Strength
(First Line focuses on Direct Damage, Second on Low-HP Fighting/Comebacks and third is Weapon/Utility Skills)
- Reckless Dodge – Remains as is.
- Death from Above – Damage and Launch enemies when you take Falling Damage. Reduces Damage from Falling by 50%. Reckless Dodge now Cripples (3s) Enemies.
- Restorative Strength – Gain Might (5 Stacks, 6s) when you use a Healing Skill. Using a Heal Skill while below the Threshold removes 2 Conditions. Threshold: 50%.
- Peak performance – Enhances Physical Skills.
- Kick – Now additionally Cripples (5s) and Weakens (5s) Enemies struck.
- Bull’s Charge – Now grants Stability (3 stacks, 3s) on Activation.
- Bolas – Now also Pulls the enemy towards you.
- Stomp – Is now Ground-Targeted. Range increased to 600.
- Rampage – Now grants pulsing Might (3 stacks, 9s).
- Building Momentum – Remains the Same.
- Excessive Force (Replaces Forceful Greatsword) – Gain Might (1 stack, 6s) when you Critically Hit with a Melee Weapon. Deal 10% more Damage when you have Might Stacks over the threshold. Threshold: 10.
- Great Fortitude – Increases Vitality by 10% of your Power. While below 50% HP, Healing and Damage is increased by 15%.
- Axe Mastery (Replaces Body Blow) – Moved to Master Tier. Remains the same.
- Powerful Arms (Replaces Stick and Move) – Reduces cooldown on Weapon swap by 50% When you swap to Greatsword, Spear or Main-Hand Axe in combat. Damage is increased by 7% for 3s after Swapping weapons while in Combat. ICD: 4s.
- Berserker’s Power – Remains the Same.
- Second Wind (Replaces Axe Mastery) – When you strike an Enemy with a Level 3 Burst Skill, enter into Berserker’s Stance. Duration: 8s. Cooldown: 60s.
- Collateral Damage (Replaces Distracting Strikes) – Critical Hits while wielding a Greatsword or Spear now deal AoE Damage around your target. Greatsword and Spear skills recharge 20% Faster. Base Damage: 408. Radius: 180. ICD: 3s.
Arms
(First Line focuses on Condition Damage, Second on Critical Hits/Fury and third on Weapon/Utility Skills)
- Precise Strikes – Remains the Same.
- Body Blow (Replaces Berserker’s Fury) – Bleed (3 stacks, 4s) and Weaken (2s) An enemy when you Stun, Daze, Knock or Launch them.
- Opportunist – Striking a Crippled, Chilled or Immobilized target grants Extra Adrenaline and Fury (10s). Adrenaline: 8. ICD: 10s.
- Signet Mastery – Remains the Same.
- Bloodlust (Moved to Master) – Remains the Same.
- Distracting Strikes (Moved from Strenght) – Interrupting a Target causes Confusion (4 stacks, 8s).
- Deep Strike – Fury you apply grants Condition Damage. Critical Hits while under the effects of Fury have a 50% Chance to stack Vulnerability (1 Stack, 8s).
- Blademaster – Remains the same.
- Precise Arms (Replaces Rending Strikes) – Reduces Cooldown on Weapon Swap by 50% When you swap to Longbow, Harpoon Gun or Sword Main-hand in combat. Condition Damage is increased by 7% for 3s after swapping weapons while in combat. ICD: 4s.
- Furious – Remains the Same.
- Dual-Wielding – Increases Attack speed by 15% When wielding a Sword, Axe or Mace in your Off-hand. Whenever you critically strike a target while wielding a Sword, Axe or Mace in your Off-hand, stack Conditions over time, depending on Off-hand weapon. Duration: 5s. Pulses: 5 ICD: 15s.
- Sword – Torment (1 Stack, 8s)
- Axe – Vulnerability (2 stacks, 8s)
- Mace – Weakness (2s)
- Trick Arrows (Replaces Burst Precision) – Dual Shot now Bleeds (1 Stack, 4s x2) your target, while Arcing Arrow and Smoldering Arrow now Burn (2 stacks, 3s) enemies struck. Longbow Skills Recharge Faster.
Defense
(First Line focuses on Active Sustain, Second line on Passive Sustain, Third line on Weapon/Utility Skills)
- Thick Skin – You gain 150 extra Toughness while above 90% HP.
- Health Freak – Healing reduced while suffering from Poison is lower (Down to 20%, from 33%). Whenever you gain Regeneration, you remove Poison from yourself. ICD: 5s.
- Dogged March – Remains Unchanged.
- Shield Master – Remains Unchanged.
- Adrenal Health (Merged Partly with Cleansing Ire) – Gain Health regeneration based on Adrenaline level. Remove 1 Condition for each Bar of Adrenaline spent when you hit with a Burst Skill.
- Cull the Weak – Moved to Master. Weaken (4s) enemies when you strike them while they’re below 25% HP. Weakness you apply additionally reduces Outgoing Condition Damage by 20%.
- Robust (Replaces Armored Attack) – Decreases incoming Condition Duration by 2% for each 100 Points in Healing Power. Increases Healing Power by 10% of your Toughness.
- Defy Pain – Remains Unchanged.
- Spiked Armor – Remains the Same.
- Indomitable (Replaces Cleansing Ire) – Gain Adrenaline (1) When struck. When you Block or Evade an attack, you gain Extra Adrenaline (5) and gain a buff that increases healing from Adrenal Health by 100% For 6s. ICD: 9s.
- Rousing Resilience – Gain Toughness (Up to 1000) and Health (Base: 2600) when you break out of Stun. Level 3 Burst Skills now Break Stun.
- Last Stand – Remains Unchanged.
Warrior – Wardancer | Guardian – Lorekeeper | Revenant – Vindicator |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
Thief – Duelist | Ranger – Strider | Engineer – Technician |
Elementalist – Spellweaver | Necromancer – Warlock | Mesmer – Trickster |
(edited by TheSwede.9512)