Game Update Notes - April 15, 2014

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

CC Danicia.1394

Community Coordinator

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April 15 Content Release Notes

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NEW FEATURES AND CONTENT

PvP Reward Tracks

  • Added a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.
  • To progress reward tracks, players need play PvP in a match that has progress enabled.
  • All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.
  • The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
    • Five Repeatable Region Tracks—Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
      • These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.
    • Eight Repeatable Dungeon Tracks—Ascalonian Catacombs, Caudecus’s Manor, Twilight Arbor, Sorrow’s Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
      • These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.
    • One Non-Repeatable Balthazar Back Item Track
      • This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.

PvP Gear Unification

  • All PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.
  • Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
    • All removed items will have their appearance unlocked in the account wardrobe.
  • Characters in PvP will use the same armor and weapons from PvE.
    • All items give zero attribute, rune, sigil, or infusion bonuses in PvP.
    • All items function as level 80 exotic-quality items.
    • Chest, leg, and boot armor still contribute to the total defense value.
    • All attribute values are consistent with the old system.
    • PvP gear now includes unique rune, sigil, and amulet slots.
  • Players now have access to a new build-editing UI.
    • While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
      • There is also a new hotkey option for the PvP Build panel in the Control Options menu.
  • PvP build components are no longer items but are chosen from a constantly available list of options.
    • Sigils are selected without having to apply them to weapons.
    • Runes are selected without having to apply them to armor.
      • Only one rune set may be chosen at a time, giving the full six-piece bonus.
  • Players can do a search for specific runes, sigils, amulets, and weapons.
    • Players can sort by category (attribute or sigil archetype).
    • Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.

PvP Ranks Updated

  • Changed the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.
  • This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.
  • Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.
  • With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they’ve initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.

PvP Map Updates

  • New Courtyard Map
    • This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.
    • This is a small map with no capture points.
    • This map will only be available for custom arena owners.
    • Players will be able to progress toward ranks and reward tracks in the Courtyard.
  • Removing Raid on the Capricorn
    • Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.

(edited by Moderator)

Game Update Notes - April 15, 2014

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Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Wardrobe

  • Armor and weapon skins can now be unlocked for account-wide use.
    • Skins are unlocked by using consumables, equipping items, salvaging equipment, destroying items in the player’s inventory, acquiring weapons and armor that are bound to the player’s account or character, or right-clicking on the equipment and account-binding it.
    • Items that have gone through skin progression, like legendary weapons or Spinal Blade back items, will unlock all the skins in their direct progression line (e.g., if players have Twilight, they will get access to both Twilight and Dusk across their account.)
    • Items that players own that have already been transmuted will unlock the appearance for the first (original) item used for stats and the last item used for appearance.
    • Skins are applied to equipment by clicking the Wardrobe button on the Equipment tab of the Hero panel. All unlocked skins available to the character are shown in the Hero panel and can be applied to the equipment the character is currently wearing for one transmutation charge per item changed.
    • Players can log in to each character on their account to unlock all skins bound to that character.
  • The Hero panel now includes more options for character customization and managing gear.
    • Use the Equipment section of the Equipment tab to manage gear that is currently equipped.
    • Use the Wardrobe section of the Equipment tab to manage the transmutation of currently equipped gear by selecting and applying skins that have been unlocked.
    • Use the Dyes section of the Equipment tab to see all dyes that have been unlocked and apply them to currently equipped items.
    • Changes in the Wardrobe section and the Dyes section can be committed at the same time, allowing players to preview the new look before applying any visual changes to their equipped gear.
    • Dyes can now be previewed on mouse hover and are not applied until confirmed.
  • Dyes are now account unlocks.
    • Each dye unlocked on a character will be unlocked for the player’s entire account the next time they log in with that character.
    • Duplicate dyes unlocked on multiple characters will be compensated by mailing the player an Unidentified Dye when the second character logs in.
    • Unidentified Dyes no longer drop as common loot from creatures in the world. They are still available as rewards and as a Mystic Forge result.
    • Dye packs can still be crafted by cooks.
    • The laurel cost of Unidentified Dyes has changed to 5 laurels for one dye.
    • Any four crafted dye packs can now be combined in the Mystic Forge to create an Unidentified Dye.
    • To account for the increased scarcity of Unidentified Dye, the Gift of Color recipe now only requires 100 Unidentified Dyes.
  • All armor and weapon skins are now stored in the Wardrobe Storage tab, which is part of the Account Vault in the bank.
    • Items can be sorted, filtered, and previewed directly from the Account Wardrobe tab.
    • All skins usable by the current character’s profession and race can also be seen by clicking the Wardrobe button on the Equipment tab of the Hero panel.

Transmutation Changes

  • The transmutation system has been replaced with the Wardrobe system. Transmuting items is now done via the Hero panel and applies an unlocked skin to the currently equipped item instead of combining two items into a new item.
  • Double-click Transmutation Crystals to convert them directly into Transmutation Charges.
  • Double-click Transmutation Stones to convert them into Transmutation Charges at a 3-to-1 ratio.
  • With the addition of the Wardrobe system and the removal of the PvP locker, players will receive one Transmutation Charge for every PvP rank they have achieved.

Outfits

  • Outfits are a new item type that allows players to set their character’s look without affecting their stats.
    • Outfits are full-body costumes that hide currently equipped armor.
    • Players can hide or show an outfit at any time in the Hero panel. This setting will remain set in any game area.
    • Players can hide or show the helmet of their outfit at any time in the Hero panel by clicking the checkbox on the helmet while the outfit is toggled on.
    • Each outfit has up to four dye channels to customize colors uniformly across the entire outfit.
    • Outfits are available in the Style category of the Black Lion Trading Company Gem Store.
  • Town clothes have been replaced by the wardrobe and outfits as a way to customize characters in and out of combat.
    • Players can visit a Black Lion Armor Trader in any major city to have their town clothes converted to items compatible with the new wardrobe.
    • Full outfits such as the Cook’s Outfit and Mad King’s Outfit are now outfits as described above.
    • Most hats have been converted to helmet skins usable by any class.
    • Toys have been converted to inventory items, which summon a bundle with all the same functionality as before.
    • Some single-piece town clothes that are no longer available have been converted to endless tonics that transform the player into a complete casual look, including that single piece of clothing.

Game Update Notes - April 15, 2014

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Posted by: CC Danicia.1394

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CC Danicia.1394

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World Boss Synchronization

  • Many world bosses are now synchronized to activate at the same time across all worlds and instances of the map they occur in.
  • The following low-level-zone world bosses will activate at 15 minutes and 45 minutes past the hour in this rotation:
    • Great Jungle Wurm (Caledon Forest)
    • Shadow Behemoth (Queensdale)
    • Svanir Shaman Chief (Wayfarer Foothills)
    • Fire Elemental (Metrica Province)
  • The following standard world bosses will activate on the hour and 30 minutes past the hour in this rotation:
    • The Shatterer (Blazeridge Steppes)
    • Modniir Ulgoth (Harathi Hinterlands)
    • Golem Mark II (Mount Maelstrom)
    • Claw of Jormag (Frostgorge Sound)
    • Admiral Taidha Covington (Bloodtide Coast)
    • Megadestroyer (Mount Maelstrom)
    • TBD / Space Reserved for Future Event
  • The following extra-hard world bosses will occur at specific times, interrupting the standard rotation:
    • Karka Queen (Southsun Cove)
      • 03:30 PDT
      • 09:00 PDT
      • 18:00 PDT
    • Tequatl the Sunless (Sparkfly Fen)
      • 04:30 PDT
      • 10:00 PDT
      • 19:00 PDT
    • Triple Trouble (Bloodtide Coast)
      • 05:30 PDT
      • 11:00 PDT
      • 20:00 PDT
  • The standard rotation and low-level rotation will reset every day at midnight (PDT).
  • To support this feature, most world bosses in these rotations have been modified in various ways.
    • Karka Queen
      • Once the boss is activated, players have fifteen minutes to lure out the Karka Queen by capturing all four settlements in the Island Control meta-event. If the timer expires, the Karka Queen will not emerge.
    • Claw of Jormag
      • Once the boss is activated, players have fifteen minutes to lure out the Claw of Jormag by completing all five corrupted crystal events. If the timer expires, the corrupted crystal events will fail, the Claw of Jormag will not land, and any remaining corrupted creatures will continue to inhabit the region.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • The Shatterer
      • Once the boss is activated, players have fifteen minutes to help Vigil and Sentinel forces prepare for their assault on the Shatterer. If the events are not completed when the timer expires, the Shatterer will not land.
      • The Shatterer’s regen crystals have grown larger and stronger. They are also spread farther apart, making it more difficult to stop the Shatterer from regenerating its health.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Admiral Taidha Covington
      • The Lion’s Arch Galleon will appear at Taidha’s base as soon as the boss is activated to draw fire from Taidha’s defenses.
      • If the Lion’s Arch Galleon is destroyed, the event fails, causing the Lionguard to retreat. Players can help the galleon survive by defeating Taidha’s cannoneers.
      • Once the north and south towers of Taidha’s base are destroyed, the galleon will begin bombarding the door. Players can assist the bombardment by carrying explosive kegs to the door.
      • If the door is destroyed, the event to kill Taidha will begin as normal.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Modniir Ulgoth
      • The Modniir Ulgoth will immediately appear near the War King’s Greatcamp once the boss is activated to rally his forces.
      • The Ulgoth is protected by his elemental magic until the Seraph advance their forces up to the Greatcamp and force the Ulgoth into battle.
      • If the players do not help the Seraph forces advance, the Ulgoth will declare victory and retire, causing the event to fail and the centaur forces to push back against the Seraph.
      • The Seraph will relentlessly assault the centaurs while the Modniir Ulgoth is present, giving the centaurs no time to counterattack (unless an assault fails).
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Megadestroyer
      • When the boss is activated, the volcano will become violently active, requiring the asuran geological specialists to intervene in order to prevent a catastrophic eruption.
      • Players will have twenty minutes to push the destroyers and Inquest back into the volcano’s core. If the timer expires, the volcano erupts.
      • The event to protect the asura and their technology while they quell the unstable volcano will now fail after ten minutes. If the timer expires, the volcano erupts.
      • If players fail the Megadestroyer event, the volcano still erupts.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Golem Mark II
      • Once the boss is activated, players must first complete the event to disable the containers before they release their toxins. The event to defeat the Inquest’s Golem Mark II will begin shortly after this event succeeds.
      • Several bugs causing the golem’s attacks to occur in the wrong position were fixed.
      • The golem’s attacks were changed to use more clearly visible AoE warning circles.
    • Shadow Behemoth
      • The Monastery Ale event chain will no longer block the Shadow Behemoth event and will fail instead if it is active when the Shadow Behemoth chain is activated.
      • Once the boss is activated, players have fifteen minutes to complete all four portal events in order to draw out the Shadow Behemoth.
      • A portal to the center of Godslost Swamp will appear at all three portal events that take place outside of the swamp once they are completed.
      • The Shadow Behemoth’s portal phase has grown stronger. Additional portals will have to be destroyed before the Shadow Behemoth becomes vulnerable again.
      • Fixed a bug that prevented the Shadow Behemoth from using all of its skills.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Fire Elemental
      • Once the boss is activated, the event to escort the C.L.E.A.N. 5000 golem while it absorbs clouds of chaos magic will begin immediately. Rooba will only wait five minutes for players to assist her, instead of forever.
      • Players have fifteen minutes to escort the C.L.E.A.N. 5000 golem to the end of its path before it becomes corrupted by chaos magic. If this timer expires or the Inquest captures the golem, the event will fail, causing the Inquest to reprogram the C.L.E.A.N. 5000 golem and have it return as a boss (instead of the Fire Elemental).
      • The event to destroy six piles of chaotic materials created by the reactor meltdown has become six individual events to destroy a single pile. This eliminates the undesirable effects of counting every player inside the reactor towards the scaling of each chaotic material encounter. All six of these events must be completed for the golem escort event to succeed.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Great Jungle Wurm (Caledon Forest)
      • The event to protect Gamarien as he scouts Wychmire Swamp is no longer part of the Great Jungle Wurm event chain, but it now occurs when the boss event chain is not active.
      • When activated, players have ten minutes to complete the four blighted swamp events in Wychmire Swamp. If the timer expires, the Great Jungle Wurm will not appear, and the blighted creatures will remain in the swamp.
      • A bug that prevented the Great Jungle Wurm’s poison cloud attacks from attacking the right areas has been fixed.
      • The poison cloud attacks will now spread more evenly and consistently.
      • The Great Jungle Wurm’s husk absorption phase has grown stronger. If players allow the wurm to absorb a husk, a significant portion of the wurm’s health will be regenerated.
      • A bug that prevented the Great Jungle Wurm from summoning minions has been fixed.
      • Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
    • Svanir Shaman Chief
      • Once the boss is activated, a message will appear in the meta-event UI indicating that a powerful Sons of Svanir Shaman has been spotted in the Maw. If the event chain that involves protecting Scholar Brogun as he investigates the grawl tribe is not active at this time, it will begin immediately.
      • Scholar Brogun will only wait five minutes for player assistance, instead of forever.
      • If Scholar Brogun dies and is not resurrected by a player for a total of five minutes, the event chain will fail.
      • If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak’s homestead without fighting the shaman.

(edited by Moderator)

Game Update Notes - April 15, 2014

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Posted by: CC Danicia.1394

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Guild World Events

  • Guilds may now utilize a consumable item to activate certain world bosses at any time up to an hour before the scheduled beginning of a world boss, provided that world boss is not already running.
  • The Guild World Event unlock has been added to the Guild Upgrade panel.
    • Prerequisite: Guild Challenges Unlock
    • Influence Cost: 50,000
    • Merit Cost: 100
    • Build Time: 1 week
  • The Guild World Event consumable has been added to the Guild Upgrade panel.
    • Prerequisite: Guild World Events Unlock
    • Influence Cost: 10,000
    • Merit Cost: 20
    • Build Time: 24 hours
    • Cooldown: 45 minutes
    • Max Storage: 3
  • The Guild World Event consumable must be used near a Guild World Event marker, which has been added near each of the following bosses:
    • Karka Queen (Steampipe Steading, Southsun Cove)
    • Tequatl the Sunless (Fabled Djannor, Sparkfly Fen)
    • Triple Trouble (Firth of Revanion, Bloodtide Coast)

Megaservers

  • This new system introduces an improved way to enjoy Tyria by restructuring the way worlds and players are organized.
  • Instead of overflow and home world maps, players will now simply end up in the map that makes the most sense for them, depending on their social environment (party, guild, home world, and more).
  • One of the most visible benefits is that players will have more players at their side to enjoy Guild Wars 2.
  • This new system will first be enabled in the Heart of the Mists and then progressively rolled out to the rest of the open world, starting with the less populated areas.
    • The order as well as the speed of the rollout may differ from what was previously announced in the original blog post, as we are adjusting our plans after further testing. It might continue to evolve during the process as we collect data and adjust accordingly.
  • For more information, please read the Megaserver blog post.

World vs. World

  • Account-bound WXP
    • Players will need to load into a map with every one of their characters to have their WXP added to their account total.
    • All characters have the same number of World Ability Points available to spend. Spending World Ability Points on one character doesn’t spend them on any other.
  • All spent World Ability Points have been refunded to all characters.
  • Getting from Rank 4 to 5 now requires 1,000 WXP instead of 2,000

(edited by CC Danicia.1394)

Game Update Notes - April 15, 2014

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BALANCE, BUG-FIXING, POLISH

World Polish

  • Triple Trouble
    • Fixed an issue that was unintentionally causing the Great Jungle Wurm event to scale erratically.
  • Boss chests in dungeons are now limited to once a day. Champion loot bags and dungeon tokens from the bosses themselves will not be limited in this way.
  • Event and champion rewards have been changed.
  • All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.
  • Updated the Defend the Pact Interrupter from Risen Attacks event in Cursed Shore to correctly track seven waves of attackers. Added a 10-minute fail timer to put the event in line with other temple hold events.
  • Reduced volcano event spawns in Mount Maelstrom to put them more in line with expected creature counts, specifically at max scaling.

General

  • Fixed a bug that caused the wrong gathering tool to be shown to other players.
  • Fixed a bug that caused the camera height to not change depending on the scale of the character.
  • Fixed a bug that prevented watched achievements from being automatically cleared after they were completed.
  • Fixed a bug that prevented the sort order for watched achievements from being saved between play sessions.
  • Fixed a bug that prevented the progress displayed in the Achievement panel from matching the selected sort order.
  • Fixed a bug that caused a jotun’s kick attack to force players to drop whatever bundle they were using.
  • The wallet information pop-up no longer displays for new characters.
  • Completing a renown heart now gives a reward splash instead of sending mail.
  • Various adjustments have been made to the splash notifications that appear in the bottom right of the screen to improve consistency and spacing.
  • Armor repair costs have been removed.
  • The guild upgrade that provided a discount to armor repair has been replaced with Disciplined Maneuvers, a buff that increases WXP gained by guild members for a time.
  • Some Mystic Forge recipes have been updated to provide a wider range of results.
  • Fixed a bug that caused magic find to be applied erroneously to some reward rolls.

Items

  • Fixed numerous bugs with underwater weapons using the wrong weapon skin.
  • Renamed numerous items to be more appropriate or to be more accurate.
  • Added many new armor and weapon icons.
  • The inherent dye properties of some armor pieces have been changed to match their wardrobe unlocks.
  • Ascended equipment will no longer be soulbound when equipped and will remain account bound.
  • Legendary weapons will now be account bound on equip instead of soulbound.
  • All existing ascended and legendary equipment that was soulbound is now account bound.
  • Fixed a bug that caused the Howler to endlessly loop its trumpet animation at night.
  • Exotic gear sold by Southsun Economists now has superior upgrades instead of major upgrades.

Ferocity and Critical Damage

Ferocity

Ferocity is a new stat added to the game. This stat will increase critical damage for each point acquired, similar to the way precision increases the character’s critical hit chance. All current items, food, upgrades, traits, and skills that previously provided critical damage have now been converted to providing the ferocity stat. In most cases, these stat values were set to the standard secondary stat value of the item’s level and rarity. At level 80, every 15 points of ferocity increases the critical damage by 1%. The downscaling for critical damage and ferocity has been improved to function similarly to how precision and critical hit are downscaled.

UI Updates

  • The ferocity stat will be listed next to the critical damage stat.
  • Critical damage will now display the character’s base critical damage as well the bonus provided from the ferocity stat.
    • Each character’s base critical hit damage is 150% of a normal hit.

Celestial Gear

  • Increased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.
  • Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended.

Sigils
Many sigils have been updated to be more consistent across the game. We’ve eliminated many of the hidden rules that were previously present and simplified how sigils are used. There have been several balance adjustments made, and a new category of sigil has been created.

General

  • Sigils of the same name no longer stack together. Example: Sigil of Bloodlust will no longer add bonus stacks if another Sigil of Bloodlust is equipped. Likewise, a Superior Sigil of Fire will not stack with a Superior, Major, or Minor Sigil of Fire to have increased fire activations.
  • Sigils no longer share the same cooldown. Example: Sigil of Fire no longer shares a cooldown with Sigil of Air.
  • Two-handed weapons can now have two sigils applied to them instead of one.

Weapon-Swap Sigils

  • Sigil of Renewal: This sigil’s healing effect now scales better with healing power at a rate of 40%, up from 10%. Fixed a bug that caused the sigil to have an incorrect radius at the minor and superior levels. Increased the radius of the superior version from 300 to 360. Reduced the cooldown of the minor sigil to 9 seconds from 30 seconds to be consistent with other on-swap functionalities.
  • Sigil of Doom: Rescaled the poison durations from 3, 4, and 5 seconds to 2, 4, and 6 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Geomancy: Damage has been reduced and normalized between all versions of the sigil, which is 25% of the superior sigil. Bleeding duration has been rescaled from 3, 5, and 7 seconds to 6, 8, and 10 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Intelligence: This sigil now grants the next three attacks 100% critical chance.
  • Sigil of Hydromancy: Chill duration has been rebalanced from 1, 2, and 3 seconds to 1, 1.5, and 2 seconds for the minor, major, and superior versions, respectively.

Attack-Activated Sigils

  • Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  • Sigil of Air: This sigil now has a 50% activation chance on critical hit. Rescaled the cooldown from 5, 5, and 5 seconds to 5, 4, and 3 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  • Sigil of Torment: This sigil now has a 50% activation chance on critical hit. Recharge has been reduced to 5 seconds. Torment duration has been reduced to 5 seconds (in an area).
  • Sigil of Ice: This sigil’s activation now occurs on hit instead of on critical hit.
  • Sigil of Blood: Rescaled the activation thresholds from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively. The damage portion of the siphoning effect now scales with power at a rate of 7.5%.
  • Sigil of Generosity: Fixed a bug that occasionally transferred a different condition than the one removed.
  • Sigil of Purity: This sigil’s activation now occurs on hit instead of on critical hit, and it will now only activate when the player has a condition on them.
  • Sigil of Nullification: This sigil now activates only if the target has a boon.
  • Sigil of Frailty: This sigil’s activation now occurs on hit instead of on critical hit. Rescaled the activation chance from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively.
  • Sigil of Rage: Reduced the cooldown from 45 seconds to 30 seconds. This sigil will no longer activate if the player already has quickness on them.
  • Sigil of Strength: Increased the activation chance from 10%, 20%, and 30% to 20%, 40%, 60% for the minor, major, and superior versions, respectively. Updated the description to include the cooldown (1 second).
  • Sigil of Water: This sigil’s activation now occurs on hit instead of on critical hit. Bonus from healing power has been increased by 50% while the base heal is reduced by 25 points (base activation at level 1 is now about 25 total health with no other attributes). Cooldown for this sigil has been rescaled from 10, 10, and 10 seconds to 10, 7, and 5 seconds for the minor, major, and superior versions, respectively.

Duration-Increase Sigils

  • Sigil of Agony: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Chilling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Debility: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Hobbling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Peril: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Smoldering: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Venom: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  • Sigil of Paralyzation: Stun duration has been increased from 5%, 10%, and 15% to 10%, 20%, and 30% for the minor, major, and superior versions, respectively.

Always-On Sigils

  • Sigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.
  • The following sigils no longer stack with themselves: Agony, Smoldering, Hobbling, Chilling, Venom, Peril, and Debility.
  • Sigil of Malice: This sigil has been rebalanced to 5%, 7%, and 10% condition duration for the minor, major, and superior versions, respectively.
  • Sigil of the Night: This sigil now grants its indicated bonus at all levels rather than a flat 10% for all minor, major, and superior versions.

On-Kill Sigils

  • Sigils that stack attributes will no longer stack with themselves.
  • Non-attribute stack-based sigils will now function with one another.
  • On-kill sigils now gain 5 stacks upon killing a player in all areas of the game.
  • On-kill sigils that stack attributes now have a unique shared buff icon.
  • Sigil of Conjuration: Renamed to Sigil of Celerity. This sigil now grants 3, 4, and 5 seconds of quickness at 25 stacks for the minor, major, and superior versions, respectively. This sigil now has its own unique buff icon.
  • Sigil of Sanctuary: This sigil has been renamed to Sigil of Benevolence.
  • Sigil of Benevolence: Gain a charge of .3%, .4%, and .5% additional healing effectiveness each time a foe is killed—five for an enemy player—for the minor, major, and superior versions, respectively. Max 25 stacks; ends on down.
  • Sigil of Demon Summoning: This sigil now activates at 25 stacks instead of 26. This sigil now has its own unique buff icon.
  • Sigil of Restoration: Increased the major sigil base healing by 33%. Increased the superior sigil base healing by 25%. This sigil now scales with healing power at a rate of 15%, up from 10%.
  • Sigil of Speed: Increased the swiftness duration from 5, 7, and 10 seconds to 10, 14, 20 seconds for the minor, major, and superior versions, respectively.
  • Sigil of Luck: Reworked the percentage chances so that all boons have a more equal chance to activate. Added stability to the list (3 seconds). Increased the duration of might from 5 seconds to 15 seconds. Increased the fury duration from 5 seconds to 8 seconds. Chance to activate on kill rescaled from 30%, 40%, and 50% to 25%, 50%, and 75% for the minor, major, and superior versions, respectively.

(edited by CC Danicia.1394)

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

Previous

CC Danicia.1394

Community Coordinator

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Runes
All rune sets have been reworked and rebalanced. The bonuses have been updated to be much more consistent for each bonus slot. A lot of the power on each rune set has been shifted toward the later bonus slots to promote wearing a full set of runes. Below is the list of the superior version of every rune set, as they were all changed. Please note the following about major and minor runes:

  • All major runes have 60% of the stats and proc chances of the superior version of the rune.
  • All minor runes have 40% of the stats and proc chances of the superior version of the rune.

Power Runes

Superior Rune of the Mad King

  • +25 Power
  • +5% Condition Duration
  • +50 Power
  • +15% Bleeding Duration
  • +100 Power
  • +20% Bleeding Duration; summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45 seconds)

Superior Rune of the Baelfire

  • +25 Power
  • +10% Burning Duration
  • +50 Power
  • 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  • +100 Power
  • +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
    • Increased the radius to 240.
    • Increased the damage by 100%.

Superior Rune of the Centaur

  • +25 Power
  • +10% Swiftness Duration
  • +50 Power
  • -50% Incoming Cripple Duration
  • +100 Power
  • +20% Swiftness Duration; when a healing skill is used, the player and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10 seconds)

Superior Rune of the Citadel

  • +25 Power
  • +10% Fury Duration
  • +50 Power
  • 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  • +100 Power
  • +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)

Superior Rune of the Elementalist

  • +25 Power
  • +35 Condition Damage
  • +50 Power
  • +65 Condition Damage
  • +100 Power
  • +20% Burning Duration; +20% Chill Duration.

Superior Rune of the Fighter

  • +25 Power
  • +35 Toughness
  • +50 Power
  • +65 Toughness
  • +100 Power
  • When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Superior Rune of the Fire

  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)

Superior Rune of Hoelbrak

  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Might Duration; -20% Condition Duration applied to you.

Superior Rune of the Mesmer

  • +25 Power
  • +35 Precision
  • +50 Power
  • +65 Precision
  • +100 Power
  • +33% Daze Duration

Superior Rune of the Ogre

  • +25 Power
  • +35 Ferocity
  • +50 Power
  • 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  • +100 Power
  • +4% Damage

Superior Rune of the Pack

  • +25 Power
  • +10% Swiftness Duration
  • +50 Power
  • 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  • +100 Power
  • +20% Swiftness Duration; +125 Precision

Superior Rune of the Privateer

  • +25 Power
  • +10% Might Duration
  • +50 Power
  • 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  • +100 Power
  • 50% chance to summon a parrot. (Cooldown: 60 seconds)

Superior Rune of the Scholar

  • +25 Power
  • +35 Ferocity
  • +50 Power
  • +65 Ferocity
  • +100 Power
  • +10% damage while your health is above 90%.

Superior Rune of Strength

  • +25 power
  • +10% Might Duration
  • +50 Power
  • +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  • +100 Power
  • +20% Might Duration; +7% damage while under the effects of might.

Superior Rune of Vampirism

  • +25 Power
  • 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  • +50 Power
  • After using a healing skill, your next attack steals health.
  • +100 Power
  • When struck below 20% health, you become mist. (Cooldown: 60 seconds)

Precision Runes

Superior Rune of Lyssa

  • +25 Precision
  • +5% Condition Duration
  • +50 Precision
  • When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  • +100 Precision
  • When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Superior Rune of the Eagle

  • +25 Precision
  • +35 Ferocity
  • +50 Precision
  • +65 Ferocity
  • +100 Precision
  • +6% damage against targets with less than 50% health.

Superior Rune of the Ranger

  • +25 Precision
  • +35 Ferocity
  • +50 Precision
  • +65 Ferocity
  • +100 Precision
  • +7% damage while you have an active companion.

Superior Rune of the Rata Sum

  • +25 Precision
  • +10% Poison Duration
  • +50 Precision
  • +15% Weakness Duration
  • +100 Precision
  • +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)

Superior Rune of the Thief

  • +25 Precision
  • +35 Condition Damage
  • +50 Precision
  • +65 Condition Damage
  • +100 Precision
  • When striking a foe from behind or the side, gain +10% damage.

Toughness Runes

Superior Rune of the Dolyak

  • +25 Toughness
  • +35 Vitality
  • +50 Toughness
  • +65 Vitality
  • +100 Toughness
  • Regenerate health every second.
    • This bonus is no longer a static amount. It will scale based on a character’s level, as well as scale slightly with the healing power stat.

Superior Rune of the Earth

  • +25 Toughness
  • +10% Protection Duration
  • +50 Toughness
  • 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  • +100 Toughness
  • +20% Protection Duration; when struck below 20% health, you gain a magnetic aura for 5 seconds. (Cooldown: 90 seconds)

Superior Rune of the Engineer

  • +25 Toughness
  • +35 Condition Damage
  • +50 Toughness
  • +65 Condition Damage
  • +100 Toughness
  • While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items, gain +7% damage.

Superior Rune of the Forgeman

  • +25 Toughness
  • +10% Burning Duration
  • +50 Toughness
  • +15% Protection Duration
  • +100 Toughness
  • When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)

Superior Rune of the Guardian

  • +25 Toughness
  • +35 Healing
  • +50 Toughness
  • +65 Healing
  • +100 Toughness
  • When you block a foe’s attack, burn that foe for 1 second.

Superior Rune of Melandru

  • +25 Toughness
  • +35 Vitality
  • +50 Toughness
  • -10% Incoming Condition Duration; -10% Incoming Stun Duration
  • +100 Toughness
  • -15% Incoming Condition Duration; -15% Incoming Stun Duration

Superior Rune of Mercy

  • +25 Toughness
  • Gain up to 400 toughness while reviving an ally, based on your level.
  • +50 Toughness
  • You resurrect allies with 30% more health.
  • +100 Toughness
  • You revive allied players 20% faster.

Superior Rune of Svanir

  • +25 Toughness
  • +10% Chill Duration
  • +50 Toughness
  • -50% Incoming Chill Duration
  • +100 Toughness
  • +20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)

Superior Rune of Resistance

  • +25 Toughness
  • -5% Incoming Condition Duration
  • +50 Toughness
  • -10% Incoming Condition Duration
  • +100 Toughness
  • When you activate a signet skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)

Vitality Runes

Superior Rune of Exuberance

  • +25 Vitality
  • 3% of vitality is converted to healing power.
  • +50 Vitality
  • 5% of vitality is converted to precision.
  • +100 Vitality
  • 7% of vitality is converted to power.

Superior Rune of the Ice

  • +25 Vitality
  • +10% Chill Duration
  • +50 Vitality
  • 25% chance when struck to cause an ice nova. (Cooldown: 30 seconds)
  • +100 Vitality
  • +20% Chill Duration; +7% damage against chilled foes.

Superior Rune of the Lich

  • +25 Vitality
  • +5% Condition Duration
  • +50 Vitality
  • +10% Condition Duration
  • +100 Vitality
  • 50% chance when struck to summon a jagged horror. (Cooldown: 60 seconds)

Superior Rune of Sanctuary

  • +25 Vitality
  • +5% Boon Duration
  • +50 Vitality
  • 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  • +100 vitality
  • When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)

Superior Rune of the Trooper

  • +25 Vitality
  • +35 Toughness
  • +50 Vitality
  • +65 Toughness
  • +100 Vitality
  • Shouts remove a condition from each affected ally.

Superior Rune of Speed

  • +25 Vitality
  • +10% Swiftness Duration
  • +50 Vitality
  • 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  • +100 Vitality
  • +20% Swiftness Duration; +25% Movement Speed

Superior Rune of the Warrior

  • +25 Vitality
  • +35 Power
  • +50 Vitality
  • +65 Power
  • +100 Vitality
  • -20% recharge on weapon swap.

Superior Rune of the Wurm

  • +25 Vitality
  • +35 Ferocity
  • +50 Vitality
  • +65 Ferocity
  • +100 Vitality
  • 7% of vitality is converted to ferocity.

Ferocity Runes

Superior Rune of the Air

  • +25 Ferocity
  • +10% Swiftness Duration
  • +50 Ferocity
  • When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  • +100 Ferocity
  • +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)

Superior Rune of the Golemancer

  • +25 Ferocity
  • +35 Precision
  • +50 Ferocity
  • +65 Precision
  • +100 Ferocity
  • 50% chance when struck to summon a golem. (Cooldown: 90 seconds)

Superior Rune of Rage

  • +25 Ferocity
  • +10% Fury Duration
  • +50 Ferocity
  • 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  • +100 Ferocity
  • +20% Fury Duration; while under the effects of fury, gain +5% damage.

Condition Damage Runes

Superior Rune of Balthazar

  • +25 Condition Damage
  • +10% Burning Duration
  • +50 Condition Damage
  • +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  • +100 Condition Damage
  • +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)

Superior Rune of the Undead

  • +25 Condition Damage
  • +35 Toughness
  • +50 Condition Damage
  • +65 Toughness
  • +100 Condition Damage
  • 7% of toughness is converted to condition damage.

Superior Rune of Tormenting

  • +25 Condition Damage
  • +10% Torment Duration
  • +50 Condition Damage
  • +15% Torment Duration
  • +100 Condition Damage
  • +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)

Superior Rune of the Sunless

  • +25 Condition Damage
  • -5% Incoming Condition Duration
  • +50 Condition Damage
  • -10% Incoming Condition Duration
  • +100 Condition Damage
  • When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)

Superior Rune of Scavenging

  • +25 Condition Damage
  • 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  • +50 Condition Damage
  • After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  • +100 Condition Damage
  • 7% of vitality is converted to condition damage.

Superior Rune of Perplexity

  • +25 Condition Damage
  • +10% Confusion Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  • +100 Condition Damage
  • +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Superior Rune of Orr

  • +25 Condition Damage
  • +10% Poison Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds)
  • +100 Condition Damage
  • +20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)

Superior Rune of the Aristocracy

  • +25 Condition Damage
  • +10% Might Duration
  • +50 Condition Damage
  • +15% Might Duration
  • +100 Condition Damage
  • +20% Might Duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Superior Rune of the Nightmare

  • +25 Condition Damage
  • +5% Condition Duration
  • +50 Condition Damage
  • +10% Condition Duration
  • +100 Condition Damage
  • 50% chance when struck to inflict fear for 2 seconds. (Cooldown: 90 seconds)

Superior Rune of the Necromancer

  • +25 Condition Damage
  • +35 Vitality
  • +50 Condition Damage
  • +65 Vitality
  • +100 Condition Damage
  • +20% Fear Duration

Superior Rune of the Krait

  • +25 Condition Damage
  • +10% Bleeding Duration
  • +50 Condition Damage
  • +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  • +100 Condition Damage
  • +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)

Superior Rune of Grenth

  • +25 Condition Damage
  • +10% Chill Duration
  • +50 Condition Damage
  • 25% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds)
  • +100 Condition Damage
  • +20% Chill Duration; when you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10 seconds)

Superior Rune of the Afflicted

  • +25 Condition Damage
  • +10% Bleeding Duration
  • +50 Condition Damage
  • +15% Poison Duration
  • +100 Condition Damage
  • +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)

Superior Rune of the Adventurer

  • +25 Condition Damage
  • +35 Power
  • +50 Condition Damage
  • +65 Power
  • +100 Condition Damage
  • When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)

Healing Power Runes

Superior Rune of Dwayna

  • +25 Healing
  • +10% Regeneration Duration
  • +50 Healing
  • 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  • +100 Healing
  • +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)

Superior Rune of the Flock

  • +25 Healing
  • 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  • +50 Healing
  • When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  • +100 Healing
  • When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Superior Rune of the Grove

  • +25 Healing
  • +10% Protection Duration
  • +50 Healing
  • 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  • +100 Healing
  • +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)

Superior Rune of the Monk

  • +25 Healing
  • +5% Boon Duration
  • +50 Healing
  • +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  • +100 Healing
  • +10% outgoing heal effectiveness to allies.

Superior Rune of the Water

  • +25 Healing
  • +5% Boon Duration
  • +50 Healing
  • 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  • +100 Healing
  • +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)

Superior Rune of Altruism

  • +25 Healing
  • When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  • +50 Healing
  • +10% Boon Duration
  • +100 Healing
  • When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)

Non-primary Stat Runes

Superior Rune of Divinity

  • +8 to all stats
  • +10 to all stats
  • +12 to all stats
  • +14 to all stats
  • +16 to all stats
  • +18 to all stats

Superior Rune of Infiltration

  • +2% damage against foes with less than 50% health.
  • +35 Precision
  • +4% damage against foes with less than 50% health.
  • +65 Precision
  • +6% damage against foes with less than 50% health.
  • When struck below 20% health, cloak for 4 seconds. (Cooldown: 60 seconds)

Superior Rune of the Traveler

  • +8 to all stats
  • +5% Boon Duration
  • +12 to all stats
  • +10% Boon Duration; +10% Condition Duration
  • +16 to all stats
  • +25% Movement Speed

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

Previous

CC Danicia.1394

Community Coordinator

Next

Profession Updates

Trait System

Changes have been made to the following portions of the trait system: acquisition of specific traits, refunding of traits, and trait tier unlock levels.

Unlocking Trait Tiers

  • Adept trait tier will now unlock at level 30.
  • Master trait tier will now unlock at level 60.
  • Grandmaster trait tier will now unlock at level 80.

Acquiring Trait Points
Trait points have been condensed into 14 points (down from 70), each of which is equivalent to the value of 5 old trait points. This means that instead of granting 10 points of each trait-line-specific stat, each trait point will provide 50 points of the trait-line-specific stats. These will be distributed in the following manner:

  • Level 30—1 Trait Point
  • Level 36—1 Trait Point
  • Level 42—1 Trait Point
  • Level 48—1 Trait Point
  • Level 54—1 Trait Point
  • Level 60—1 Trait Point
  • Level 66—2 Trait Points
  • Level 72—2 Trait Points
  • Level 78—2 Trait Points
  • Level 80—2 Trait Points

Balancing Creature Stats

Creatures in the level range of 11-79 have had their stats adjusted to account for the player obtaining traits and stats from trait lines later on in the leveling process.

Unlocking Traits

  • Traits will now be locked by default and will require the player to unlock them via Trait Guides.
  • All previously created characters will be grandfathered into the current system, which will unlock traits I-XII.
  • Any newly created characters will start out with locked traits.
  • Any new traits added to the game will be locked.

Trait Guides can be found in a multitude of different content throughout the world.

  • Story dungeons
  • Mini dungeons
  • World vs. World
  • Personal story
  • Map completion
  • Specific bosses

Trait Guides can also be purchased from profession trainers in capital cities or the Heart of the Mists at the following prices:

  • Adept tier Trait Guides:
    • 10 silver and 2 skill points
  • Master tier Trait Guides:
    • 50 silver and 5 skill points
  • Current Grandmaster tier Trait Guides:
    • 1 gold, 50 silver, and 10 skill points
  • New Grandmaster tier Trait Guides:
    • 3 gold and 20 skill points

Refunding Traits

  • The Refund Traits button, which was previously only seen in the PvP areas of the game, has become game-wide. Refunding traits is free.
  • A player can refund their traits anytime they are not in combat or a competitive PvP match.
  • A minus button has been added directly below the plus button on each trait line to allow players to refund a single point out of a line at a time.

New Profession Traits

Elementalist
Fire

  • Blinding Ashes: Blind foes for 4 seconds when you burn them. (Cooldown: 5 seconds)

Air

  • Lightning Rod: Interrupting an enemy causes them to be struck by a lightning bolt that damages them and leaves them weakened for 4 seconds.

Earth

  • Stone Heart: You cannot be critically hit while attuned to earth.

Water

  • Aquatic Benevolence: Healing done to allies (not self) is increased by 25%.

Arcane

  • Elemental Contingency: Gain a boon when you are struck, based on your current attunement. (Cooldown: 10 seconds) The base durations of these boons are as follows:
    • Fire: 3.5 seconds of retaliation
    • Air: 5 seconds of fury
    • Earth: 2.5 seconds of protection
    • Water: 3 seconds of vigor

Engineer
Explosives

  • Synaptic Overload: Gain 3 seconds of quickness when you knock back or launch a foe. (Cooldown: 20 seconds)

Firearms

  • Bunker Down: Create a proximity mine at your location when you critically hit with an attack. Mines have a 10-second duration and a 2-second cooldown.

Inventions

  • Fortified Turrets: Your turrets are surrounded by a reflective shield when created. The shield has a 4-second duration, which is canceled if the turret is picked up or destroyed.

Alchemy

  • Experimental Turrets: Turrets apply boons to allies around them in a 600 radius every 10 seconds.
    • Thumper Turret: 3 seconds of protection
    • Net Turret: 10 seconds of swiftness
    • Rifle Turret: 5 seconds of fury
    • Healing Turret: 3 seconds of vigor
    • Rocket Turret: 3 seconds of retaliation
    • Flame Turret: 3 stacks of might for 10 seconds

Tools

  • Gadgeteer: Gadgets grant additional boons upon use. Boons vary based on the gadget being used.
    • A.E.D.: 3 seconds of retaliation
    • Personal Battering Ram: 5 seconds of fury
    • Rocket Boots: 4 seconds of vigor
    • Slick Shoes: 8 seconds of regeneration
    • Throw Mine: 6 seconds of aegis
    • Utility Goggles: 5 stacks of might for 8 seconds

Guardian
Zeal

  • Amplified Wrath: Burning damage is increased by 33%.

Radiance

  • Radiant Retaliation: Retaliation damage scales from condition damage instead of power.

Valor

  • Communal Defenses: Grant 5 seconds of aegis to allies in a 360 range when you block an attack.

Honor

  • Force of Will: Gain up to 300 vitality, based on your level.
    Virtues
  • Purity of Body: Virtue of Resolve’s passive effects increase endurance regeneration by 15%.

Mesmer
Domination

  • Power Block: Enemy skills that you interrupt have an increased cooldown of 10 seconds.

Dueling

  • Triumphant Distortion: Gain 3 seconds of distortion upon killing an enemy.

Chaos

  • Bountiful Disillusionment: Gain boons each time a shatter skill is used.
    • Mind Wrack: 3 seconds of retaliation
    • Cry of Frustration: 3 stacks of might for 15 seconds
    • Diversion: 5 seconds of fury
    • Distortion: 8 seconds of regeneration

Inspiration

  • Disruptor’s Sustainment: Gain 1000 healing power for 5 seconds upon interrupting an enemy.

Illusions

  • Maim the Disillusioned: Enemies hit by shatter skills are inflicted with torment.

    Necromancer
    Spite
  • Parasitic Contagion: 5% of the damage dealt by your conditions heals you. (This is not affected by healing power.)

Curses

  • Path of Corruption: Dark Path now additionally converts 2 boons into conditions.

Death Magic

  • Unholy Sanctuary: Regenerate health while you are in death shroud.

Blood Magic

  • Unholy Martyr: Draw 1 condition from allies every 3 seconds while in death shroud, gaining 5% life force each time a condition is drawn.

Soul Reaping

  • Renewing Blast: Life Blast heals allies that it passes through.

Thief
Deadly Arts

  • Revealed Training: Gain up to 200 extra power when striking an enemy from stealth, based on your level.

Critical Strikes

  • Invigorating Precision: You are healed for 5% of outgoing critical strike damage.

Shadow Arts

  • Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 50%.

Acrobatics

  • Assassin’s Equilibrium: Gain 1.25 seconds of stability when striking an enemy from stealth.

Trickery

  • Bewildering Ambush: Stealing also applies 5 stacks of confusion for 5.25 seconds.

Ranger
Marksmanship

  • Read the Wind: Longbow and harpoon gun projectile velocity is increased by 100%.

Skirmishing

  • Strider’s Defense: You have a 15% chance to block ranged attacks while engaged in melee combat.

Wilderness Survival

  • Poison Master: When swapping pets, your pet’s first attack will inflict poison. Poison you apply deals 50% extra damage.

Nature Magic

  • Survival of the Fittest: Remove two conditions and gain fury when using a survival skill.

Beast Mastery

  • Invigorating Bond: Your pet heals allies in an area when executing command abilities.

Warrior
Strength

  • Burst Precision: Burst skills have a 100% chance to critically hit.

Arms

  • Dual Wield Agility: Your attack speed is increased by 10% when wielding a sword, axe, or mace in your offhand.

Defense

  • Rousing Resilience: Gain up to 1000 toughness when you break out of a stun, based on your level.

Tactics

  • Phalanx Strength: When you grant yourself might, you grant 6 seconds of might to nearby allies as well.

Discipline

  • Brawler’s Recovery: Removes 1 stack of blindness when you swap weapons.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

Previous

CC Danicia.1394

Community Coordinator

Next

BALANCE AND BUG-FIXING
General

  • Fear: This condition now functions as an interrupt and will trigger on interrupt functionalities.
  • Player bundles (kits, conjured weapons, banners, etc.) will now scale damage based on the rarity of the player’s equipped weapon.
  • Jezza’s Flamethrower:
    • Red Button: Fixed a bug that caused the AoE on this skill to be centered on the player’s target instead of on the player. Reduced the damage of this skill by 70%. Added a 20-second recharge.
  • Underwater Net:
    • Throw Net: Added a 20-second recharge to this skill.
  • Mine Kit: Updated the skill facts for this bundle to display the correct damage and radius.
  • Fixed an issue that prevented attributes from scaling correctly when the player’s sidekick level changed within a zone.
  • Fixed an issue in which some projectiles wouldn’t respect reflection and blocking bubbles. An example of this is the guardian’s Orb of Wrath.
  • Non-targetable entities that cannot be damaged are no longer able to serve as valid attack targets.
  • Fixed several server-side bugs that will help reduce skill lag in combat.
  • Fixed an issue in which players would occasionally be unable to move if resurrected immediately after being downed.
  • PvP rank achievements now use the account’s total accumulated rank points instead of personal score.
  • The PvP rank medal on the Character Select screen now matches the in-game rank.
    • Removed player rank from the PvP scoreboard at the end of the match.

Racial Skills
Human

  • Prayer to Lyssa: Reworked the percentage chances so that all boons have a more equal chance to activate. Added 3 seconds of stability. Increased duration of might from 5 to 15 seconds. Fury duration increased from 5 to 8 seconds.

Asura

  • Radiation Field: Added strike damage and unblockable skill facts.
  • Elite Power Suit:
    • Gatling Fists: Added a strike damage skill fact.
    • Power Suit Buff: Added a time left counter.

Norn

  • Become the Wolf:
    • Howl: Added a skill fact for number of targets: 10.
  • Call Owl: Changed the way this skill’s targeting works in order to make it more intuitive.

Sylvari

  • Healing Seed: Updated the hit box of the turret to better reflect the turret’s appearance.
  • Seed Turret: Updated the hit box of the turret to better reflect the turret’s appearance.
  • Grasping Vines: Updated the hit box of the vines to better reflect the turret’s appearance.

Professions
Elementalist

  • Burning Speed: This skill now evades attacks.
  • Frozen Burst: This skill is now a blast finisher.
  • Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.
  • Arcane Shield: Reduced the maximum number of targets on the blast to 5. Fixed a bug that caused the skill to not deal damage when underwater.
  • Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.
  • Armor of Earth: Reduced the recharge from 90 seconds to 75 seconds.
  • Fiery Greatsword:
    • Conjure Fiery Greatsword: Added a skill fact for number of targets: 3.
    • Fiery Rush: This skill now aborts if Shadowstep or Teleport is used.
    • Fiery Eruption: Added a skill fact for number of targets: 10.
    • Firestorm: Added a skill fact for number of targets: 10.
  • Cleansing Water: This trait no longer has an internal cooldown while in PvP.
  • Static Field: Fixed a bug that allowed players to block the lightning field.
  • Tempest Defense: Fixed a bug that prevented this trait from activating when an elementalist was hit by basilisk venom.
  • Glyph of Elemental Power: Added a skill fact to indicate the recharge when the skill triggers its effect.
  • Tornado: Fixed a bug that caused the area effect ring to persist if the player exited the skill early.
  • Ice Spike: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  • Dragon’s Tooth: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  • Eruption: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  • Earth Shield:
    • Magnetic Shield: Added a skill fact for number of targets: 3.
  • Flamewall: Increased the number of targets from 4 to 5. Added a skill fact for number of targets: 5.
  • Lava Font: Added a skill fact for radius: 120.
  • Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.
  • Lightning Cage: Added an unblockable skill fact.
  • Lightning Hammer:
    • Lightning Storm: Added a skill fact for number of impacts. Updated the description of this skill to be more accurate.
  • Cleansing Wave: Updated the skill fact for number of targets to display the correct number of targets.
  • Ice Globe: Fixed a bug in which this skill’s explosion could only hit a single target. Added a skill fact for number of targets: 5.
  • Signet of Fire: Added a precision increase skill fact.
  • Signet of Earth: Added a toughness increase skill fact.
  • Signet of Air: Added a movement speed increase skill fact.
  • Signet of Water: Added a conditions cured skill fact.

Engineer

  • Engineer Turrets: Fixed a bug causing all turrets to shoot slower than intended. Fixed a bug causing all turrets to have a larger hit box than intended.
  • Deployable Turrets:
    • Fixed a bug in which engineers could activate overcharge skills before a turret finished deploying, wasting the skill and placing it on cooldown.
    • Fixed a bug in which engineers could blow up their turrets before they finished deploying, dealing damage without destroying the turret.
    • Fixed a bug in which turrets created with this trait were not benefitting from Rifled Turret Barrels.
  • Automatic Fire:
    • Fixed a bug in which overcharging a turret with this skill would not increase its rate of fire.
    • Updated the skill description to better communicate the skill’s effects.
  • Electrified Net: Removed an incorrect skill fact for rate of fire increase.
  • Net Turret: Reduced the cooldown on this turret’s basic attack from 13 seconds to 10 seconds. Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
  • Rocket Turret: Changed this turret to allow it to benefit from traits that improve explosives.
  • Explosive Rockets: Updated the duration skill fact to correctly display 4 seconds.
  • Slick Shoes:
    • Fixed a bug that caused this skill to have a 30% reduced recharge when traited with Speedy Gadgets.
    • Added an unblockable skill fact.
    • Updated the oil slick skill fact to display the correct duration.
  • Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.
  • Box of Nails: Reduced the cast time from 1 second to .75 seconds. Added an unblockable skill fact.
  • Box of Piranhas: Reduced the cast time from 1 second to .75 seconds.
  • A.E.D.: Reduced the cast time from 1 second to .75 seconds.
  • Automated Response: The health threshold of this trait has been increased from 25% to 33%. Condition duration reduction has been reduced from 100% to 50%.
  • Rocket: Changed this skill to allow it to benefit from traits that enhance explosive attacks.
  • Timed Charge: Changed this skill to allow it to benefit from traits that enhance explosive attacks.
  • Autodefense Bomb Dispenser: Fixed a bug that caused the smoke field from this skill to be visually displayed before it took effect.
  • Grenade Kit:
    • Fixed a bug that caused grenades to explode twice before being destroyed when used under water.
    • Added a skill fact for number of grenades to all grenade skills.
    • Fixed a bug that sometimes prevented grenades from having any effect if they directly hit certain destructible structures.
    • Updated the description of this skill to be more accurate.
  • Blowtorch: Added a skill fact for distance scaling.
  • Blunderbuss: Added a skill fact for distance scaling.
  • Fire Bomb: Added a skill fact for number of pulses.
  • Smoke Bomb: Added a skill fact for number of pulses.
  • Magnet: Added an unblockable skill fact.
  • Mortar: Added a stability skill fact. Fixed a bug that prevented mortar shots from having any effect if they directly hit certain destructible structures.
  • Mine Field:
    • Added a vulnerability skill fact when the player has the Steel-Packed Powder trait.
    • Fixed a bug that prevented trait points in the Tools line from lowering the cooldown of this skill. Added a skill fact to indicate boon removal.
  • Throw Mine: Added a vulnerability skill fact when the player has the Steel-Packed Powder trait. Updated the size of the ground-targeting reticle to match the size of the explosion.
  • Toss Elixir R: Updated the underwater skill facts to display correctly. Added a skill fact for conditions removed: 1.
  • Toss Elixir C: Added a radius skill fact. Updated the skill fact to display the correct number of conditions converted into boons. Updated the description of this skill to be more accurate.
  • Toss Elixir S: Removed the chance to gain stability when using this skill under water, making the underwater functionality of this skill the same as the above-water functionality.
  • Throw Napalm: Added a skill fact for combo field: fire.
  • Acid Bomb:
    • Added a skill fact for jump distance: 550.
    • Removed a duplicate strike damage skill fact.
  • Homing Torpedo: Added a radius skill fact.
  • Throw Junk: Updated the damage skill fact to scale with the Always Prepared trait.
  • Grappling Line: Updated the damage skill fact to scale with the Always Prepared trait.
  • Booby Trap: Updated the damage skill fact to scale with the Always Prepared trait.
  • Reserve Mines: Added a fact to indicate this trait’s boon removal functionality.
  • Elixir S: Fixed a bug that caused the skill facts to be displayed incorrectly when traited with Fast-Acting Elixirs.
  • Elixir X: Fixed a bug in which players would remain in plague or rampage form after entering or exiting water.
  • Steel-Packed Powder: Fixed a bug that would add a skill fact for vulnerability to thrown elixir skills when players did not have the Acidic Elixirs trait.
  • Drop Antidote: Added a skill fact for number of conditions removed: 1. Updated the description of this skill to be more accurate.
  • Toss Elixir:
    • Fixed a bug that would prevent these skills from having any effect when thrown against certain destructible structures.
    • Fixed a bug that caused the above water and underwater versions of these skills to have separate cooldowns.
  • Explosive Shot: Renamed this skill to Fragmentation Shot to clarify that this skill is not affected by traits that enhance explosions.

Guardian

  • Searing Flames: This trait now activates only if the target has a boon on them.
  • Vigorous Precision: Increased the recharge from 5 seconds to 10 seconds.
  • Healing Breeze: This skill has been rescaled so that the guardian receives 50% of the heal up front, and the remaining healing is distributed over 5 ticks to the caster and up to 5 allies in the cone’s radius.
  • Litany of Wrath: Reduced the cast time from 1 second to .75 seconds.
  • Zealot’s Flame: Updated the skill fact to correctly display the burning duration. Fixed a bug that caused burning to be applied twice when activated.
  • Sanctuary: Updated the skill fact to display the correct healing amount.
  • Hallowed Ground: Updated the skill fact to better communicate how the skill works.
  • Merciful Intervention: Added a radius skill fact.
  • Shield of the Avenger: Updated the skill description to better communicate the skill’s effects.
  • Smite Condition: Fixed a bug that caused this skill to occasionally damage enemies outside of its radius.

Mesmer

  • Illusions X—Phantasmal Haste: Fixed a bug that caused the illusions created by Illusionary Mariner, Phantasmal Berserker, Phantasmal Swordsman, and Phantasmal Warden to be unaffected by this trait.
  • Phantasmal Warden: Fixed a bug that caused this skill to go on cooldown without being cast. Fixed an issue in which the warden would be in range of an enemy but not begin attacking.
  • Masterful Reflection: Fixed a bug that prevented the player from gaining reflection when they gained distortion from activating signets.
  • The Prestige: Fixed a bug causing the radius on the blind condition to be smaller than intended.
  • Time Warp: Fixed a bug that caused the skill to enter cooldown twice.
  • Critical Infusion: Increased the recharge from 5 seconds to 10 seconds.
  • Halting Strike: Fixed a bug that occasionally caused this trait to instantly kill targets.
  • Illusion of Drowning: Changed the skill from multi-hit to single-hit, increasing damage to compensate. Updated the skill fact to reflect this.
  • Illusion of Life:
    • Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
    • Fixed a bug in which the skill would count the player as one of the max targets.
    • Added a skill fact for number of targets: 3.
  • Arcane Thievery: Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
  • Illusionary Mariner: Added a skill fact for number of hits.
  • Mind Spike: Updated the skill facts to correctly display the number of boons removed: 1.
  • Phantasmal Disenchanter: Added skills facts for boons removed and conditions removed. Added a skill fact for number of bounces: 5.
  • Portal Entre/Exeunt: Added a range threshold skill fact.

Necromancer

  • Reanimator: This trait has been merged into Death Nova.
  • New Adept Minor Trait—Armored Shroud: Gain bonus toughness while in death shroud.
  • Protection of the Horde: This trait has been merged into Flesh of the Master.
  • New Master Minor Trait—Soul Comprehension: Increases the passive life force generation from nearby deaths.
  • Plague Signet: The activation of this signet will now transfer blind, instead of causing the skill to miss.
  • Reaper’s Touch: This skill no longer uses a longer casting animation when traited with Spiteful Talisman. Updated the skill fact to indicate the correct regeneration duration (5 seconds).
  • Vampiric Master: Reduced the effectiveness of this trait by 10%. The healing portion of this trait will now scale with the necromancer’s healing power stat.
  • Reaper’s Mark: This skill no longer has a reduced cast time when traited with Greater Marks.
  • Death Shroud: Fixed a bug that caused necromancer skills to be locked for 1 second after exiting death shroud. Removed old text from this skill’s description stating that entering Death Shroud removes spectral effects.
  • Lich Form: Fixed a bug in which entering Lich Form would not remove all of the effects of Spectral Walk. Fixed a bug in which this skill would occasionally go on full cooldown after being interrupted.
  • Quickening Thirst: Fixed a bug in which this trait would not activate if a player only had a dagger in their off-hand.
  • Blood to Power: Fixed a bug in which this trait would not correctly update the player’s power stat.
  • Death Nova: Fixed a bug that prevented this trait from properly activating when a player is down.
  • Putrid Explosion: This skill is no longer unblockable.
  • Training of the Master: Reduced the damage increase to minions from 30% to 25%.
  • Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10-second recharge. This trait is no longer split between PvP and PvE.
  • Plague: Fixed a bug that caused the ring effect to persist on the player if they exited the skill early.
  • Signet of Vampirism: Fixed a bug that caused downed players to be immune to the signet.
  • Corrosive Poison Cloud: Added an unblockable skill fact.
  • Chilling Wind: Added a skill fact for number of targets: 3.
  • Tainted Shackles: Added a skill fact for immobilize. Added a duration skill fact.
  • Putrid Mark: Added a skill fact for number of conditions removed.
  • Marks: Added a blast radius skill fact to all marks on the staff weapon (4 total).
  • Deadly Feast: Added skill facts for duration and number of impacts.
  • Locust Swarm: Added skill facts for duration and number of impacts.
  • Signet Mastery: Added might skill facts to all necromancer signet skills while this trait is equipped.
  • Life Siphon: Updated the skill fact to scale correctly with healing power.
  • Life Leech: Updated the skill fact to scale correctly with healing power.
  • Blood Is Power: Fixed a bug that prevented this skill’s self-bleed from activating if the necromancer had no target.

Ranger

  • Pet responsiveness updates:
    • F2 command: Pets will now immediately begin using these skills as soon as they are commanded to do so.
    • Attack command: This skill will now break the pet out of its current skill and cause the pet to immediately attack the intended target.
    • Pets no longer have an initialization time after being summoned, where they would stand around doing nothing.
    • A fix was made so that spamming pet commands will no longer cause the pet to freeze and do nothing.
    • Ranger pets will now reengage in combat if players toggle their mode from passive to guard while in combat.
  • Pet updates:
    • Armor Fish:
      • Protection: Updated the duration of the protection skill fact to correctly display 10 seconds.
    • Snow Leopard:
      • Icy Pounce: Fixed a bug causing the chilled effect to be applied four times instead of twice, as originally intended.
    • Lashtail Devourer:
      • Lashtail Venom: Updated the description of the buff applied by this skill to correctly state that the player’s next two attacks will stun their victims.
  • Keen Edge: This trait is now classified as a Survival skill. Fixed a bug that caused the trait to trigger at 50% health rather than the indicated 75%.
  • Lightning Reflexes: This skill now removes immobilize.
  • Hunter’s Call: Fixed a bug that caused the hawks summoned by this skill to become obstructed if line of sight was broken between the player and their target.
  • Call of the Wild: Fixed a bug that caused pets to think that using this skill was a hostile action.
  • Flame Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.
  • Frost Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.
  • Trapper’s Expertise: Fixed a bug in which thrown traps would not work when placed on certain buildings.
  • Empathic Bond: Fixed a bug so conditions will only be transferred when the pet is alive.
  • Spirit of Nature: Reduced the healing per second while summoned from 480 to 320.
  • Viper’s Nest: This skill is now a poison combo field.
  • Sun Spirit: Fixed a bug that caused the spirit to have a 3-second base burn when triggered by a projectile.
  • Concentration Training: Added a combat only skill fact.
  • Compassion Training: Added a combat only skill fact.
  • Expertise Training: Added a combat only skill fact.
  • Malicious Training: Added a combat only skill fact.
  • Pet’s Prowess: Added a combat only skill fact.
  • Man O’ War: Updated the skill fact to display the correct number of attacks.
  • “Guard”: Updated the skill description to better reflect the duration of buffs. Updated the skill description to better reflect the skill’s behavior.
  • “Search and Rescue”: Added a range skill fact.
  • Muddy Terrain: Added skill facts for number of targets (5) and radius (240).
  • Stone Spirit: Added a skill fact for number of targets (3) to the spirit’s Quicksand skill.
  • Splinter Shot: Added a skill fact for number of targets: 5.
  • Whirling Defense: Added a skill fact for number of targets: 3.
  • Mercy Shot: Updated the skill facts to correctly display the bonus damage for shooting wounded targets.
  • Feeding Frenzy: Added a radius skill fact. Updated the damage skill fact to display the correct number of attacks.
  • Nature’s Bounty: This trait now displays the regeneration duration increase on tooltips.
  • Furious Grip: This trait has been updated to display the correct duration of fury (5-second base).
  • Storm Spirit: Updated the spirit’s buff description to better reflect the buff’s behavior.
  • Hide in Plain Sight: Updated the trait description to correctly reference being knocked back instead of pushed back.
  • Healing Spring: Fixed a bug in which the regeneration skill fact would not turn blue when affected by Nature’s Bounty.
  • Entangle: Updated the hit box of the vines to better reflect their appearance.

Thief

  • Fixed an issue in which initiative would occasionally be removed during the resurrection process.
  • Smoke Screen: Fixed a bug that sometimes caused this skill to appear at the target’s position instead of the player’s position.
  • Steal: Fixed a bug in which this skill would be obstructed after shadowstepping to the target if there was an obstacle between the thief and the target upon activation.
  • Basilisk Venom: Fixed an issue that caused the target to interrupt themselves, instead of the thief being the source of the interrupt.
  • Pistol Whip:
    • This skill has been split between PvP and PvE. It will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE.
    • Updated the skill facts to show the bonus damage from Combined Training.
    • Added an evasion skill fact.
  • Disabling Shot (Shortbow):
    • Reduced the length of this skill’s evasion component from 100% of the skill’s duration to 64% of the skill’s duration—an overall reduction of .3 seconds.
    • Evasion is still applied immediately upon using the skill.
    • Fixed an issue that caused the player to stop moving momentarily when using this skill on opponents behind the thief.
  • Backstab: Updated the skill fact to display the correct damage amount with Dagger Training.
  • Black Powder: Added a radius skill fact (120).
  • Signet of Agility: Updated the skill fact to display the correct amount of precision gained.
  • Signet of Malice: Added a might boon skill fact when the player has the Signets of Power trait.
  • Shadow Refuge: Updated the skill fact to display the correct healing amount.
  • Choking Gas: Reduced the poison per pulse from 5 seconds to 3 seconds. Added a weakness skill fact when traited with Lotus Poison.
  • Cloaked in Shadow: Fixed a bug in which this trait would blind enemies while the thief was already stealthed.
  • Venomous Knife: Updated the poison skill fact to scale with the Potent Poison trait.
  • Escape: Updated the poison skill fact to scale with the Potent Poison trait.
  • Exploding Venom Sack: Updated the poison skill fact to scale with the Potent Poison trait.
  • Rusty Scrap Strike: Updated the poison skill fact to scale with the Potent Poison trait.
  • Throw Scale: Updated the poison skill fact to scale with the Potent Poison trait.
  • Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly.
  • Tripwire: Added strike, cripple, and knock down skill facts.
  • Twisting Fangs: Updated the skill facts to show damage from multiple hits.
  • Flanking Strike (Dual): Updated the skill facts to show the bonus damage from Combined Training.
  • Stab (Dual): Updated the skill facts to show the bonus damage from Combined Training.
  • Shadow Strike: Updated the damage skill fact for the second strike to display the correct damage amount.
  • Infiltrator’s Arrow: Added a skill fact for number of targets: 3.

Warrior

  • Rampage: Fixed a bug in which players would remain in this transformation under water, preventing the use of any skills.
  • Arcing Shot: The damage of this skill has been reduced by 15%. Fixed a bug with the skill’s damage fact that displayed a much lower damage amount when traited with Burning Arrows.
  • Impale (Sword):
    • The time this skill is active has been reduced from 10 seconds to 4 seconds.
    • Torment is now applied every second that the skill is active, rather than every 3 seconds.
    • Reduced the number of torment stacks when the missile hits from 2 to 1 to compensate for the increase in pulses, so that the number of stacks remains the same.
    • This skill will no longer fire at enemies behind the warrior.
  • Merciless Hammer: Damage to stunned and knocked down foes has been decreased from 25% to 20%.
  • Shrug It Off: Fixed a bug in which this trait required two conditions to trigger.
  • Deep Strike: Fixed a bug that caused bonus precision to be calculated incorrectly.
  • Building Momentum: This trait now correctly awards 15% endurance on using skills. Fixed a bug that caused this trait to grant additional condition duration to the warrior.
  • Adrenal Health: Updated the trait fact to scale with healing power.
  • Kick: This skill now correctly functions with Mobile Strikes.
  • Dogged March: Added a cooldown trait fact.
  • Charge: Fixed the range skill fact to correctly display radius instead (1200).
  • Rending Strikes: This trait now displays the amount of vulnerability it applies.
  • Healing Signet: Reduced the passive heal by 8%.
  • Pin Down: Added a new warm-up effect. Increased the cast time from .25 seconds to .75 seconds.
  • Battle Standard: Renamed the Warbanner this skill summons to Battle Standard in order to keep it consistent with the skill’s name and description.
  • Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly. Fixed a bug in which duplicate skill facts would be displayed when mousing over this skill.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: CC Danicia.1394

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CC Danicia.1394

Community Coordinator

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Structured Player vs. Player

  • Glory will be completely phased out and unable to be obtained.
  • The 8v8 custom arenas hosted by ArenaNet have been removed.
  • Custom arena owners must now have the Autobalance option enabled or the arena will be marked as No Progression.
  • Ranks have been changed to be easier to obtain for all players.
  • Equipment merge
    • All Mystic Forge recipes for crafting PvP items have been removed along with PvP crafting materials.
  • Updated achievement text to be more consistent.
  • Removed the water from the PvP lobby.
    • All PvP maps have had their water combat removed so we also removed the water-combat tutorial area.
  • Fixed a bug in which trait selection was available on servers with skill-locking enabled.
  • Fixed a bug in which players were not showing their defeated icon on the minimap.
  • Fixed a bug in which rank achievement would not be calculated with rank points earned.
  • Added new amulets: Cavalier and Magi
  • Added a new rune: Traveler
  • Added new sigils: Generosity and Renewal

World vs. World

  • Commanders: The Commander buff is now only displayed to friendly players.
  • Siege Weapons: Normalized the hit boxes of all siege gadgets.

BLACK LION TRADING COMPANY GEM STORE

New Items and Promotions

  • Rampart heavy armor skins, Strider’s medium armor skins, and Incarnate light armor skins are now available in the Style category for 800 gems each.
  • Wintersday outfits are available for one week only to celebrate the improvements to outfits with the new Wardrobe system. Pick up outfits in the Style category for 800 gems.

Improvements

  • Removed the delay on the first note when playing a harp or drum.
  • Transmutation Charges now drop from Black Lion Chests instead of Transmutation Crystals.
  • Trade history has been reduced to the most recent 90 days to improve viewing performance.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Bug Fixes

  • Fixed a bug that prevented some players from using chat.
  • Fixed a crash when interacting with the hint UI panel.
  • Fixed a bug that would complete Guild upgrades prematurely.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Bug Fixes

  • Fixed a soulbinding issue with the Golem Banker item from the Collector’s Edition.
  • Torment weapon skins have finished their one-month introduction period and now cost 5 Black Lion Weapon Tickets.
  • Fixed a crash in the Citadel of Flame.
  • The Witch’s Broom item now properly grants protection only in costume brawl.
  • Fixed a bug that prevented the Shadow Behemoth’s portals from being attackable.
  • Fixed a bug in which pets, turrets, and minions were scaling their stats incorrectly in PvP.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Bug Fixes

  • Fixed a crash on entering certain fractals.
  • Fixed an issue that prevented karma boosts from working.
  • Fixed an issue that caused incomplete or empty item names to be returned from the public API.
  • Completing the Ruined City of Arah story mode now properly unlocks the Ruined City of Arah Dungeon Track.
  • Returned the Quaggan, Sanctified, and Toxic Offshoot Finishers to the Upgrades category of the Gem Store.
  • Fixed time-based guild issues.
  • Fixed an issue that prevented some players from progressing in their personal story.
  • Trait Unlocking:
    • Line 2—Trait XIII: This trait is now also awarded from successfully completing the defend event at the Temple of Grenth as well as the capture event.
    • Line 3—Trait XII: This trait is now also awarded from successfully completing the defend event at the Temple of Melandru as well as the capture event.
  • Armor skins that can be applied to any weight class will now properly show as locked or unlocked in the inventory tooltip.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Regina Buenaobra

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Regina Buenaobra

Content Marketing Lead

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Bug fixes

  • Rocket Turret: This turret is no longer created with its overcharged shot as the default attack when traited with Rifled Turret Barrels and Deployable Turrets.
  • Fixed a bug that caused Mesmer clones to receive rune bonuses from their master.
  • Power Block: Fixed an issue that caused this trait to set skills with zero recharge on 10 second recharge; namely auto-attacks from creatures and players, as well as thief initiative abilities. This trait will no longer trigger through stun immunity effects such as Stability and Defiance.
  • Fixed an issue where the Legendary Drake’s fire attack in Angvar’s Trove did not function properly.

Megaservers

  • Added a chat option – enabled by default – that shows only the messages coming from players sharing your client’s text language.
    • This option is only applied in to the /map and /say channels, as well as the /team channel in the Edge of the Mists. Other channels are not affected.
    • Messages from players in your friend list are never hidden.
    • Messages from players from the same World as yours are never hidden.
    • Messages from players currently in your party are never hidden.
    • Messages from players representing the same guild as you do are never hidden.
    • Reminder: if you encounter players using abusive or rude language in chat, please report them by right-clicking their name in the chat window and selecting ‘Report.’
    • Blocking a player still functions the same way.
Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Bug Fixes

  • Fixed an issue with the Black Lion Trader [Armorsmith]. This NPC will once again exchange older town clothes for outfits and tonics.
  • Fixed a bug in which time-gated features were not properly resetting.
    • This bug affecting time-gated features has been addressed as of today’s hotfix. If you are being affected by it, you will need to log in to this build before the next reset of that time-gated feature. At the next reset for that time-gated feature it will reset properly.
  • Fixed an issue that caused daily achievement rewards to be granted erroneously.
  • Fixed a bug in which leveling up during PvP would heal the player.
  • The Fires of Balthazar Skin has been changed to be account bound on acquire.
  • To alleviate concerns about team coordination, the foreign language filter no longer applies in the Edge of the Mists. The filter is always disabled while in any WvW map.
  • WvW rank-up bonus chests are now limited per account:
    • No new bonus chests will be awarded beyond a maximum of 99.
    • Existing bonus chests will be capped at 250. Any beyond this will be discarded.

(edited by Moderator)

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: RubiBayer

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RubiBayer

Content Marketing Manager

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General

  • The Champion Breeder that Detha lures in has lost her champion bag, and it will be returned to her once found.
  • Separatist Captain DeLana and Separatist Sergeant have lost their rewards while they go through inventory management training.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

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Bug Fixes

  • Fixed an issue that prevented some players from accepting their personal story rewards.
  • Fixed a crash when using diving goggles while wearing an outfit.

Game Update Notes - April 15, 2014

in Game Release Notes

Posted by: Mark Katzbach

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Mark Katzbach

Content Marketing Manager

Bug Fix

  • Fixed a bug that caused NPCs and player-summoned creatures to hit for excessive damage in sPvP.