Official patch notes
Arms
Deep Strike: This trait now scales with level rather than granting a flat bonus.
Furious Speed: Players gain 10 seconds of swiftness on critical hits. This effect can only occur once every 15 seconds.
Opportunist: This trait grants 10 seconds of fury when players immobilize a target. This effect can only occur once every 10 seconds.
Furious: This trait has been updated to indicate that triple adrenaline is rewarded on critical attacks.
Last Chance: Reduced the recharge to 45 seconds (down from 60 seconds).
Defense
Defy Pain: Reduced the cooldown of this trait from 90 seconds to 60 seconds. This trait will now have a 4-second duration, 5 seconds when traited with Sure-Footed.
Vigorous Return: This trait now grants an additional 100% endurance when players rally.
Sundering Mace: Fixed an issue causing this trait to apply weakness on mace critical strikes.
Embrace the Pain: This trait has been merged with a new Master tier trait, Cleansing Ire.
Cleansing Ire: New Master tier trait with the following effects: Gain adrenaline when hit. Remove a condition for every bar of adrenaline spent.
Shield Master: This trait has been moved to the Adept tier.
Adrenal Health: This trait now scales with healing power:
Discipline
Burst Recharge: The Discipline trait line no longer improves burst damage. It now decreases burst cooldown by 1% per point in Discipline.
Warrior’s Sprint: Increased the movement speed from 10% to 25%.
Sharpened Axes: Reduced the axe skills by 20% in addition to increasing adrenaline with axe critical hits.
Vigorous Focus: This trait has been moved to the Adept tier.
Destruction of the Empowered: This trait has been moved to the Master tier.
Heightened Focus: This trait has been moved to the Grandmaster tier and grants 5%, 10%, and 15% critical chance based on adrenaline level.
Burst Mastery: This no longer reduces burst cooldown. It now increases burst damage by 10%.
Strength
Physical Training: This trait has been moved to the Master tier.
Dual Wielding: This trait has been moved to the Adept tier.
Berserker’s Power: This trait has been moved to the Grandmaster tier. Damage bonus has been increased to 5%, 10%, and 15% based on adrenaline level.
Berserker’s Might: This trait now passively builds 2 strikes of adrenaline every 3 seconds, while the players are in combat.
Distracting Strikes: This trait now applies 4 stacks of confusion for 8 seconds upon interrupting an enemy.
Tactics
Burning Arrows: Reduced the recharge of longbow abilities by 20% in addition to dealing 10% bonus damage against burning foes.
Desperate Power: Increased the threshold of this trait, dealing 20% additional damage while the player is below 50% health instead of below 25%.
Empower Allies: This trait has been increased to 150 points of power.
Well enjoy..the same as leaked
Poor Berserker’s Stance and Berserker’s Might =( and right when they made Vigorous Focus more accessible. =(
Final thrust sux now..definitely too obvious animation :/
They didn’t touch our heals……………
Guardian-Blueprinted, Warrior- Grizzilli
[JCM] Guild: Ehmry Bay WvW
Funny, Remember how everyone was saying “these patch notes are fake!”? LOL!!!!
They didn’t touch our heals……………
Y..whirlwind axe still sux. Also why no love for mace 2 like for sword 5?
Some very interesting changes, even if i would have liked to see heals reworked a bit.
Hammer pacing and MH sword improvements are totally welcome tho (wvwer)
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.
There are differences between the leaked and the official.
For instance, this thing that people have been asking for for a long time (even seen threads on it today)
-Burst Recharge: The Discipline trait line no longer improves burst damage. It now decreases burst cooldown by 1% per point in Discipline.
-Burst Mastery: This no longer reduces burst cooldown. It now increases burst damage by 10%.
Currently @ Piken Square
Small scale unimpressive videos of unimpressiveness: http://www.youtube.com/neandramathal
They didn’t touch our heals……………
I appreciate some of the other changes. Cleansing Ire will be nice to have…. but all I really wanted was some sustain!
Definitely differences from the leaked info, some things missing and some things added.
The change to the Discipline bonus is something new so now people will cry about it less. The changed bonus to Burst Mastery = a net gain for those that took 20 in Discipline and a huge bonus to burst damage as well, and it also reduces costs? That trait might be too good now…I wouldn’t mind if they break up the trait and add one of those bonuses to an adept and the other 2 to master.
Also the change to Fear Me makes that a huge huge benefit to take in WvW. 60sec base and 48sec traited?
Also also, Adrenal Health is affected by healing power? Depending if it’s semi-noticable, + fear me and FGJ and Berserker’s might could be the workings of a decent bunker set-up.
Fear Me on 60s cd? heck yes
Master of all Professions
sPvP Rank Dragon – 8 Champ Titles – Ruby Division
So basically they didn’t do anything with this update. We still have all the same problems we did and our pve dmg got nerfed also …
Stomp is now a stunbreaker that cant be interrupted. lets goooooooooooooooooooooo
Well enjoy..the same as leaked
No it isn’t..we didn’t get the reduced heal cool down.
Its a useless patch. Didn’t improve us. Didn’t make us worse. It will in no way make us valid in high end tourneys.
Congrats to the Necros on the other hand. I guess they were not in denial like some of the inexperienced players playing war/spamming forums and were demanding changes the whole time.
Well enjoy..the same as leaked
Two things:
No Heal skill changes
Whirling axe is 50% damage in pvp only.
Can someone check the healing scale on Adrenal Health?
Can someone check the healing scale on Adrenal Health?
405* every 3sec. 360 healing power in spvp
(edited by Scoobaniec.9561)
Can someone check the healing scale on Adrenal Health?
405* every 3sec. 360 healing power in spvp
Have you tested the bonus to healing power if it affects it now?
Black Gate – Immortals of the Mist [IoM]
Can someone check the healing scale on Adrenal Health?
405* every 3sec. 360 healing power in spvp
If that’s true, that means the healing multiplier is 0.12 healing power?
Can someone check the healing scale on Adrenal Health?
405* every 3sec. 360 healing power in spvp
Have you tested the bonus to healing power if it affects it now?
Y
@Leo
idk.
Berserker’s Stance: Increased the recharge to 60 seconds. Reduced the duration to 4 seconds. This stance now reduces incoming condition duration by 100%, so only modified conditions can get through.
can someone clarify what ‘modified conditions’ are?
can someone clarify what ‘modified conditions’ are?
Ones used by players with +X% condition duration so they last longer than normal. This makes sense because if a condition lasts, say, 140% its normal duration, 140-100=40%, so it lasts 40% as long as normal against Warriors using this skill.
Distracting Strike works pretty well now, I deal almost 3K confusion damage when I deal 2 interupts in a row. And the duration is almost 9,5sec wich is a very long uptime.
can someone clarify what ‘modified conditions’ are?
Ones used by players with +X% condition duration so they last longer than normal. This makes sense because if a condition lasts, say, 140% its normal duration, 140-100=40%, so it lasts 40% as long as normal against Warriors using this skill.
It’s unlikely someone will get +140% condition duration.
But a rule of thumb: condition mod bonuses are additive. If someone has +50% condition duration and you use Berserker’s Stance for -100%, the result is -50% condition duration.
can someone clarify what ‘modified conditions’ are?
Ones used by players with +X% condition duration so they last longer than normal. This makes sense because if a condition lasts, say, 140% its normal duration, 140-100=40%, so it lasts 40% as long as normal against Warriors using this skill.
thank you!
All i know is that, necro are pretty hard to kill for me..Their damage is actually insane. They could get their buffs, why we don’t? AN – u failed so hard
+140% duration won’t happen, but +40% (140% total) will, that only takes food.
Liking the new changes tbh, will take more time to see how things truly pan out but I don’t feel like I’m just dead weight. Damage is down marginally and I need to remember that sword #3 is Final Thrust, NOT hamstring – That one is a change I’m not sure on, if I crit I can hit for 5k in a balanced build, but the cripple on the chain is low enough that it feels like we lost it entirely.
I’m actually struggling to decide which traits to take from Disciple/Defense.
Currently @ Piken Square
Small scale unimpressive videos of unimpressiveness: http://www.youtube.com/neandramathal
can someone clarify what ‘modified conditions’ are?
Ones used by players with +X% condition duration so they last longer than normal. This makes sense because if a condition lasts, say, 140% its normal duration, 140-100=40%, so it lasts 40% as long as normal against Warriors using this skill.
It’s unlikely someone will get +140% condition duration.
Especially because condition duration caps at +100%. What Dusk was describing was someone with +40% duration, which is easily accomplished by just eating some pizza.
Remember that all conditions have 100% duration by default. So without any form of duration enhancement Berserker’s Stance will cause all conditions to have 0 duration. But if the caster has any +duration food/runes/gear/traits those conditions will still be applied with a shortened duration.
For instance, since my necro has +100% condition duration (a total of 200% for those playing along at home who failed math in middle school) any conditions she applied during Berserker’s Stance would have their normal, unmodified durations. Whereas Rising Dusk’s pizza scoffing example would apply their conditions at 40% unmodified duration, just like he said.
It’ll be interesting to see what happens if you get hit with fear while in Berserker’s Stance. Will a 0 second fear result in any loss of control? I imagine it would result in a slight stutter step. I also bet that it’ll be possible to miss attacks due to a 0 duration blind if you time everything just right.
Liking the new changes tbh, will take more time to see how things truly pan out but I don’t feel like I’m just dead weight. Damage is down marginally and I need to remember that sword #3 is Final Thrust, NOT hamstring – That one is a change I’m not sure on, if I crit I can hit for 5k in a balanced build, but the cripple on the chain is low enough that it feels like we lost it entirely.
I’m actually struggling to decide which traits to take from Disciple/Defense.
Kinda in the same boat. I’ve been using 0/30/30/0/10 with knights gear and 1h sword & shield/bow. I think I’m going to stick with it (I’ll need to see how much damage is lost from putting hamstring in the auto attack) and use these traits
Shield Master/Cleansing Ire/Defy Pain
and most likely keep Signet Mastery over Warrior’s Sprint.
But I just feel like we have a dead #3 on sword for 50% of the fight, but again I’ll need to check damage when I get a chance.