Hello,
With another round of beta weekends complete, here’s where we’re going for the next beta:
Overloading:
We’ll be normalizing the casting time of each overload to four seconds. This way, you’ve got a guaranteed amount of time to overload before the pay-out. We’ll be looking at improving the pay-out for each overload ability.
Overload Earth: Cast time reduced from 5 seconds to 4. Bleeding has been added to the pulsing effect, one application of 6 seconds per pulse. The effects of this ability now trigger when the ability starts, instead of waiting one second before it applies cripple and protection. This ability no longer has a break bar, but instead applies 3 stacks of stability for 4 seconds when it begins.
Overload Water: Cast time increased from 2.75 seconds to 4. The first pulse of this ability now occurs when it is initially cast and will cleanse also when the final blast occurs.
Overload Fire: Reduced cast time to 4 seconds. note: We’ll be reducing the damage of this overload, as it’s got too much in its current state. I don’t have the numbers on this right now, but will update when I get a chance.
Overload Air: The damage for this skill now activates at 0.5 seconds, rather than at 1 second. Increased duration of the static area by 1 second. Increased the radius of the static area from 240 to 360. Reduced cast time 4.75 seconds to 4 seconds.
Warhorn:
We’ve been looking at expanding the warhorn’s utility and will continue to work on its overall effectiveness and purpose.
Dust Storm: Removed vulnerability application. This ability now applies two stacks of bleeding for 10 seconds on each pulse.
Sand Squall: Added a number of targets/impacts skill fact. Fixed an issue that caused this ability to double the intended duration increase on themselves.
note: Heat Sync is currently over-performing in its ability to spread all boons to allies. We’ll be looking to narrow down the boons it can spread, to just the Might boon, in order to keep its purpose more clear.
Rebound: This ability now applies an effect to nearby allies for 5 seconds. If the ally would take a lethal blow, they are healed instead of going into the downed state. If this effect expires naturally, grant an aura based on your current attunement. Reduced cast time from 3/4 second to 1/4 second. note: It heals for about 2000 at level 80 and heals additionally based on 1.5x your healing power.
Traits
We wanted to re-work a couple of traits for this beta weekend, being as a few traits didn’t feel all that great, or were way too strong in odd scenarios. As you’ll notice, there’s now an option for Stability when overloading.
note: We’d like to add something more to Earthen Proxy at some point if it remains based on protection. It’s not going to go all that great if EP affects allies, because it’s hard to know when your own protection is on them and not your ally Guardian standing next to you. This trait is more likely to remain a bit selfish, or change to something else.
Speedy Conduit: Increased swiftness duration from 5 seconds to 8.
Elemental Bastion: Fixed an issue where shouts would cause this trait to double-heal. Increased base healing per level by 50%. Increased healing contribution by 50%. Reduced the base heal from 40 to 10.
Harmonious Conduit: This trait has been re-worked. Upon activating an overload, gain stability for 4 seconds. If the overload is successfully completed, gain 10% damage for 5 seconds.
Imbued melodies: This trait has been re-worked. While wielding a warhorn, your boon duration is increased by 20%. Use sand squall when you are struck while below the 90% health threshold.
Thanks for your continued constructive feedback.
-Karl