Mesmer
In addition to being integrated into the new ammo system, mesmer mantras are seeing a comprehensive overhaul. When we took a look at the traits available to mantras, we found that harmonious mantras and restorative mantras had conflicting purposes. Restorative mantras are most effective when you are restocking your mantra charges, but harmonious mantras made it harder to do this. With new mantras in the upcoming firebrand specialization, we wanted to make sure that mesmer mantras had gameplay that was unique to them. Our decision was to focus mesmer mantras on combat casting, which meant removing harmonious mantras and adding additional bonuses to mesmer mantras when they are fully restocked. The removal of harmonious mantras also allowed us to make the active effects stronger since we no longer had to worry about the balance skewing that adding a third cast would create. Removing harmonious mantras also gave us space to build a new Dueling Grandmaster trait that favors Precision builds.
Profession:
-Cry of Frustration: Fixed the vigor skill fact that appears when Bountiful Disillusionment is present so that the correct 8-second vigor duration is indicated.
-Illusionary Warlock: Fixed a bug that caused this phantasm’s attack to not increase in damage against foes with certain conditions.
-Illusionary Berserker: The attack from this phantasm now has a consistent move distance and is unaffected by enhancements that change movement speed.
-Continuum Split: Fixed a bug that could cause this skill to go on a longer-than-expected recharge when traited with Master of Misdirection.
Weapon Skills:
-Phantasmal Berserker: Fixed a bug that caused this skill to not display legendary-weapon projectile effects.
-Spatial Surge: Slightly increased its beam width.
-Blurred Frenzy: This skill now goes on full cooldown if it is canceled.
-The Prestige: This skill now removes 1 condition when activated.
Utility Skills:
-Signet of the Ether: Increased the healing rate to once per second instead of once per 3 seconds. The healing per pulse has been reduced to preserve approximate healing per second.
-Mantras: Mantra skills will no longer display their number of charges in the enhancement bar and will instead use the ammo system. Reduced cast time by 0.5 seconds. Mantras no longer grant bonus Toughness while channeling. Ammo count has been set to 2. Recharges between casts have not changed.
-Mantra of Recovery: When fully charged, this skill now heals for a small amount.
Power Return: Count recharge has been set to 20 seconds. Lowered base healing by approximately 33%. Heal amount is increased while below 50% health.
-Mantra of Concentration: Reduced recharge to 15 seconds. Count recharge has been set to 30 seconds. When fully charged, grants a stack of stability and aegis for 5 seconds.
Power Break: Removed unnecessary range skill fact. Cleaned up ambiguous language about stun breaks.
-Mantra of Distraction: When fully charged, this skill reduces the recharge of Diversion by 15 seconds.
Power Lock: Count recharge has been set to 24 seconds. Updated skill description to reflect that this skill hits multiple targets.
-Mantra of Pain: When fully charged, gain 8 stacks of might for 5 seconds.
Power Spike: Count recharge has been set to 10 seconds. Inflicts 5 stacks of vulnerability for 8 seconds on foes not using skills. Updated the skill description to reflect that this skill his multiple targets.
-Mantra of Resolve: Reduced recharge to 12 seconds. When fully charged, gain resistance for 2 seconds.
-Power Cleanse: Count recharge has been set to 24 seconds. Increased the number of conditions removed from 2 to 3. Added an effect to indicate skill area.
-Arcane Thievery: This skill has been unsplit and now has a 25-second recharge in all game modes.
-Signet of Midnight: The signet’s active effect now grants stealth for 2 seconds but no longer applies vulnerability or cripple. The recharge has been increased from 25 seconds to 30 seconds.
(edited by Mikkel.8427)