seconds. When affected by traits such as Maim the Disillusioned and Illusionary Retribution this skill now strikes 1 target.
- Chaos Storm – Increased poison duration from 2 seconds to 4 seconds.
- Confusing Images: Added one additional strike to this skill. Strikes from this skill now display an additive total rather than individual hits. This skill now activates 50% faster.
- Ether Clone (Scepter skill 1 chain 3): Adjusted the timing of this attack to flow better with the other attacks in the chain. The projectile is now launched sooner, but he attack has slightly longer aftercast. The number of clones generated per second by this chain is unchanged.
- Feedback: This skill now requires a target. This change address an issue which allowed this skill to be cast at an unspecified location if the player did not have a target.
- Ineptitude (Trident skill 2): This skill has been renamed to “Blinding Tide”
- Illusionary Defender: Updated description of this skill to more accurately describe that it also absorbs damage directed at allies. Functionality has not been changed.
- Illusionary Leap: Increased the delay before the clone is summoned by about 0.25 seconds to allow players to start casting this skill while moving within range and not have it fail. Speed up attack of illusion by about 0.35 seconds to allow better tracking against moving targets.
- Mass Invisibility: This skill is now classified as a Manipulation.
- Mimic: Updated functionality of this skill. This skill now causes the next utility slot skill you use within 10 seconds to recharge in 1 second. Increased recharge to 90 seconds.
- Mirror: This skill is now classified as a manipulation. Additionally it now has a unique “Mirror” buff that can be applied by traits.
- Polymorph Moa: This skill has been renamed to “Signet of Humility” and is now classified as a signet skill. Its passive effect reduces the duration of stun, daze, fear and taunt by 20%. Its active effect remains unchanged.
- Polymorph Moa – Kick: Movement speed adjustments no longer affect the intended travel distance.
- Polymorph Moa – Flee: Movement speed adjustments no longer affect the intended travel distance.
- Phantasmal Mage: Instead of inflicting confusion on foes an granting retaliation on allies, this phantasm now inflicts 1 stack of burning for 6 seconds on foes an grants 3 seconds of fury to allies. Removed undocumented condition removal from this phantasm
- Portal: Attempting to create a second portal entrance while you have an active portal will destroy the active portal.
- Signet of Illusions: Reduced recharge to 60 seconds. This skill now specifies which skills it recharges.
- Signet of Inspiration: Reduced recharge of this skill to 30 seconds. The passive for this signet now gives 5 seconds of swiftness plus one other random boon every 10 seconds. It no longer gives swiftness as one of it’s random boons.
- Signet of Midnight: The passive for this signet now gives 20% condition duration instead of 10% boon duration.
- Spinning Revenge (Trident 3): This still now applies chaos armor to you when cast.
- Time Warp: This skill is now classified as a Glamour. It now pulses 1 second of slow every second on foes in the affected area in addition to it’s previous effect of quickness on allies.
- Mind Wrack recharge reduced from 15s to 12s.
- Cry of Frustration recharge reduced from 30s to 15s
- Diversion recharge reduced from kitten to 38s
- Distortion recharge reduced from 60s to 50s
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Domination:
Minor
- Illusion of Vulnerability: Interrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
- Dazzling: Dazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
- Fragility: Deal 0.5% more damage to foes for each stack of vulnerability on them.
Adept:
- Confounding Suggestions: Increases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD). Fixed a bug which caused this trait to not update the skill facts for the racial skills Technobabble and Raven Shriek.
- Empowered Illusions: Your illusions deal 15% more damage.
- Rending Shatter: Shatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
Master:
- Shattered Concentration: Shatter skills remove 1 boon from foes they hit.
- Blurred Inscriptions: Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
- Furious Interruption: Gain quickness for 3 seconds whenever you interrupt a foe (5s ICD).
Grandmaster:
- Imagined Burden: Reduces recharge of Greatsword skills by 20%. Gain 2 stacks of might for 5 seconds whenever you or an illusion uses Spacial Surge. All of your other greatsword skills inflict cripple for 2s when they hit.
- Mental Anguish: Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
- Power Block: Interrupting a foe inflicts damage and causes weakness for 5s. Additionally if the interrupted skill has a recharge time greater than 0 it is put on a 15 second recharge.
Dueling:
Minor:
- Critical Infusion: Gain vigor for 5s when you critical hit.
- Sharper Images: Your illusions inflict 1 stack of bleeding for 5s when they critical hit.
- Confusing Combatants: You and your illusions inflict 1 stack of confusion for 3 seconds on critical hit (33% chance).
Adept:
- Phantasmal Fury: Your phantasms gain 10 seconds of fury every 10 seconds.
- Desperate Decoy: Cast Decoy when you are struck while below 50% health. This trait benefits from the recharge bonus provided by Master of Manipulation.
- Duelist’s Discipline: Pistol skills recharge 25% of their full recharge when you interrupt a foe. Pistol attacks from you and your illusions have a 33% chance to inflict 2 stacks of bleeding for 5 seconds.
Master:
- Blinding Dissipation: Whenever you use a shatter skill you blind foes around you for 3 seconds.
- Evasive Mirror: Whenever you successfully evade an attack, gain a projectile reflecting barrier for 1.5 seconds (1.5s ICD).
- Fencer’s Finesse: Reduces recharge of sword skills by 20%. Whenever you or an illusion hits with a sword attack you gain a stack of Fencer’s Finesse that gives 15 ferocity for 6 seconds (maximum 10 stacks).
Grandmaster:
- Harmonious Mantras: Mantra skills can be activated 3 times before needing to be channeled again. Whenever you use a mantra skill gain a stack of Harmonious Mantras for 8 seconds which increases your damage by 4% per stack (maximum 5 stacks).
- Mistrust: Whenever you interrupt a foe inflict 2 stacks of confusion for 6 seconds to foes in a radius around your target.
- Deceptive Evasion: Whenever you use a dodge roll you create a clone.
Chaos:
Minor:
- Metaphysical Rejuvenation: Gain regeneration for 10s when you are struck while below 75% health (15s ICD).
- Illusionary Membrane: Gain protection for 3 seconds whenever you gain regeneration (15s ICD)
- Chaotic Persistence: Each unique boon on you increases the duration of your outgoing condition and boon duration by 3%.
Adept:
- Descent into Madness: Take 50% less falling damage. Cast Chaos Storm when you take falling damage. This trait benefits from the recharge bonus provided by Chaotic Dampening.
- Illusionary Defense: Each active illusion you control reduces incoming damage to you by 3%.
- Master of Manipulation: Reduces recharge of Manipulation skills by 20%. Gain Mirror for 2 seconds whenever you activate a Manipulation skill.
Master:
- Mirror of Anguish: If you are inflicted by a crowd control effect you inflict the same effect on your opponent (60s ICD). Added taunt to the list of crowd control effects that trigger this trait.
- Chaotic Transference: Gain condition damage equal to 10% of your toughness.
- Chaotic Dampening: When you gain Chaos Armor you also gain protection for 5 seconds. While you have Chaos Armor your staff and trident skills recharge by 5% of their full recharge every second.
Grandmaster:
- Chaotic Interruption: Whenever you interrupt a foe you inflict immobilize on them for 2 seconds and gain 5 stacks of might for 10 seconds. Additionally you inflict a second random condition on your foe and apply a second random boon to yourself. Removed might as an option for the second random boon.
- Prismatic Understanding: Stealth applied by your mesmer skills lasts 100% longer. Additionally every second you are stealthed you randomly gain aegis, might, protection, regeneration or swiftness.
- Bountiful Disillusionment: Whenever you use a shatter skill you gain 1 stack of stability for 5s. Based on the shatter used allies around you can gain Might, Vigor, Fury or Regeneration.
Inspiration:
Minor:
- Mender’s Purity: Whenever you use a healing skill you cast Power Cleanse. This trait benefits from Harmonious Mantras.
- Inspiring Distortion: Whenever you grant distortion to yourself, you also grant it to nearby allies for 1 second (5s ICD)
- Healing Prism: Each illusion you control grants you 100 healing power. Whenever you heal yourself, you heal nearby allies by a small amount.
Adept:
- Medic’s Feedback: Revive allies 10% faster. When you start reviving an ally cast Feedback. This trait benefits from the recharge bonus provided by Temporal Enchanter.
- Restorative Mantras: When you finish preparing a mantra you heal allies around you.
- Persisting Images: Phantasms you summon spawn with retaliation for 6 seconds and have 20% more health.
Master:
- Warden’s Feedback: Focus weapon skills reflect projectiles and have their recharge reduced by 20%.
- Restorative Illusions: Using a shatter skill removes 1 condition from you and heals you based on the number of illusions shattered.
- Protected Phantasms: Newly summoned phantasms gain distortion for 1 second. When you use a shatter skill, all illusions gain protection for 2 seconds.
Grandmaster:
- Mental Defense: Whenever you successfully block or evade an attack cast Phantasmal Defender on your attacker. This trait benefits from the recharge bonus provided by Illusionist’s Celerity and Persistence of Memory.
- llusionary Inspiration: Phantasms grant 3 seconds regeneration to allies near them every 3 seconds. If you have any boons when you summon a phantasm you cast Signet of Inspiration. This trait benefits from the recharge bonus provided by Blurred Inscriptions.
- Temporal Enchanter: Glamour skills last an additional 2 seconds. When you first create any glamour nearby allies within the glamour radius gain 2 seconds of superspeed and 3 seconds of resistance.
Illusions:
Minor:
- Illusionary Retribution: All shatter skills inflict 1 stack of confusion for 3 seconds when they hit.
- Illusionist’s Celerity: Reduces recharge of illusion-summoning skills by 20%.
- Master of Misdirection: Confusion you inflict lasts 33% longer. Reduces recharge on shatter skills by 15%.
Adept:
- Compounding Power: Deal 3% increased damage and gain 50 condition damage for each illusion you control. Fixed a bug which caused this trait to be non-functional while downed.
- Persistence of Memory: When a phantasm shatters all phantasm skills have their recharge reduced by 2 seconds.
- The Pledge: Torch skills remove 1 condition from you when activated. While you are stealthed torch skills recharge 1.5% of their maximum recharge every second.
Master:
- Shattered Strength: Gain 1 stack of might for 10 seconds per illusion when you use a shatter skill.
- Phantasmal Haste: Phantasms attack skill recharge is reduced by 20%, causing them to attack more often. Fixed a bug which cause this trait to have no effect on some phantasms.
- Maim the Disillusioned. Shatter skills inflict 2 stacks of torment for 6 seconds on foes they hit.
Grandmaster:
- Ineptitude: Inflict 1 stack of confusion for 4 seconds whenever you blind a foe. Whenever you successfully block or evade an attack your attacker is blinded for 3 seconds (10s ICD per foe).
- Master of Fragmentation: Enhances the effect of shatter skills. Mind Wrack has a 10% increased critical hit chance. Cry of Frustration inflicts cripple for 3 seconds on struck foes. Diversion hits up to 5 targets. Distortion reflects projectiles.
- Malicious Sorcery: Reduces recharge of scepter skills by 20%. Increases attack speed by 15% while wielding a scepter.
NECROMANCER
General
- Traits which previously referred to “Death Shroud” now refer to the more ubiquitous “Shroud”.
- Traits which previously referred to specific skills available while in Death Shroud now refer to specific skills as “Shroud Skill 1”, “Shroud Skill 4” etc.
- Blood Magic Traits that “siphon” health now heal through shroud. Additionally siphon damage and healing from traits is now called out in the combat log.
- Fixed a bug which caused the values for skill facts showing the damage of siphon effects to be slightly off from their actual values.
- The effects of siphoning skills and traits has been increased by 20%.
- Added new on hit FX for Jagged Horrors to make it more clear when their attacks are connecting.
- Life force maximum increased by 15%.
- Starting healing skill for Necromancer is now Consume Conditions.
Skills
- Focus skill range increased to 1200.
- Well skills now use ground targeting by default. When used underwater, wells cast at the player’s location.
- Minion skill recharges have been reduced by 20%.
- The area of mark skills has been increased to 240. Mark skill recharges have been reduced by 20%. Mark damage has been increased by 10%.
- Necrotic Traversal: Increased the poison from 1 stack for 5 seconds to 3 stacks for 6 seconds.
- Fetid Ground: Increase the poison duration from 3 seconds to 5 seconds per pulse.
- Plague: Increased the poison duration from 1 second to 2 seconds per pulse.
- Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.
- Chillblains: This skill now applies 3 stacks of poison for 5 seconds. Fixed an issue where this skill would not display a combo ring.
- Dark Water: This skill now applies 2 stacks of poison for 6 seconds.
- Death Curse: Increased the poison duration from 6 seconds to 8 seconds.
- Signet of Spite: Increased the number of poison stacks from 1 stack for 10 seconds to 2 stacks for 10 seconds.
- Corrosive Poison Cloud: Increased the number of poison stacks from 1 stack for 3 seconds to 3 stacks for 3 seconds.
- Flesh Golem – Charge: Movement speed adjustments no longer affect the intended travel distance.
- Blood is Power: This skill now applies 8 stacks of might for 8 seconds to nearby allies.
- Consume Conditions: This skill is now considered a corruption skill and applies 10 stacks of vulnerability to you for 4 seconds after use. Increased recharge to 30 seconds.
- Epidemic: With the changes to condition stacking, Epidemic now only applies up to 25 stacks of any given condition. Increased recharge to 20 seconds.
- Lich Form: This skill is now considered a spectral skill and grants 15% life force when it ends. Reduced duration of this skill to 15 seconds (previously 20).
- Life Blast/Plague Blast: Fixed a bug that caused the projectiles fired from these skills to not deal damage to the caster if they were reflected.
- Signet of Vampirism: Healing from the active portion of this skill will now heal players while in shroud.
- Plague: This skill is now considered a corruption skill and applies 1 stack of bleeding for 2 seconds to you every second it is active.
- Removed extraneous poison skill facts from Withering Plague, Plague of Darkness, and Plague of Pestilence.
- Plague Signet: Reduced recharge to 30 seconds. Reduced number of conditions transfered by the active component to 5 (previously all).
- Rending Claws: The animation for this skill no longer hides your offhand.
- Signet of the Locust: Reduced recharge to 30 seconds. Increased range to 600.
- Signet of Undeath: This skill now has a small strike of damage to foes within it’s area of effect.
- Spectral Walk: This skill can no longer be activated while in mid-air.
- Unholy Feast: Instead of removing a boon, this skill now converts a boon to a condition on struck foes.
- Mark of Blood: This skill has been unsplit and now applies 2 stacks of bleeding for 8 seconds in all game modes.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Spite:
Minor:
- Reaper’s Might: Shroud skill 1 grants 1 stack of might for 15 seconds.
- Death’s Embrace: Increases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
- Siphoned Power: Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)
Adept:
- Spiteful Talisman: Reduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
- Spiteful Renewal: Striking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
- Bitter Chill: Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.
Master:
- Chill of Death: Cast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
- Rending Shroud: While in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
- Unholy Fervor: Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.
Grandmaster:
- Signets of Suffering: Reduces recharge of signet skills by 20%. Signets grant 3 stacks of might for 15 seconds on cast and convert up to 2 boons on affected foes to conditions.
- Close to Death: Damage you deal to foes below 50% health is increased by 20%.
- Spiteful Spirit: Entering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.
Curses:
Minor:
- Barbed Precision: Critical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
- Furious Demise: When you enter shroud, gain fury for 5 seconds.
- Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.
Adept:
- Terrifying Descent: When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%.
- Plague Sending: When you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
- Chilling Darkness: Blinding a foe inflicts chill on them for 2 seconds.
Master:
- Master of Corruption: Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
- Path of Corruption: Shroud skill 2 converts boons on struck foes to conditions.
- Terror: Causes fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.
Grandmaster:
- Weakening Shroud: Critical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
- Parasitic Contagion: You are healed for 10% of your outgoing condition damage.
- Lingering Curse: Gain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 100%.
(edited by Josh Davis.6015)