Spite:
- Siphoned Power -> Minor Master replacing Death’s Embrace
- New Minor Grandmaster: Increases the effects of might on you, +10 power and +5 ferocity per might stack. [Straight up damage buff in raids, harder to keep up in open world scenarios or WvW for periods of time]
- Unholy Fervor -> changed to 20% reduced axe cooldowns, deal 5% more damage to vulnerable foes, this modifier is doubled while having an axe equiped. [Overall damage increase, working better in shrouds]
- Close to Death -> Increases damage dealt by 10%. Further damage increase of 5% for every treshold: 75%, 50% 25%. [Buff Maximum of 25%, 10% increase at all times makes this trait much more reliable against full life foes]
Curses:
- Furios Demise changed to -> Order of Grenth, increases Expertise of yourself and nearby allies by 150 points. [Group support]
- Terrifying Descent -> Merged with Terror [Merged to create space for a meaningful trait]
- New Major Adept: Spectral Cuts -> Barbed precision now randomly causes a longer duration bleed, poison or torment (with icd per condi). Gain a stacking condition damage when this happens (max. 150 raw condi damage) [Offensive option in trait tier]
- Lingering Curse -> Additional effect: Share barbed precision with allies [Group support, only share the caused conditions, GM trait only weapon based is bad design]
Death Magic:
- Armored Shroud: Now lingers for up to 3 seconds. [Compensate reduced shroud uptime]
- Putrid Defense -> changed: take 3% reduced damage for each non damaging condition on the target. [Higher effect, harder to gain]
- Soul Comprehension -> reworked to Close to Grenth: Gain up to 450 thougness the lower your life is. [Making the defensive line devensive]
- Beyond the Veil -> reworked to: Shedding Shroud: Stunbreak and cause conditions upon reaching certain health tresholds, icd per treshold. 75% Blind and Weakness, 50% additional Imob, 25% additional protection to yourself. [Making the defensive line strong and more exciting]
- Reapers Protection -> Changed to: When CCed ignore all damage for up to 2 seconds and fear nearby foes. 30 Sec ICD [Making the defensive line a considerable option]
- Unholy Sanctuary -> When this triggers you ignore all incoming damage for 3 seconds and Soul Comprehension ICDs are reseted. [Ensured second wind mechanic in case of heavy bursts]
Blood Magic:
- Mark of Evasion: Removed ICD
- Quickening Thirst: Added Gain 3s of quickness when you hit an bleeding enemy with your dagger, 15s icd. [Some offensive power]
- Vampiric Presence: doubled values [To make this a valuable support trait]
- Vampiric Rituals: Added: Deal 20% increased damage to enemies standing inside your wells. This applies to your allies for half that amount. [Group DPS increase for power builds]
- Unholy Martyr -> renamed to: Spill the Blood, added cause bleeding in an area around you each time you draw a condition in any way [More blood in Bloodmagic, better option for condi builds]
Soul Reaping:
- Gluttony -> Swapped with Strenght of Undeath
- Strenght of Undeath: Damage increase is now 10% [Straight up needed modifier]
- Gluttony: Shroud can be overfilled by up to 9%. The next time you enter shroud you are immune to damage other than natural decay untill the Overfill is gone. ICD 45, can’t overfill during this time. [Most useless trait made exciting]
- Unyielding Blast: Added: Reduce the cast time of shroud skills by 25% [ Overall a dps increase, makes base shroud skills feel less sluggish]
- Foot in the Grave: Added: Natural shroud decay is gained as health while in shroud. [Nerfed Shrouddancing compensated]