Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Complete traits revision
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Retribution
Retribution had some very weak traits as well as an almost universal focus on self sustain, which limited its applicability to different builds. There were also a few traits that focused on specific effects (taunt, retaliation) that the Revenant had poor access to. I am increasing synergy between different specializations and focusing on: (1) damage reduction, (2) taunt / soft CC control, and (3) bruiser (sustained damage)
Minor Traits – unchanged
Major Adept
(1) Steadfast Rejuvenation – moved to Adept.
(2) Improved Aggression – When you taunt a foe, you also apply weakness (4 seconds). Taunt has an increased duration when applied to nonplayer characters. This was modified slightly so that it would be more useful in WvW / PvP where the decreased damage for 2 seconds against a slowed, auto-attacking foe might not be too worthwhile.
(3) Retaliatory evasion – moved to Adept.
Major Master
(1) Planar Protection – Moved to Master. Added effect of Close Quarters. Fall damage traits are generally underwhelming and should be combined with other effects to be worthwhile.
(2) Dwarven Battle Training – When you swap legends in combat, your next attack applies weakness (4s). When you strike a foe that has weakness, you lose one condition (10s icd). The self anti-weakness feature was cool but really niche, so I removed it. I wanted to focus here on improving weakness output by the Revenant, since Rev has a lot of weakness application.
(3) Eye for an Eye – removed taunt effect, added 4 second retaliation on incoming CC. Reduced protection to 4 seconds. Reduced icd to 30 seconds. The taunt was removed because passively applied CCs are not cool. Also, I focus on taunt and other CC in trait line #2.
Major Grandmaster
(1) Versed in Stone (unchanged)
(2) (New) Vanguard – When you use an elite skill, gain protection (3 seconds) and taunt nearby foes (1.5 seconds, icd = 10 seconds). Radius = 240. I know that Momentary Pacification was changed from a daze on elite use to a delayed immobilize due to the redundancy of the daze with CC on some elites (Shiro’s, Glint’s). I am adding a CC to the elites again here because it does still help remove stability stacks, and it will also proc other useful things here (e.g. weakness and condition removal if Dwarven Battle Training and Improved Aggression are taken).
(3) (New) Empowering Vengeance – Gain retaliation while under the effect of Vengeful Hammers (duration 1.5 seconds, application rate 3 seconds). Gain might when struck while under the effect of retaliation ( (8 seconds, 1 second icd).
Salvation
Salvation was a very narrow-focused specialization that was almost useless outside of Ventari healing builds. I wanted to greatly increase the versatility of the specialization and my proposed change would allow Salvation to function to (1) improve outgoing heals, (2) improve utility / sustain, and (3) disabling opponents.
(New adept) – Increases the healing of Regeneration that you apply by 20%
(New major) – Hardened Foundation – increased conversion rate to 10%
Serene Rejuvenation – unchanged
Major Adept
(1) Nourishing Roots – unchanged
(2) (New) – When you block an attack, you apply regeneration to nearby allies (3 sec, 10 sec icd, radius 240).
(3) Blinding Truths – unchanged
Major Master
(1) (New) – Increased outgoing healing to allies that have regeneration (20%).
(2) Eluding Nullification – now removes 2 conditions
(3) Tranquil Bendiction – healing orbs from staff now only grant regen, not swiftness. Renewing Wave now also knocks back opponents (radius 300, distance 300)
Major Grandmaster
(1) Selfless Amplification – unchanged
(2) Natural Abundance – unchanged
(3) Momentary Pacification – When you interrupt a foe, you also apply blind (5 seconds, no icd). When you invoke a legend, daze nearby foes (radius 240, daze duration 1/2 second).
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Corruption
Corruption has a few weak traits (e.g. Frigid Precision) and some traits that don’t fit well with the generally functionality of the specialization (e.g. Maniacal Persistence). Corruption and Mallyx have both been fairly gutted since HoT betas in which there was a greater focus on boon and condition manipulation. I wanted to bring some of this unique flavor back to corruption and improve weak traits. I focus on (1) benefiting from conditions on self, (2) condition damage, (3) boon removal and soft CC conditions.
Minor Traits
Rampant Vex – unchanged
Opportune Extraction – replaced with (New) – Increases critical hit chance against tormented foes (10%).
Yearning Empowerment – unchanged
Major Adept
(1) (New) – Increases your crit chance for every unique condition on you (2%)
(2) Venom Enhancement – Reduced icd to 10 seconds.
(3) (New) – Deal extra damage and condition damage to chilled foes (5%). Chill you apply lasts longer (33%)
Major Master
(1) Demonic Defiance – moved to Master. Effect unchanged.
(2) (New) – Increase torment damage to unmoving foes by 50%.This will buff torment against stationary foes to do 75% of the damage it does against moving foes. This is generally intended for PvE.
(3) Frigid Precision. Added feature "When you apply chill you also apply weakness (2s) no icd. This trait synergizes with Retribution traits to remove conditions (Dwarven battle training).
Major Grandmaster
(1) Pulsating Pestilence – ‘Embrace the Darkness’ will also pulse poison (1 sec) and cripple (1 sec) to nearby opponents for each unique condition on you.
(2) Diabolic Inferno – unchanged
(3) Malevolent Extraction (New) – When you strike a foe above the boon threshold, you cast Banish Enchantment on them (15s icd). Banish Enchantment removes one extra boon.
Invocation
Invocation is a strong specialization right now, but it suffers from a confused identity and a few weak traits. It has a few traits which focus on energy management and legend swapping, but these traits are relatively few and simple. I focus Invocation more on managing legends and energy here. Specifically, it provides (1) fury, (2) effects for spending energy or achieving low or high energy, (3) effects for swapping legends
Minor Traits
Invoker’s Rage – unchanged
Ferocious Aggression – now increases damage and condition damage (5%)
Empty Vessel – unchanged
Major Adept
(1) Fierce Infusion – unchanged
(2) Invigorating Flow – moved to Adept. Changed to ’Gain regeneration (3 seconds) when you use a skill that costs more than 15 energy (5 seconds icd).
(3) Cleansing Channel – unchanged
Major Master
(1) Incensed Response – unchanged
(2) (New) – Shrouding Mists – Moved to Master and revised – When your energy drops below 15, you gain protection (3s) and vigor (5s) (20 seconds icd). Combat only.
(3) Equilibrium – increased base healing and heal scaling by 50%
Major Grandmaster
(1) Roiling Mists – unchanged
(2) (New) – Overpowering Energy – When your energy goes above 70, you gain might (5 stacks, 8 seconds), and your next attack inflicts vulnerability (5 stacks, 8 seconds) and weakness (4 seconds) (15 seconds icd). This trait is up for debate. I want it to be triggered deliberately (e.g. by pooling energy for 4 seconds after legend swapping) and be fairly powerful when it does. However, the energy threshold can be adjusted. For example, with a lower energy threshold it could trigger more often, in which case I would argue it should have weaker effects when it does trigger. The combination of Shrouding Mists and Overpowering Energy will reward Revenants who deliberately manage energy to proc these defensive and offensive effects.
(3) (New) – When you invoke a legend, you give nearby allies regeneration (3 seconds), and outgoing healing is increased for a short time (25%, 10 seconds).
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)
Herald
Herald is in a pretty good spot right now. I have only made a few changed. I focus on (1) support and defensive boons, (2) aggressive boons, (3) ‘dragon’ effects
Minor Traits – unchanged
Major Adept
(1) Hardening Persistence – unchanged
(2) Harmonize Continuity – moved to Adept
(3) Radiant Revival – unchanged
Major Master
(1) Bolster Fortifications – unchanged
(2) Shared Empowerment – unchanged
(3) Swift Gale – Gain superspeed (3 sec) and stability (1 stack, 3 sec) when you successfully break a stun. Swift Gale was not a very popular trait, and Enhanced Bulwark was only useful in a handful of builds due to low stability access on Revenant. Adding stability to Swift Gale increases synergy here.
Major Grandmaster
(1) Soothing Bastion – no longer auto-triggers at low health. You gain protection (1 seconds) and stability (1 stack, 1 second) each pulse while you channel Crystal Hibernation. Since Crystal Hibernation doesn’t break stuns, it won’t trigger at low health while you are stunned, making it unreliable. It also immobilizes you and can’t be canceled, so you are very vulnerable to unblockable attacks while channeling. To address these problems, I just removed the auto-proc at low health and made the block skill better.
(2) Elder’s Force – unchanged
(3) Enhanced Bulwark – unchanged
Astaxanthas (Revenant), Hepaticus (Engineer), Eosinophus (Thief)