Showing Posts Upvoted By Calanthe.3857:

WvW Poll 29 Sept.: Repair Hammers (Closed)

in WvW

Posted by: Grant Gertz

Previous

Grant Gertz

Producer: WvW, PvP, and Fractals

Next

A message from the WvW Team,
The next WvW Poll is up!
http://www.guildwars2.com/feedback
Please share your thoughts and feedback on the poll in this thread!

Let Us Know About Your Halloween Events!

in In-game Events

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Hey there, Halloween fans!

We’d love to know about your upcoming Halloween-related events, parties, gatherings, hauntings, and more! I will be sharing a listing of player-led events with the entire studio in our weekly newsletter. If you share info about the event here, I may be able to include it.

Info to provide:

  • Event Name (if any)
  • Date
  • Time and Time Zone
  • Game Zone(s) — That is, what WP should someone use to join in?
  • Game World(s)
  • Sponsoring guild, group, or individuals
  • Suggested language for the event, if any

Add to that a description of what you’re planning and you’re good to go!

Thanks so much for supporting our Halloween event with your own special parties and events — it makes the holiday so much richer for everyone!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

[FEEDBACK] Rising Flames

in Guild Wars 2 Discussion

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

Hello,

Today is the day for Episode 2 of Living World Season 3 to step into the spotlight! We hope that you will enjoy the new episode. After you’ve had an opportunity to play the content, we invite you to share your thoughts here on the official forums.

Here’s our gameplan:

  • Please share your high-level feedback here after playing the new release for a while. Let’s call it “In 50 words of less, what’s your impression of Rising Flames?”
  • If you’d like to submit an individual comment at length, feel free to create a thread or join one on the forums.
  • If there are issues with the build, please post in the Bugs Subforum.

Thanks so much for letting us know your impressions!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Game Update Notes - September 20, 2016

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

09/20/2016 – September 20 Release Notes
Living World
Rising Flames
After memorializing Eir, the commander returned to Rata Novus to discover that Taimi had been hard at work digging into dragon research and performing an “interesting” experiment on a chak organ. The commander then left to meet Canach in the northern Maguuma jungle and hunt down the human minister Caudecus, who had escaped from the queen’s protective custody. Upon arriving on the scene, they were greeted with a violent explosion of one of the Bloodstones—which curiously reversed itself before taking them with it. While the commander worked to track down the culprit, Minister Caudecus revealed himself as the leader of the nefarious White Mantle, but his plans for the organization were thrown into disarray when a mursaat called Lazarus reappeared and accused him of being a heretic. The two rivals escaped, leaving only a cloud of speculation that it may have been Lazarus who soaked up the Bloodstone’s power. And the tumult on Tyria burns even hotter with the discovery that Primordus, the fire dragon, is stirring once again. Will we be consumed by the flames?
World Polish
Fields of Ruin:

  • Fixed a bug in which Captain Carbins dying during his conversation with Lieutenant Dorrett would prevent the “Rescue the villagers and defeat harpy kidnappers” event from beginning, blocking progress on earning the Hawke Liberator trophy.

Fireheart Rise:

  • Fixed a bug in which the Pact researchers’ Flame Grenade in the Icespear’s Shelf task-region kit did not cause burning.

New Legendary Mace: Eureka
A new legendary weapon is now available. Speak to Grandmaster Craftsman Hobbs in Lion’s Arch to learn how to craft the new mace precursor, Endeavor, and forge the new legendary mace, Eureka.

General

  • Fixed several bugs and gameplay issues with the Bashing Bauxite Alchemicals event chain in Malchor’s Leap.

Targeted Alerts
There is now a new key binding under the Targeting category called “Alert Target.” Using this key binding while a target is selected will play an effect over their head that is visible to party and team members.

  • The default key binding is Shift + T.
  • Effect changes based on the state of the target:
    • Alive Ally
    • Alive Enemy
    • Downed Ally
    • Downed Enemy

When players teleport, the default behavior of the camera will now be to quickly move to its new location instead of teleporting instantly with the player. The option “Enable Camera Teleportation,” found in the Options panel, will make the camera act as it did before.
The “Mute Player Alerts” option has been added to the Sound Options tab. When this check box is enabled, UI alert sounds such as targeted alerts, map pings, and special action-button notifications will be muted.
Fractals
Mistlock Instabilities
We are making many changes to Mistlock Instabilities in order to make them more interesting and fun to play.

  • New Instabilities:
    • Toxic Trails: Enemies leave a trail of toxic sludge behind them as they move around.
    • Flux Bombs: You are periodically afflicted by the Anomaly’s flux bombs.
    • Adrenaline Rush: Enemies become enraged for a time when low on health.
    • Mists Convergence: The Fractals of the Mists are blurring together…
  • Updated Instabilities:
    • Social Awkwardness: Greatly reduced the radius of this instability but increased the penalty for being hit by it. Added a new visual effect to clearly show how far away players should stay from allies.
  • Removed Instabilities:
    • Lethargic
    • Boon Thieves
    • Sluggish

Toughness and Health Scaling Rebalance
Until now, as fractal scale has increased, creature toughness has also increased. Default toughness reaches as high as 2,384 at scale 100. This huge increase in toughness has made power builds much less viable than condition builds. Ideally, power builds and condition builds should be fairly equally viable at all scales.
At the opposite end of the spectrum, creatures in low-tier fractals have health and toughness that is disproportionately lower, such that parties can fly through these fractals without even having an opportunity to see many of the mechanics.
The purpose of this rebalance is to make condition and power builds viable and also increase the duration of low-tier encounters without making them any more difficult. Overall, low-tier fractals should progress at a slower, more reasonable pace, and high-tier fractals should progress a bit faster for parties of mixed composition.

  • Toughness scaling has been removed.
  • Default toughness has been slightly increased to 1,475.
  • Health has been slightly increased for all creatures to compensate for lost toughness.
  • The low end of health scaling has been increased for bosses to ensure that encounters do not progress too quickly at low tiers.
  • Fixed a bug in which veterans would have too much health for their archetype.

Mistlock Observatory
The Mistlock Observatory has been updated to allow room for new vendors as well as a Trading Post Representative and a Golem Banker. Additionally, there is now an instability test area where players can get accustomed to how the various instabilities work.

  • Added a Laurel Merchant, Golem Banker, and Trading Post Representative to the merchant area.
  • Added BLING-9009 to the merchant area. This vendor has many rare and exceptional items available…for a price.
  • Dessa’s Alchemist has received a unique merchant marker to help her stand out from her taller companions.
  • A Fractal Instability Trainer has been added to the test area.
    • This golem can turn different instabilities on and off within the Mistlock Observatory.
    • This golem can spawn dummy golems to be used for training purposes.

Aetherblade

  • Adjusted the underwater-mines segment of the fractal by disabling the mines from reappearing after exploding, reducing the trigger radius, increasing the number of mines, and providing an effect to indicate when the mines are triggered.
  • Captain Kiel will now revive downed players in the laser floor and spinning laser sections of the fractal.
  • Disabling the laser floor section is now required to be able to interact with the control panels used to disable the spinning lasers.
  • The control panels in the spinning laser section are now spaced farther apart.
  • Removed the stack spot in the cannon room and changed the encounter to use floor patterns instead of just firing shots at a random player.

Chaos Isles

  • Falling near journal entry 5 will now place characters back on the wall rather than at the Chaos Anomaly checkpoint.
  • The laser flooring during the Brazen Gladiator encounter will no longer apply confusion to pets and minions.
  • Once the Brazen Gladiator encounter begins, characters located at the boss checkpoint will now be teleported to the boss platform.

Molten Boss

  • Moved the Mistlock Singularity to a more convenient location.

Molten Furnace

  • Fixed two bugs that could stall the instance before the weapon chamber.

Swampland

  • The Onslaught Phase is now a kill count and should progress faster.
  • Onslaught creatures are stronger and spawn slightly faster.
  • Onslaught creatures and oakhearts are less likely to focus on minions, pets, and clones.
  • Bloomhunger will only cast Poison Rain when vulnerable.
  • Bloomhunger will not use Pound and Poison Rain back-to-back.
  • Bloomhunger’s ring attacks now properly line up with the effect.
  • The hit box for Bloomhunger’s charge attacks has been shrunk to more accurately match his model.
  • Champion oakhearts no longer have Spirit Ward.
  • The champion oakheart’s Thump skill now has an area-of-effect warning indicator and does more damage.
  • Stun duration has been doubled when breaking Bloomhunger’s defiance bar.
  • The frequency of some of Bloomhunger’s attacks has been slightly reduced.
  • The knockback from Bloomhunger’s basic swipe attack has been removed.
  • Bloomhunger will not become invulnerable while he is stunned from breaking his defiance bar.
  • The 25% massive attack phase now has a timer.
  • Bloomhunger will now teleport to the middle for the massive attack phase.
  • Massive attack charge time has been increased by 4 seconds.
  • Bloomhunger’s poison Shoot attack projectiles have slower velocity.
  • Bloomhunger’s Poison Rain projectiles have slightly slower velocity.
  • Increased the brightness of the center circle for Bloomhunger’s ground-pound attack.
  • The number of poison stacks applied by the poison blooms has been reduced, but the duration has been slightly increased.
  • The outer ring of blooms will only spawn during the final phase.
  • Traps no longer use player condition damage and duration.
  • The cripple scaling on traps has been reduced.

Thaumanova Reactor

  • Fixed an issue in which players could stand too close to the Thaumanova Anomaly.

Uncategorized

  • Falling off the harpy platforms will now do 75% damage to the player instead of 100% damage.
  • The health and toughness of the ettin and Flame Legion Shaman have been reduced.
  • The electric pulses at the deadly stairs will no longer hit minions, clones, or pets.

Underground Facility

  • The health of the two bosses has been normalized.

Volcanic

  • The boulder and shaman cinematics can now be skipped.
  • The health and toughness of the Champion Grawl Shaman has been reduced.
  • The health of veteran grawl pushers has been slightly increased.

Aquatic Ruins

  • Fixed a bug that allowed the achievement Flawless Fins Foil Foes to be completed during the dark path.

Cliffside

  • Fixed a bug that could cause additional hammers to lose their pick-up icon if players picked them up too fast.

General

  • The elementalist downed-state skill Vapor Form will no longer spawn an additional fractal avenger.
  • Added the Gold Fractal Master achievement, awarded for collecting all Gold Fractal weapon skins, which will award the title “Grandmaster of Golden Arms.”
    • Enter the new Mistlock Observatory to unlock the progress for any Gold Fractal weapon skins that players already own.

Raids
Stronghold of the Faithful

  • Some achievements will now allow for a player to die and still receive the achievement if the event succeeds.

Items
Legendary Weapons

  • The three legendary bows—the Dreamer, Kudzu, and Chuka and Champawat—have all received custom bow strings.
  • The Minstrel has received an update to its effects.
  • Howler III: Malchor’s Devotion can now be obtained from the “Protect the Cathedral of Zephyrs” event.
  • Hope III: Protoype—Goemm’s Lab Proximity Test: Fixed a bug that restricted the area in which players could receive this collectible.

Decorations

  • Added 14 new fractal guild decorations that can be crafted by scribes out of Fragments of the Solid Ocean.
  • Fragments of the Solid Ocean can be purchased from the Guild Decoration Trader for fractal relics.

Infusions

  • Removed the level restriction on +1 – 30 Agony Infusions, allowing these items to be equipped in the various crafter’s backpacks.

Other

  • The Amber Quantic Dipole can now drop at Fractal Scales 1 – 100 instead of only scales 1 – 25.
  • The Azure Denaturizing Agent can now drop at Fractal Scales 26 – 100 instead of only scales 26 – 50.
  • Updated the Azure Denaturizing Agent’s icon to be blue instead of yellow.
  • Updated the Bloodstone Capacitor to function with infused and attuned versions of the Blood Ruby Band.

Profession Skills
Thief
Fixed the sound effect of the short bow’s arrow release for all thief skills.
Structured Player vs. Player
New Conquest Map: Eternal Coliseum
The doors to the coliseum are now open! Join your teammates to fight inside the coliseum. Destroy your enemies for the applause of the crowd and the glory of victory.
This new map features the traditional Conquest 3-point gameplay along with a secondary mechanic that centers around two periodically charged artifacts within the coliseum, located on the sides of the map. Obtaining the power of the two different artifacts gives your team either an offensive boost or a defensive boost for a short duration. The player that captures the power gains an additional bonus allowing them to either call upon a reaper to finish off players they’ve downed or automatically rally when they’re downed.

  • Eternal Coliseum is currently available to play in Unranked and Custom arenas.
  • The map will be pinned to the Unranked Map Selection screen for the duration of this off-season.
  • Have any thoughts on the map? Perhaps you have some suggestions for improvements, or maybe you’d like to see it added to the Ranked rotation? Head on over to the PvP Forums and let us know what you think!

New, Limited-Time PvP Achievements: Eternal Coliseum

  • Complete a new series of limited-time, Eternal Coliseum – specific achievements to celebrate the release of the map.
  • These achievements will only be available from now until the end of the next PvP League season.
  • These achievements can only be completed in rated matches (currently only Unranked Arena—not in Custom arenas).

Default Builds
Default Builds is a new feature for PvP equipment that allows players to select from a list of preconfigured builds. Selecting a default build from the new drop-down list on the Equipment tab in the PvP Build panel will automatically swap out weapons, upgrades, skills, and traits.

  • Each profession has two default builds.
  • Each build has notes to describe strengths, weaknesses, and play style.
  • Weapons are equipped from the inventory if available, otherwise free weapons will be created.
  • Any locked runes, amulets, or sigils will be offered for purchase upon selection.

Polish

  • Added a red alert to the PvP Build panel icon indicating when equipment or trait slots are empty.
  • Added a warning upon joining PvP indicating when equipment or trait slots are empty.

World vs. World
General

  • Reworked the Squad UI for clarity and added new features:
    • Changed the text on several options to better represent what those options are.
    • Commanders can now change their icons while in a squad.
    • Added a squad message option that appears when players join a squad.
  • Adjusted the Gift of Battle reward track to make it more legendary themed.
  • Leather and cloth synthesizer nodes have been added to WvW.
  • Objectives now have mouse-hover UI that shows how much war score an objective is worth, how much righteous indignation is left on the objective, which guild owns the objective, and the player’s distance from an objective.
  • Retired the Garnet Sanctum achievement, as the Red Alpine Borderlands is no longer in play.
  • Fixed a bug in which the Presence of the Keep was granting magic find instead of +5 supply.
  • Updated ruins so that their names are now displayed on the map.
  • Fixed a bug in which capture points could be attacked.
  • If a player’s only participation is capturing ruins, their WvW participation will decay faster.
  • Fixed the Power of the Mists—the world bonus that is granted based on WvW score (Artisan, Energetic, etc.)—to correctly show the war score for the match and not just the skirmish.

Edge of the Mists

  • Adjusted the points on capture in Edge of the Mists to be the same as the rest of WvW.

Guilds

  • New guild-hall upgrades have been added that allow guilds to unlock a leather and cloth synthesizer node in the guild hall.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • A new Mursaat Backpack and Glider Combo is available in the Style category of the Gem Store for 700 gems.
  • The new Mursaat Robes outfit is available in the Style category of the Gem Store for 700 gems.

Improvements

  • Revive orb use now takes a consistent 10 seconds and returns the player to 50% health. Revive sickness no longer affects health or movement but prevents leaving combat for 60 seconds. The ghostly caretaker has been replaced with a circling orb vortex, and there is now the option Consume a Revive Orb alongside the usual return-to-waypoint UI options that appear when players are defeated. Revive orbs can be found in the Special category of the Gem Store for 250 gems.
  • Six new exclusive hair colors have been added and are available in Total Makeover Kits and Self-Style Hair kits, found in the Services category of the Gem Store.

Bug Fixes

  • Fixed a bug that caused episodes to display out of order on the Living World Season 2 package in the Gem Store.

Rapid Fire Broken Against Stealth

in PvP

Posted by: sephiroth.4217

sephiroth.4217

To clear up confusion….

Rapid fire is a channeling skill, if they start channeling with you as a target, it doesn’t matter what you do or where you go, the rapid fire will follow you.

It’s the same for other skills such as Mesmer scepter 3, the confusing beam will follow the opponent due to being a channeling skill.

It is not an exploit.

If you honestly think it’s bad, try playing a manipulation traited Mes and using Mass Invisibility during a Rapid fire or if you have duel line traited to reflect on dodge, it’s a real pain if you were already stealthed.

I mostly play for the new Free-For-All arena in PvP lobby.
….. And Elementalist.

Game Update Notes - August 9, 2016

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

08/09/2016 – August 09 Release Notes
WORLD POLISH

  • Plains of Ashford
    • Fixed an issue that could prevent the “Lure out devourers to get at their eggs” event from starting.
    • Drottot Lashtail will now have a merchant icon when selling the Recipe: Drottot’s Poached Eggs item.
  • Sparkfly Fen
    • An access point for Tequatl’s Watery Grave will appear after Tequatl has been defeated. It will stay open for fifteen minutes and is located off the coast, southwest of Fabled Djannor.
  • Bloodstone Fen
    • The Legendary Unbound Guardian’s Counter Magic mechanic now also doubles condition damage.
  • Bloodstone slivers have scattered across Tyria.

FRACTALS

  • Chaos Isles
    • Randomized the Chaos Anomaly’s target selection for Flux Bomb.
    • The Flame Devourers will now disappear when all the bonfires are lit.
    • Relocated the Mistlock Singularity for the “Defeat the mysterious asura’s agent” event to be more accessible.
    • Falling off of the platform while the “Defeat the mysterious asura’s agent” event is active will now teleport characters onto the platform instead of to the checkpoint location.
    • The Brazen Gladiator now spends less time trying to follow minions, illusions, or pets.
    • Fixed a bug that prevented Fractal Avengers from triggering.
    • Fixed a bug in which the Chaos Isles fractal would not increment the Fractal Frequenter or Daily Fractals achievements.
  • Snowblind
    • Fixed a bug that prevented Fractal Avengers from triggering.
  • Swampland
    • Fixed a bug in which Bloomhunger could take damage from conditions while in Spirit Ward.
    • Fixed a bug in which the wisps would not reset properly upon party defeat.
    • The “Kill Bloomhunger” event will now restart from the beginning after party defeat.
    • Players are now forced into combat while in Bloomhunger’s arena during the “Kill Bloomhunger” event.
    • The tunnel gate now closes when the “Kill Bloomhunger” event is active.
  • Thaumanova Reactor
    • Fixed a bug in which players could rally off of their miniatures in the Superheated Room.

PROFESSION SKILLS

  • Warrior—Vengeance: Fixed a bug that prevented this skill from being displayed in PvP matches.

STRUCTURED PLAYER VS. PLAYER

  • PvP League Season 4 begins on August 9 at 12:00 p.m. Pacific Time (UTC-7) and ends on October 3 at 4:00 p.m. Pacific Time (UTC-7).
  • Ranked PvP matchmaking has been updated to create the most even matches possible within your pip range.

WORLD VS. WORLD
General

  • The walls in WvW have been updated to improve performance.
  • Mortar incendiary effects have been updated to more clearly show the area in which burning is applied.
  • The mortar incendiary radius has been decreased to 300.
  • The mortar incendiary radius with the Mortar Mastery ability has been decreased to 360.
  • The Master of Monuments achievement has been renamed “Daily WvW Master of Monuments.”

Alpine

  • Med Kits have been added to sentries.
  • The portals to Eternal Battlegrounds and other borderlands have been adjusted so that teleportation does not occur when players walk close to their sides.

Beta
Siege Repair Hammers are now in beta!
Siege Repair Hammers are a new consumable that may be purchased from the Tricks and Traps vendor. They allow players to repair all siege weapons as long as they have supply, and the hammers work with the Repair Master ability line.
We will be looking for feedback on the repair hammers on our forums and will be holding a follow-up poll to determine if they should become a permanent feature of the game.
In the event that repair hammers are officially added, the following changes would be made:

  • A new pip would be added to the Repair Master ability line that would allow players to purchase repair hammers.
  • Badges of honor would be added to the cost of the repair hammer.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • A new Bloodstone Dye Pack containing six exclusive colors is now available in the Special category of the Gem Store for 125 gems.
  • The Toxic Mantle and Toxic Gloves are available with a 20% discount for a limited time at 320 gems each, found in the Style category of the Gem Store.
  • Crystallized Magic no longer drops from Black Lion Chests.

Improvements

  • The Black Lion Trading Company has hired additional aestheticians for the Havoc’s Heir airship, the Royal Terrace, and all cities. Aestheticians allow players to preview new hairstyles, faces, and other appearance details without needing to own a Total Makeover Kit. In order to confirm any changes, players must have a Total Makeover Kit in their inventory.

How do I counter a perma-evade thief?

in PvP

Posted by: MiGFiD.1760

MiGFiD.1760

Evade evade evade evade

Pride March Tyria

in In-game Events

Posted by: Trina.9625

Trina.9625

Citizens of Tyria, you are invited to join us in celebrating Pride March Tyria this June 26 at 5pm PST (roughly when daily achievements reset). We march primarily to show our support for gender and sexual minority players, some of which have found Guild Wars 2 to be one of a few safe places to simply be themselves and get away from the drama and the politics of the outside world.

Allies and proponents of equality for all are especially welcome to attend as are those who are members of LGBTQIA+ communities (my apologies if my acronym is less than current).

The march route will be starting in the center of Ebonhawk and proceed until it reaches the steps of Rata Sum. Please refer to included map for specifics.

As real life comes first we’ll understand if players will only be stopping by for a short section of the approximately two and a half hour tour. Also for those for whom the above-mentioned time is inconvenient, we’ll be glad for those who want to volunteer to lead other groups whenever is most convenient for them as we want this message of support to reach as many as possible regardless of personal time constraints.

Thank you for your time.

Attachments:

WvW Poll 6 June: World Linking Schedule [CLOSED]

in WvW

Posted by: Chaba.5410

Chaba.5410

Goldilocks knows best!

Chaba Tangnu
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast

Official Feedback Thread: WvW Reward Tracks

in WvW

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

A Message from the WvW Team

Hello Everyone!

We are starting to see a lot of feedback threads pop-up and the WvW team appreciates everyone who has taken the time to write up feedback and create threads. To help organize ideas into one place (this helps devs a lot) we are going to start creating threads on specific topics. Feel free to create your own threads as well, but if you have feedback on a specific topic for which we have created an official thread—like this one—I encourage you to post in that thread.

The cadence and topics for these threads will vary depending on a particular release date. For example we will be posting a Desert Borderlands map feedback thread, but we want to give everyone a little more time to play before creating that thread. There also will be threads coming that will allow the community to make suggestions on what they want the team to be working on going forward.

The first topic, as you probably guessed from the title, is WvW Reward Tracks! Here are a few questions:

  1. How do you feel overall about reward tracks?
  2. What are your thoughts on the rate at which you gain participation?
  3. How do you feel about the rate you earn reward track points?
  4. Overall, what are your impressions about the types of reward tracks we have?
  5. Are there any other reward tracks you would really like to see?

Feel free to post anything reward-track related in this thread!

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Game Update Notes - April 19, 2016

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

Stronghold
Beginning with the first time that the channel points for the Mist Champions are available on both sides of the map, Mist Champions will now arrive with a +50% health and damage effect that stacks in intensity each subsequent time a Mist Champion is summoned (up to three stacks maximum, so 50%, 100%, and 150%), as well as a +20% movement-speed effect (which does not stack in intensity with each new summoning).

Spectator
Spectator-mode polish improves the viewing experience by removing clutter from the screen and creating consistency across machines:

  • Titles are now hidden while in spectator mode.
  • Guild tags are now hidden while in spectator mode.
  • Clone and minion nameplates are now hidden while in spectator mode.
  • Player nameplates have an increased size in spectator mode and will truncate when they’re too long.
  • Party names and health bars scale up based on resolution.
  • All player names show through walls in spectator mode.
  • A handful of options are now forced in spectator mode:
    • Free Camera: ON
    • Camera Shake: OFF
    • Disable Area of Effect Rings: ON
    • Show Ally Names: ON
    • Show Enemy Names: ON
    • Show All NPC Names: ON
    • Show Simple Condition Floaters: OFF

Quality of Life
There have been some long-standing quirks in PvP that have been cleaned up in a quality-of-life pass to create a more enjoyable experience:

  • Removed loading screens when respawning.
  • Ally names now show through walls at a low opacity.
  • Players are no longer teleported after the spawn doors close when the countdown begins if they are already inside the base. A small effect plays when cooldowns are reset.
  • Fixed a bug in Temple of the Silent Storm in which Meditation of Tranquility prevented capture points from changing color.

RAIDS
Raid Lobby
In order to streamline the raiding experience and help prevent overcrowding in Verdant Brink, we’ve added a raid lobby to the Lion’s Arch Aerodrome in Fort Marriner. Players can find the following inside the lobby:

  • Raid portals to each of the current raid wings:
    • Spirit Vale
    • Salvation Pass
  • Bank access
  • Trading Post access
  • A repair anvil
  • A laurel vendor
  • A basic magnetite vendor who sells boxes of ascended gear
  • A portal to a newly developed Special Forces Training Arena instance for damage-per-second (DPS) training

Special Forces Training Arena
To help players learn more about their classes and the damage output they are capable of, we’ve built an instance that is accessible from the raid lobby in which players in a raid squad can make the following adjustments:

  • Add or remove DPS training golems. These golems will report an individual player’s DPS for every 20% of health damaged, as well as report total damage done and the time since the player first attacked the golem.
  • Add or remove boons and certain profession-specific effects on themselves.
  • Add or remove any condition to a spawned DPS training golem.
  • Reset their cooldowns.
    Additionally, squad leaders will be able to make these adjustments:
  • Add or remove boons and certain profession-specific effects on their entire team at once.
  • Reset the cooldowns of their entire team at once.
  • Toggle on or off a pulsing damage field that inflicts 2% total damage per second to all players in the immediate area.

General Bug Fixes

  • Fixed a bug that caused map streaming UI to incorrectly appear when players attempted to enter a raid instance while in the defeated state.

SCRIBING
Adjustments have been made to generally lower the cost of scribing and improve the process of leveling scribing. To achieve this, many scribing recipes have been simplified to reduce the need to make multiple tiers of materials or to reduce the number of materials needed, and some rare items have had their drop rates adjusted to increase supply. Assembly times have also been significantly reduced, and new sources of Resonating Slivers have been added. The following changes have been made:

  • Adjusted the drop rate for Ascalonian Lumber Cores, Alpine Lumber Cores, Krytan Lumber Cores, Coastal Lumber Cores, and Arid Lumber Cores so that they drop more often.
  • Modniir Battle Hymns are now a guaranteed drop when players have Uzolan’s Mechanical Orchestra collection.
  • Resonating Slivers now drop from all dailies and have a chance to drop from ore resource nodes in the guild hall and in WvW.
    • Guild missions now give more Resonating Slivers and 20 more silver.
  • Adjusted all WvW schematics so that they only use Resonating Slivers instead of the higher tiers of resonating items (cores, lodestones, etc.).
  • Adjusted all sandpaper to only require 10 piles of coarse sand to create.
  • All ink sets no longer require the previous tier of ink sets to craft.
  • All sheets of paper only require 1 pulp instead of 5 to create.
  • All blotting powders only require slivers to create instead of the higher tiers of resonating items (cores, lodestones, etc.).
  • All finishing kit costs have been reduced. It will now only require 1 vial of linseed oil and 1 sandpaper to create finishing kits.
  • Several decorations require fewer materials to bring down their costs.
  • Added new recipes:
    • Globe of Whispers
    • Boxes of scribing supplies that can only be crafted once:
      • Box of Initiate Scribing Supplies
      • Box of Apprentice Scribing Supplies
      • Box of Journeyman Scribing Supplies
      • Box of Adept Scribing Supplies
      • Box of Master Scribing Supplies
  • Added mast poles to the Guild Trader on the Scribe Materials tab.
  • All basic decorations are available from Cullen as soon as the Guild Workshop is made.
    • The decorations vendor in the Guild Market now sells all decorations for 24 silver instead of 50.
  • All assembly times have been reduced to 30 seconds, with the exception of Super Adventure Box decorations.
    • Resonance vendors have been removed.
    • Guild missions no longer award resonance.
    • Shards of Crystallized Resonance can now be sold to a vendor.
  • The crafting level requirement to refine linseed oil has now dropped from 400 to 0.

Bug Fixes

  • Players will now see the quantity of decorations they currently own in the recipe list in the Production tab in crafting stations.
  • The Assembly Device nameplate is now displayed appropriately.
  • The Bag of Educational Supplies tool tip now appropriately lists what it contains.

WvW—WORLD LINKING (Beta)
In order to achieve more balanced team sizes in World vs. World, most worlds will be linked in WvW with one other world, creating a combined world with a boosted population. Beginning at reset this Friday, this process won’t modify the original worlds or transfer any players. It simply unifies them together to play in WvW. Worlds that have been paired up will display with a plus sign to the right of the world’s name in the WvW panel. Players will also be able to roll the mouse over a world name to see which additional worlds are currently a part of that team.

Since we’re significantly shaking up existing team membership, we’ll be resetting matchmaking data. This means there’ll likely be a lot more variation in matchups for the next several weeks. It’s also worth noting that the new world groupings aren’t necessarily permanent. We have the option to link different worlds together as populations shift over time.

We’re releasing world linking as a beta feature and asking the WvW community to test it on the live servers.

WvW—REWARD TRACKS (Beta)
Reward tracks have been added to World vs. World. These are nearly identical to the reward tracks you find in PvP, except that some rewards have been adjusted to be geared toward WvW players. One of the tracks offers players a chance to earn the new WvW-exclusive Triumphant armor set! Also, once the reward tracks feature exits beta testing, the Gift of Battle legendary crafting component will no longer be available as a vendor purchase and will be earned via its own reward track.

Unlike PvP reward tracks, which are advanced at the end of a match, WvW reward tracks will be advanced at the end of each scoring tick. These happen at 15-minute intervals. The amount of reward-track progress at this time is determined by your participation level. As players do things to help their worlds succeed, they will increase their participation level and earn more reward-track progress at each scoring interval.

Lastly, it’s often brought up that some roles—like scouting and defending—are difficult to reward. It’s fairly common in organized groups to kick back some gold to your scouts and defenders at the end of the night. We’ve leveraged our squad system to solve this problem; for every five people in your squad, your commander will be able to assign one person to share squad participation. These players will no longer earn their own participation, but will instead earn participation based on the actions of the rest of the squad. This frees them up to man the defenses of an objective, seek out the enemy, or do any number of other tasks that are important but don’t see a ton of action, and they still earn a portion of the participation that the troops they are supporting earn.

WvW—PROVISIONS MASTER
This new ability line improves a player’s ability to gather loot and grants access to the wares of the Permanent Portable Provisioner.

  • Provisions Master I: This allows players to purchase a Permanent Portable Provisioner from any WvW outfitter. This item allows players to purchase siege-weapon blueprints from anywhere in WvW.
  • Provisions Master II: This allows players to purchase tricks and traps from the Permanent Portable Provisioner.
  • Provisions Master III: This allows players to also purchase food and utility consumables from the Permanent Portable Provisioner.
  • Provisions Master IV: This teaches players to automatically pick up loot from fallen foes.
  • Provisions Master V: This increases the number of Badges of Honor players find when they loot fallen foes.

WvW—BORDERLANDS

  • The Desert borderlands map layout has been updated with a large number of adjustments to improve navigation and create better spaces for fighting, especially around the three keeps.
  • General
    • Barricades have been removed entirely.
    • Added hay bales in some locations to negate falling damage when players land on them.
  • Fire Keep
    • Reduced the number of fireball turrets in and around the keep.
    • The lord room now has more of the lava covered and additional bridges leading into it.
    • Widened many of the pathways outside the keep, leaving less lava exposed.
    • Opened new routes leading to the keep.
    • It is now easier to navigate around the outside of the keep due to the removal of some barriers.
    • Half of the sand dunes above the keep have been removed.
      • Moved some creatures, like the Veteran Sand Wurm, to compensate for this change.
  • Air Keep
    • Reduced the number of wind turrets in and around the keep.
    • Changed many locations that were accessed via jump pads to be sloped terrain or staircases instead.
    • Added additional staircases leading up to the lord room.
    • Improved the layout of certain walls that were difficult to defend.
    • Widened many of the bridges outside the keep.
    • Opened new routes leading to the keep.
    • It is now easier to navigate around the outside of the keep due to the removal of some barriers.
    • The bamboo bridge area south of the keep has been simplified, and the terrain has been raised.
  • Earth Keep
    • Added additional staircases leading up to the lord room.
    • Widened the canyons outside the keep.
    • Removed many of the teleporters that were in the canyons.

WvW—SKILL BALANCE
The following changes were made largely to improve balance in WvW. These changes are also mirrored in their respective profession skills sections.
Stability

  • Stability: The frequency at which stability can be removed by control effects has been increased from 0.05 seconds to 0.75 seconds. A brief effect will now play on the character when stability is removed via control.
    • This change will ensure that there is at least a minimum duration of immunity to control, without being as binary (on or off with no middle ground) as it was when the boon stacked duration. While this change is primarily targeted toward WvW, it does also carry a positive note for the PvP and PvE game types as well. We’ll continue to monitor the effectiveness of this and address it where appropriate.

Player Walls and Hit Caps
Wall-type control effects are currently too effective in areas where there are a ton of targets, causing stagnant gameplay in large combat scenarios like WvW. With this update, we’ll be reducing the number of targets that a wall can affect so that things like stability and player numbers matter a bit more. As such, you’ll see multiple notes through the professions that introduce target caps.

Elementalist:

  • Static Field: The number of times this skill can be used to attempt to stun an enemy has been capped at 10.
  • Unsteady Ground: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10. The duration of this skill has been increased from 3 seconds to 4 seconds.

Guardian:

  • Ring of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.
  • Line of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.
  • Hunter’s Ward: This skill now creates barriers on enemies only if they are struck by the final attack. Barriers created by this skill now only stop enemies who have been marked (struck) by the final attack. The final attack damage has been increased by 33%. The ring duration has been reduced from 6 seconds to 5 seconds. This skill’s cooldown has been reduced from 45 seconds to 40 seconds. Added a red ring for enemies so they can be identified as hostile.
  • Test of Faith: The number of times this skill can be used to attempt to strike an enemy has been capped at 10, after which the trap will disappear. The damage of this skill has been reduced by 7%.

Necromancer:

  • Spectral Wall: The number of times this skill can attempt to inflict fear on an enemy has been capped at 10.

Damage Changes
These damage modifiers were reduced, as they applied too much spike damage to targets at range and didn’t allow for enough counterplay. We do want to keep ranged combat viable in WvW scenarios, but we don’t want it to be the best option in open-field combat. As with the other changes, we’ll continue to watch and make adjustments where it’s deemed necessary.

  • True Shot: The damage of this skill has been reduced by 20%.
  • Gun Flame: The physical damage of this primal burst has been reduced by 20%. Fixed an issue that allowed this burst to hit enemies twice. This burst no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use.

WvW—GENERAL

  • Experience will no longer be awarded in WvW.
    • Tomes of Knowledge have been added to the Chests of the Mists awarded for ranking up in WvW and exist in the new WvW reward tracks.
  • Outfitter merchants now sell new 18-slot and 20-slot bags for a combination of badges and gold.
    • Pillager’s Pack is a standard bag.
    • Siegemaster’s Satchel is a bag that prioritizes consumables like siege weapon blueprints.
  • Cultural armor vendors have been added to each map.
    • These vendors sell discounted race-specific armor for a combination of badges and gold.
  • Guild upgrade tactics have had their cooldowns increased from 5 minutes to 10 minutes.
    • Emergency Waypoint and Airship Defense cooldowns have increased to 30 minutes.
    • All other tactics have had their cooldowns increased to 20 minutes.
  • The Objective Upgrades dialog now displays how long the objective has been owned by the current team.
  • Proofs of Heroics have been converted into a currency and are no longer a soulbound item.
  • World vs. World objectives display their upgrade tier on their map marker. They are displayed by 0 to 3 silver pips appearing on the icon.
  • Fixed a bug that prevented players from interacting with any siege vendors who had ever been inflicted with fear.
  • Keep waypoints have been changed to be part of the upgrade system rather than being automatically available to one team.
  • Keep outfitters now spawn automatically to make room for the waypoint upgrade.
  • Shield Generator skill recharge times have been increased slightly.
    • Force Ball recharge has been increased from 4 seconds to 5 seconds.
    • Force Wall recharge has been increased from 12 seconds to 15 seconds.
    • Force Dome recharge has been increased from 22 seconds to 25 seconds.
  • Reduced the maximum health scaling on objective bosses by 40%.
  • In World vs. World, all characters—not just players—will follow the same revival rules.
    • Only 5 players can attempt to revive a character at a time.
    • Characters must be out of combat in order to attempt to revive another character.
  • Fixed a bug in which siege weapons that applied condition damage were scaling based on the player’s condition damage.

Eternal Battlegrounds

  • Danelon Passage: Fixed a bug in which one of the dolyaks would sometimes gain the Protected Caravan effect when an enemy player was nearby rather than an allied player.
  • Lowlands Keep: Fixed a bug that prevented players from interacting with the golem banker.

PROFESSION SKILLS
General

  • A new option called Effect LOD has been added to the graphics options of the game. It limits the detail of allied players’ skill effects. This option has been turned on by default.
    • When toggled on, skills from allies will play a visually reduced version of their default skill effect. Additionally, ally hit effects and certain ally cast effects will be disabled.
    • When toggled off, skills from allies will play the default version of their skill effect. Allies’ cast effects as well as allies’ hit effects on foes will be visible.
  • Each profession has had their default ground-target reticle interchanged with new profession-specific reticles.
  • All combo fields in the game have been given a visual update to make them more distinct in combat.
    • Dark Field: A black ring with floating shadows has been added.
    • Ethereal Field: A magenta ring with floating, shattered fragments has been added.
    • Fire Field: An orange ring with rising flames has been added.
    • Ice Field: A light-blue ring with slow-moving ice has been added.
    • Light Field: A golden ring with a hovering white fog has been added.
    • Lightning Field: A purple ring with rising lightning bolts has been added.
    • Poison Field: A green ring with slowly rising bubbles has been added.
    • Smoke Field: A gray ring with rising smoke has been added.
    • Water Field: A blue ring with cascading water has been added.
  • The following skills and traits have had their Life Steal functionality standardized, fixing several exploits and bugs across the game:
    • Dark Field Combo Finishers
      • Projectile
      • Whirl
    • Necromancer
      • Vampiric
    • Revenant
      • Enchanted Daggers
      • Assassin’s Annihilation
      • Focused Siphoning
    • Thief
      • Leeching Venoms
    • Runes
      • Rune of Vampirism
      • Rune of Scavenging
    • Sigils
      • Sigil of Blood
      • Sigil of Leeching
    • Consumables
      • All consumables that randomly steal life
  • Rune of Vampirism: Life stealing now scales properly with power.
  • Fixed improper life-stealing damage values for consumables, increasing damage by 10.
  • Stability: The frequency at which stability can be removed by control effects has been increased from 0.05 seconds to 0.75 seconds. A brief effect will now play on the character when stability is removed via control.
  • Quickness/Slow: The formula for animation-speed increases and decreases has been modified. Quickness is normalized to behave the same as before, while Slow has had its effectiveness reduced. However, due to the formula change, Slow will continue to have a negative impact while Quickness is in effect. The table below indicates how this change works.
Skill Cast With Old Quickness With Old Slow With Both Old With New Quickness With New Slow With Both New
10 seconds 6.66 seconds 20 seconds 10 seconds 6.66 seconds 15 seconds 11.66 seconds
  • This change allows for more fluidity, as the previous animation-speed formula caused slowing effects to be stronger than we desired. As an added benefit, we have not reduced the effectiveness of any trait that modifies attack speed, so these traits will see a boost in speed given.

Elementalist
We’re continuing to watch the elementalist and its tempest specialization, and we’ll look to make improvements in lesser-used areas. For this update, we’ll be looking at weapon skills that promote both scepter and dagger. Scepter changes include some modification to casting times and damage increases for both physical and condition damage. The dagger’s abilities have been adjusted to be both more frequently usable and pack a bigger punch for both main-hand and off-hand use.

  • Glyph of Storms: This skill now has new icons for each attunement for better visibility.
  • Glyph of Elemental Power: This skill now has new icons for each attunement for better visibility.
  • Glyph of Elemental Harmony: This skill now has new icons for each attunement for better visibility.
  • Glyph of Renewal: This skill now has new icons for each attunement for better visibility.
  • Flamestrike: The cast point of this skill has been reduced by 0.2 seconds. The aftercast delay of this ability has been reduced by 0.38 seconds.
  • Ice Shards: The damage applied by this skill has been increased by 33%.
  • Shatterstone: The damage of this skill has been increased by 22%.
  • Water Trident: The healing contribution per level of this skill has been increased by 27%.
  • Arc Lightning: The damage of this skill at all levels has been increased by 33%.
  • Rock Barrier—Hurl: This skill now applies 1 stack of bleeding for 8 seconds when striking an enemy.
  • Dust Devil: The cast point of this skill has been reduced by 0.15 seconds. The aftercast delay of this ability has been reduced by 0.3 seconds.
  • Lightning Touch: The damage of this skill has been increased by 66%.
  • Churning Earth: The damage of this skill has been increased by 7%.
  • Fire Grab: The recharge time of this skill has been reduced from 45 seconds to 30 seconds.
  • Frozen Burst: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.
  • Fireball: The effect of this skill has been returned to its previous state. The damage of this skill has been increased by 17%.
  • Gust: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.
  • Windborne Speed: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.
  • Static Field: The number of times this skill can be used to attempt to stun an enemy has been capped at 10.
  • Unsteady Ground: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10. The duration of this skill has been increased from 3 seconds to 4 seconds.
  • “Eye of the Storm!”: This skill can no longer be used to attempt to stun-break NPCs who aren’t already in combat.

Engineer
Our goal for this quarter has been to reduce a bit of the scrapper’s survivability while updating the base engineer with multiple weapon and utility quality-of-life changes. Some increases have been based around physical and condition damage increases for the pistol, to help its viability as a hybrid condition option. From the utilities side, we’ve made several adjustments to damage and recharge for underutilized skills. One of the bigger notes is that Slick Shoes are now only able to affect a target once per skill activation.

  • Fixed a bug that prevented certain engineer kits from becoming hidden while gathering.
  • Fragmentation Shot: The damage of this skill has been increased by 14%.
  • Static Shot: Confusion duration has been increased from 3 seconds to 4 seconds. The number of confusion stacks has been increased from 2 to 3. The recharge of this skill has been reduced from 15 seconds to 12 seconds.
  • Blowtorch: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.
  • Bomb Kit: Fixed a bug that caused the explosions of this skill to behave oddly and not occur where the bomb was originally laid.
  • Toss Elixir C: The recharge time of this skill has been reduced from 25 seconds to 20 seconds.
  • Toss Elixir R: The recharge time of this skill has been reduced from 100 seconds to 90 seconds.
  • Toss Elixir S: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.
  • Elixir U: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.
  • Healing Turret: The casting time of this skill has been increased from 0.5 seconds to 0.75 seconds.
  • Throw Mine: The recharge of this skill has been reduced from 18 seconds to 15 seconds. The damage has been increased by 20%.
  • Rocket Kick: The recharge time of this skill has been reduced from 17 seconds to 15 seconds. The damage has been increased by 33%.
  • Launch Personal Battering Ram: The cripple duration from this tool-belt skill has been increased from 5 seconds to 6 seconds.
  • Slick Shoes: This skill is now limited to knocking each enemy down once. The number of enemies that it can affect remains unchanged. The recharge time of this skill has been reduced from 45 seconds to 40 seconds.
  • Rocket Charge: This skill now executes two leaps instead of three. This skill now charges straight forward rather than angling slightly on the initial two leaps.
  • Equalizing Blow: Increased the number of might and vulnerability stacks applied from 1 to 3.
  • Sneak Gyro: This skill now has a 0.75-second casting time.
  • Rapid Regeneration: The base healing of this trait has been reduced from 150 to 20 when under the influence of superspeed and from 25 to 5 when under the effects of swiftness. Level and healing values continue to scale the same for superspeed. Swiftness’s scaling with levels has been increased by 20%.
  • Shredder Gyro: The damage caused by this skill has been increased by 600%. The duration has been reduced by 50%. Removed the initial strike.

Guardian
A large portion of the changes occurring for the guardian are aimed toward reducing the dragonhunter’s group controlling and killing capacity in WvW while toning down its ranged spike damage capability prevalent in other areas. With that being said, we want to keep the dragonhunter competitive and still dealing high damage, but we want the damage dealt a little less instantly than before. The guardian is also going to be receiving some of the same target caps on its wall abilities while seeing some cooldown reductions on its base virtues.

  • Virtue of Justice: The recharge time of this skill has been reduced from 25 seconds to 20 seconds.
  • Virtue of Resolve: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.
  • Virtue of Courage: The recharge time of this skill has been reduced from 75 seconds to 60 seconds. This skill will no longer attempt to break stun for NPCs who aren’t already in combat.
  • Ring of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.
  • Line of Warding: The number of times this skill can be used to attempt to knock back an enemy has been capped at 10.
  • “Save Yourselves!”: The recharge time of this skill has been reduced from 60 seconds to 50 seconds.
  • “Hold the Line!”: The recharge time of this skill has been reduced from 35 seconds to 30 seconds.
  • “Retreat!”: The recharge time of this skill has been reduced from 40 seconds to 30 seconds.
  • “Stand Your Ground!”: The duration of stability this skill applies has been increased from 5 seconds to 6 seconds.
  • True Shot: The damage of this skill has been reduced by 20%.
  • Deflecting Shot: The base damage of this skill has been increased by 17%.
  • Symbol of Energy: The damage of this skill has been increased by 25%.
  • Hunter’s Ward: This skill now creates barriers on enemies only if they are struck by the final attack. Barriers created by this skill now only stop enemies who have been marked (struck) by the final attack. The final attack damage has been increased by 33%. Ring duration has been reduced from 6 seconds to 5 seconds. The cooldown of this skill has been reduced from 45 seconds to 40 seconds. Added a red ring for enemies so they can be identified as hostile.
  • Test of Faith: The number of times this skill can be used to attempt to strike an enemy has been capped at 10, after which the trap will disappear. The damage of this skill has been reduced by 7%.

Mesmer
This quarter, we’ll be looking a bit at the scepter and pushing it toward more hybrid capabilities. There have been several animation changes and recharge reductions, along with general damage increases. Additionally, due to the change made in how attack speed increases are calculated, Malicious Sorcery provides a higher attack speed bonus (though the tool-tip value will not change). The chronomancer has had a few changes, with well recharge reductions and improved access to personal alacrity.

  • Feedback: Fixed an issue that prevented the combo ring for this skill from displaying.
  • Ether Bolt: Reduced the aftercast delay by 0.16 seconds.
  • Ether Blast: Reduced the aftercast delay by 0.28 seconds.
  • Ether Clone: Reduced the aftercast delay by 0.45 seconds. This skill no longer fires a missile but is a direct attack instead.
  • Counterspell: The cooldown of this skill has been reduced from 10 seconds to 8 seconds. The damage from this skill has been increased by 50% when an attack is blocked. The attack activation time has been reduced by 0.2 seconds. The aftercast delay has been reduced by 0.24 seconds.
  • Confusing Images: The damage output of this skill has been increased by 20%.
  • Illusionary Riposte: Reduced the cooldown of this skill from 15 seconds to 12 seconds. The attack activation time has been reduced by 0.4 seconds. The aftercast delay has been reduced by 1 second.
  • Restorative Mantras: This trait now displays a blue ring effect while channeling a mantra, indicating the trait’s effective area.
  • Well of Action: The recharge time of this skill has been reduced from 30 seconds to 25 seconds.
  • Well of Precognition: The recharge time of this skill has been reduced from 45 seconds to 30 seconds.
  • Well of Recall: The recharge time of this skill has been reduced from 40 seconds to 35 seconds.
  • Flow of Time: The alacrity applied by this trait has been increased from 0.75 seconds to 1 second per illusion shattered.

Necromancer
Necromancers have been reaping their way across the game, far and wide. It’s been a glorious sight. With that being said, there are a few areas that we feel need to be balanced, specifically chill application and survivability. In this update we’ll be reducing the overall duration of chill that the necromancer can output by reducing it from their base abilities. Players will also see a reduction in the uptime of Infusing Terror, though the functionality will remain the same. Baseline necromancers will be seeing some off-hand weapon updates as well as well recharge reductions.

  • Well of Corruption has undergone an audio rework to make it sound like it is bursting from the ground, better matching its visual effects.
  • All Bone Fiend projectile skills have undergone an audio rework to make them sound more like projectiles.
  • Lich Form—Mark of Horror: Added a strike to the area when this mark is triggered by an enemy.
  • Spectral Wall: The number of times this skill can be used to attempt to apply fear to an enemy has been capped at 10.
  • Reaper’s Touch: The recharge time of this skill has been reduced from 18 seconds to 15 seconds.
  • Spinal Shivers: Increased the damage when removing two and three boons by 25% and 40% respectively.
  • Deathly Swarm: The missile velocity of this skill has been increased by 100%. The casting time of the projectile has increased by 0.2 seconds.
  • Well of Power: The recharge time of this skill has been reduced from 50 seconds to 40 seconds.
  • Well of Darkness: The recharge time of this skill has been reduced from 50 seconds to 45 seconds.
  • Well of Blood: The recharge time of this skill has been reduced from 40 seconds to 35 seconds.
  • Ritual of Life: The cooldown of this trait has been reduced from 40 seconds to 35 seconds.
  • Infusing Terror: Reduced the active duration of this skill from 8 seconds to 5 seconds. The recharge time has been increased from 20 seconds to 25 seconds.
  • Unholy Sanctuary: Fixed a bug that caused this skill to go on cooldown even when the necromancer has less than 10% life force.
  • Soul Spiral: Reduced the number of whirl combos during the course of the skill from 11 to 6.
  • Executioner’s Scythe: Reduced the freezing field duration from 6 seconds to 4 seconds.
  • “Chilled to the Bone!”: The chill duration from this skill has been reduced from 6 seconds to 4 seconds.
  • Chilling Nova: The chill duration from this trait has been reduced from 2 seconds to 1.5 seconds.
  • Shivers of Dread: The chill duration from this trait has been reduced from 3 seconds to 2 seconds.
  • Deathly Chill: This trait no longer causes chill to inflict damage but instead applies 8 seconds of bleeding each time you apply chill to an enemy.

Ranger
It’s been a long time in the making, but we’re pleased to announce that the main-hand sword autoattack no longer removes control from players and has an all-new animation. In addition to that, we’ve been going through and updating a few of the underused weapons available to the ranger. Short bow has received a physical damage upgrade as well as some improved secondary effects on various skills. Main-hand axes have had some animation and condition improvements while receiving some quality-of-life improvements when wielded in the off hand. “Search and Rescue!” has been great to see used, but it’s been observed to be a bit too strong at its current levels. We’ll be making this a more tactical choice by reducing its range to standard shout range and increasing its recharge time.

  • Sublime Conversion: Fixed an issue that caused the combo ring for this skill to be visible to enemies.
  • Viper’s Nest: Fixed an issue that caused the combo ring for this skill to display at an offset time.
  • Kick (Sword Combo 2): This skill has been renamed Crippling Thrust. The animation of this skill has been modified, and the ranger will now be able to move while activating the skill.
  • Leap (Sword Combo 3): This skill has been renamed Precision Swipe. The animation of this skill has been modified, and the ranger will now be able to move while activating the skill.
  • Poison Volley: Increased the poison damage duration applied by this skill from 4 seconds to 5 seconds. The physical damage per strike has been increased by 150%.
  • Quick Shot: The swiftness duration of this skill has been increased from 3 seconds to 9 seconds. The damage has been increased by 20%. This effect is now only able to be triggered once per shot (it previously would trigger multiple times if the Light on Your Feet trait was in use).
  • Crippling Shot: The cripple duration has been increased from 3 seconds to 4 seconds. Base damage has been increased by 100%. The pet bleeding duration has been increased from 6 seconds to 12 seconds.
  • Concussion Shot: The stun and daze durations have been increased from 1 second to 2 seconds.
  • Ricochet: Might duration applied by this skill has been increased from 3 seconds to 5 seconds. Increased the cast point by 0.1 seconds. The aftercast delay has been reduced by 0.16 seconds.
  • Winter’s Bite: The chill duration of this skill has been increased from 3 seconds to 4 seconds and now also applies 3 stacks of bleeding for 5 seconds. The aftercast delay has been reduced by 0.32 seconds.
  • Path of Scars: This skill is now ground targeted and can be cast at a shorter distance than the maximum.
  • Whirling Defense: The active portion of this skill has had its speed increased by 50% and will now scale with quickness. The damage per strike has been increased by 100%.
  • “Search and Rescue!”: The radius of this shout has been normalized and now affects a radius of 600, down from 1200. The recharge time of this skill has been increased from 45 seconds to 60 seconds.
  • Fortifying Bond: The fury duration applied to the ranger’s pet has been increased from 3 seconds to 5 seconds. The protection duration has been increased from 2 seconds to 3 seconds. The regeneration duration has been increased from 5 seconds to 6 seconds. The swiftness duration has been increased from 3 seconds to 6 seconds. The quickness duration has been increased from 2 seconds to 2.5 seconds. The stability duration has been increased from 3 seconds to 5 seconds.
  • “Protect Me!”: This skill will no longer attempt to break stun on NPCs who aren’t already in combat.
  • Fixed a scaling and placement issue with the Celestial Avatar skill icon after the druid elite specialization is equipped.
  • Vine Surge: Fixed a bug that allowed this skill to strike a target more than once.

Revenant
This quarter’s balance changes are focused on improving Ventari and the off-hand sword while slightly lowering the defensive capabilities of the Shiro legend. Legendary Assassin Stance is expected to be offensive and elusive but was too survivable overall.

  • Protective Solace: Fixed an issue that prevented the combo ring for this skill from being visible.
  • Riposting Shadows: The endurance gain of this ability has been reduced from 50 to 25.
  • Precision Strike: Increased the recharge time of this skill from 4 seconds to 5 seconds. The range of this skill has been reduced from 600 to 450.
  • Duelist’s Preparation—Shackling Wave: The immobilize duration has been increased from 2 seconds to 2.5 seconds. This skill is now available naturally during the course of Duelist’s Preparation. Blocking an attack will extend the availability of the skill beyond the blocking duration.
  • Grasping Shadow: This skill now grants 6 seconds of fury to the revenant and 3 seconds of chill to an enemy when the attack hits.
  • Enchanted Daggers: The healing from these daggers has been reduced by 5%.
  • Project Tranquility: The cost of this skill has been reduced from 10 energy to 5 energy.
  • Ventari’s Will: This skill is now instant. The recharge time of this skill has been increased from 2 seconds to 4 seconds.
  • Natural Harmony: Reduced the delayed time to heal from 1.5 seconds to 1 second. Increased the healing power contribution of this skill by 33%.
  • Energy Expulsion: This skill is now instant but has a 1-second delay for the explosion.

Thief
The thief has had numerous changes in the vein of quality-of-life upgrades. We’ve made improvements to help pistols play nicer with their hybrid nature while also improving the dagger and sword weapons. Survivability has been boosted a bit, with healing skills and traits working to provide more condition removal, vigor, and healing. Larcenous Strike and Bountiful Theft now remove additional boons, with Lead Attacks receiving a large rework that promotes spending initiative rather than holding it. We’ll continue to monitor the effectiveness of Lead Attacks and adjust it accordingly as needed.

  • Vital Shot: Reduced the aftercast delay of this skill by 0.6 seconds.
  • Body Shot: Reduced the aftercast delay of this skill by 0.16 seconds.
  • Unload: This skill now grants 1 stack of might for 8 seconds when striking an enemy.
  • Heartseeker: This skill is now able to be affected by quickness and slow.
  • Weakening Charge: This skill is now able to be affected by quickness and slow.
  • Dust Strike: This skill now applies 5 stacks of vulnerability per hit. Fixed a bug that caused this skill to strike more than once. Fixed a bug that caused this skill to blind for only 3 seconds instead of the full 5 seconds.
  • Larcenous Strike: The number of boons stolen by this skill has been increased from 1 to 2. The initiative cost has been increased from 1 to 2.
  • Withdraw: This skill now removes torment in addition to its other removals.
  • Hide in Shadows: This skill now removes confusion in addition to its other removals. Increased the duration of regeneration from 4 seconds to 6 seconds.
  • Skelk Venom: The base healing modifier for venom strikes has been increased by 40%. The healing contribution for both the initial heal and venom strikes has been increased by 50%.
  • Expeditious Dodger: Increased the swiftness duration from 4 seconds to 6 seconds.
  • Pain Response: The internal cooldown of this ability has been reduced from 20 seconds to 16 seconds.
  • Vigorous Recovery: Increased the vigor duration of this trait from 7 seconds to 10 seconds.
  • Swindler’s Equilibrium: Damage while wielding a sword has been increased from 5% to 7%.
  • Lead Attacks: This trait has been reworked and now grants 1% damage and condition damage per initiative spent for 15 seconds. This effect has a maximum of 15%.
  • Bountiful Theft: The number of boons stolen has been increased from 2 to 3 in addition to applying vigor.
  • Consume Plasma: This stolen ability now grants resistance for 2.5 seconds, but it will not apply quickness. Updated the skill facts.
  • Throw Gunk: This skill is now ground targeted. Added the radius to this skill’s description. Added an allied combo-field effect and enemy ring effect to this skill.

Warrior
We’re generally happy with the offense and damage potential of the warrior, but survivability and durability in PvP have been observed to be lacking, even when defensive measures are taken. We’re looking to boost defense in areas where the warrior specializes in it. Stability-granting utilities have been refocused and reworked with the new stability cooldown specifically in mind, and the Defense line has gained significant increases. Within this line, Adrenal Health has been transformed from an adrenaline-holding minor trait into one that grants a much stronger healing effect when landing burst abilities.

  • Dual Shot: The damage of this skill has been increased by 33%.
  • Fan of Fire: Increased the burning duration from 2 seconds to 3 seconds. Physical damage has been increased by 10%.
  • Smoldering Arrow: The recharge time of this skill has been reduced from 15 seconds to 12 seconds.
  • Pin Down: The damage of this skill has been increased by 10%.
  • Eviscerate: Updated this skill to not be affected by movement-impeding effects.
  • Gun Flame: The physical damage of this skill has been reduced by 20%. Fixed an issue that allowed this skill to hit enemies twice. This skill no longer pierces but still delivers the area-of-effect attack. Fixed a bug that caused the tool tip to show a decrease in damage when the Burst Mastery trait was in use.
  • Dolyak Signet: The cooldown of this signet has been reduced from 60 seconds to 40 seconds.
  • Balanced Stance: This skill now periodically applies swiftness and two stacks of stability for 3 seconds every 3 seconds that the stance is active.
  • Throw Bolas: The cooldown of this skill has been reduced from 20 seconds to 16 seconds.
  • Kick: The cooldown of this skill has been reduced from 20 seconds to 12 seconds.
  • Bull’s Charge: Increased the knockdown duration from 2 seconds to 3 seconds.
  • Stomp: This skill is now ground targeted and will move the warrior from a distance of 450 to a target area. This skill now grants 1 stack of stability for 5 seconds per target struck in addition to its own initial stack of stability, which has been increased from 1 second to 5 seconds. The cooldown of this skill has been reduced from 45 seconds to 40 seconds.
  • Thick Skin: The health threshold of this trait has been decreased from 90% to 75%. The toughness this trait applies has been increased from a maximum of 120 to 180.
  • Dogged March: The regeneration duration applied by this trait has been increased from 3 seconds to 6 seconds.
  • Cull the Weak: Increased the health threshold for weakness application from 25% to 33%.
  • Defy Pain: The threshold for activating Endure Pain has been increased from 25% health to 50% health.
  • Quick Breathing: Increased the number of conditions removed on warhorn-skill use from 1 to 2.
  • Burst Mastery: Fixed a bug that prevented this trait from appropriately increasing damage.
  • Adrenal Health: This trait has been reworked. For each level of adrenaline spent, the warrior will gain an instance of Adrenal Health that will heal over the course of 15 seconds. This effect stacks up to 3 times.

OTHER BALANCE, BUG-FIXING, AND POLISH
General

  • Players can now specify a quantity when purchasing items from a vendor.
  • Fixed several vendors in Central Tyria that started on the Sell tab instead of their respective Buy tabs.
  • Changed all in-game references to the Magus Falls region to Heart of Maguuma to avoid confusion of conflicting labels for the area.
  • Loading screens can now have helpful information and tips at the top of the screen.
  • The Tail Stab skill used by the Veteran Mordrem Vinetooth and the Vinetooth incarnation of Faolain has been reworked so that the skill’s damage area matches its effect.
  • Unlurk animations now play for arrowheads, bristleback hatchlings, and Mordrem grunts that require them.
  • Squads can now be joined regardless of distance via left-clicking the commander marker on the map and selecting “Join Squad.”
  • Fixed a bug in which adventure leaderboards had inconsistent daily and lifetime records. This fix also addressed an issue in which lifetime records cleared after the daily reset.
  • Fixed a bug that caused Chocolate Omnomberry Cake to increase burning duration instead of chill duration.
  • The Clean Refreshing Drink now has an indicator to show when it is active.
  • Queensdale: Fixed a bug that prevented an event in the 1-5 zone from starting.
  • Cursed Shore: Fixed an issue that sometimes prevented the meta-event text from displaying.
  • Tequatl the Sunless: Fixed an issue that caused the jump pads to require the Glider Basics Mastery.
  • Fixed a bug in which using the portal from Lion’s Arch to Lornar’s Pass would sometimes cause a player to reload back in Lion’s Arch.
  • Fixed a bug preventing upgrade effects from being applied in certain transforms.

Personal Story

  • “The Stone Sheath”: Fixed a bug in which you could complete the “Search the submerged ruins for dwarven relics” story step without receiving the next objective.
  • “City of Hope”: The first trial is now manually activated and reset by interacting with the pedestal near the trial entrance instead of being based on proximity to the start. In the third trial, enemies and downed soldiers will not spawn until the entire party has been turned into rabbits.
  • “Close the Eye”: Updated the skills on the Seneschal’s Keystaff.
  • Added an NPC in Lion’s Arch, Soothsayer Jacinda, who will attempt to restore characters who have become stuck in chapter 7 after the “Forging the Pact” story step and who have no active quest as part of their personal storyline.
  • “Hearts and Minds”: Fixed a bug in which the fight against the Blighted Pale Tree could break if she was damaged too swiftly after her final attack. In Extreme Mode, the number of control effects required to break Blighted Eir Stegalkin’s defiance bar has also been reduced.

Guild Halls

  • Lumber Synthesizer 4 will now give the player Elder Wood Logs.
  • Lumber Synthesizer 5 will now give the player Ancient Wood Logs.
  • Guild Hall Swiftness +11%, +22%, and +33% will no longer inform users without the rank permission “Use Placeables” that they need the rank permission to gain the swiftness boons.
  • “The Music of the Barren Heights” and “The Music of the Caverns” will remain selected when players leave and return to their guild halls if they were selected previously.
  • Audio cues have been added to the Mission tab in the Guild panel.
  • The tabs in the Guild Trader panel are now named.
  • Guild Hall Swiftness +11%, +22%, and +33% will also be applied upon obtaining the upgrade and not require users to leave and reenter their guild hall to obtain the effect.

Items

  • Superior Rune of the Herald: Fixed a bug that caused the 6-piece bonus to trigger at the start of the skill rather than when the skill completed.
  • Transmutation Charge: Transmutation charges now have the Consume All option.
  • Nuhoch Warbler: The warbler can no longer be used to overwrite other transformations.
  • Prismatic Lodestone: Fixed a bug that caused this item to be consumable.
  • Energy Crystal: Energy Crystals found in Metrica Province can now be traded.
  • Order Backpacks: Fixed a bug that could block progress on the order backpack collections earned in the Heart of Thorns story. Work is still being done to unblock players who already encountered this bug.
  • Amalgamated Gemstones: A new Mystic Forge recipe involving globs of ectoplasm has been added to obtain multiple amalgamated gemstones at one time. Additionally, mystic forging crystals (tier 5 gemstones) or orbs (tier 6 gemstones) now have a rare chance of giving an amalgamated gemstone.
  • First-tier and second-tier precursor recipes will now only have the appropriate crafting discipline listed in the tool tip.
  • Exalted core recipes will now only have the appropriate crafting discipline listed in the tool tip.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • A new set of Spectral weapon skins is available from Black Lion Weapons Specialists for 1 Black Lion Claim Ticket for a limited time.
  • A new Sentinel Outfit is available in the Style category of the Gem Store for 700 gems.
  • 5 additional Shared Inventory Slots may be purchased from the Upgrades category of the Gem Store for 700 gems each. Each account can have up to 10 purchased Shared Inventory Slots at this time. This limit is not affected by the Shared Inventory Slot provided with the Level-80 Boost.

Improvements

  • The rewards within the Black Lion Chest have been refreshed.
    • Instant Repair Canisters have been removed.
    • Boxes o’ Fun have been removed.
    • Mystery Tonics that aren’t endless have been removed.
    • Increased the amount of Revive Orbs awarded to 2.
    • Rare stand-alone miniatures have been removed and replaced with a new Black Lion Miniature Claim Ticket containing new miniatures to choose from.
    • The current exclusive dye packs have been swapped out for Winter Chimes, the Toxic Dye Kit, the Metallurgic Dye Kit, Taimi’s Dye Kit, and the Mad King Dye Kit.
    • All common individual combat boosters have been combined into a single Enchanted Combat Boost that allows players to choose their combat boost.
    • Drop rates of Black Lion Claim Ticket Scraps have been slightly increased.
    • The Endless Repair Canister item has been added as a very rare reward.
    • Zodiac, Chaos, and Balthazar weapon skins have been added as very rare rewards.
  • Added the ability to link items in chat.
  • When switching categories, filters in common with the new category are no longer cleared if they’re also applicable to the new category. As an example, a filter for items with vitality is preserved when switching between armor and weapons.
  • Filtering and search terms are now preserved separately for the buy, sell, and transaction sections.

Bug Fixes

  • Fixed a bug that allowed accounts without glider access to purchase glider skins.
  • Fixed a bug in which the inventory list wouldn’t resize correctly upon inventory updates.
  • Fixed a bug that caused the inventory list to incorrectly display an error message stating the maximum number of results had been reached.

(edited by Mark Katzbach.9084)

Game Update Notes - April 19, 2016

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

04/19/16 – April 19 Release Notes

HEART OF MAGUUMA—REWARDS AND EXPERIENCE
The rewards in the Heart of Thorns™ maps have had a significant rebalance focused on providing more frequent rewards while playing through all content on these maps. Many of these changes were made in concert with the map event structure changes, but general changes were also made that will make exploration and solo play in the map more rewarding. Finally, some new rewards were added for both veteran and new explorers of Maguuma.

  • Experience from killing creatures has been increased by 50%.
  • Events in the Heart of Thorns maps are no longer subject to diminishing returns for their rewards.
  • In the portions of the Heart of Thorns maps that no longer use the map-wide progress bar (“Securing Verdant Brink,” “Defending Tarir,” “Advancing Across Tangled Roots”) have had rewards added to the individual events. These give experience points, map currencies, keys to map chests, and other goodies.
  • Rewards that now come from individual events have been rebalanced and consolidated into a smaller number of bags, reducing the number of inventory slots that players’ loot takes up during these event chains.
  • All maps should give more of their appropriate currencies and keys for completing event chains, and new chests will appear while completing an event chain.
  • New items have been added for defeating map bosses, offering players a choice of items including ascended crafting materials, currencies for collections, and other valuable goods.
  • Mastery vendors across the maps have acquired new souvenirs for heroes to purchase. Players can now take home their own Exalted Chest, Crystallized Supply Cache, and Airship Cargo into their home instances. These can be opened once per day and come with 3 keys.
  • Adventures are easier to access, easier to complete, and have increased experience rewards.

HEART OF MAGUUMA—MAP CHANGES
We revamped map event rewards, splitting rewards out of many meta-event chains into their individual events to free players from feeling trapped by map cycles or by the progression state of the map they’re placed in. We revisited the events and rewards in the Maguuma Jungle maps to allow for greater single-player accessibility and progression while still allowing for key bigger moments in which players can join up and work together toward map-wide objectives. Players will now be rewarded more often from events as they explore the jungle, and they should find it easier to complete the map-wide events with organization.
Verdant Brink

  • Events
    • The daytime map reward structure has changed. Rewards during this phase will be given out incrementally through events instead of through a map-wide progress bar.
    • All waypoints during the “Night and the Enemy” meta-event will be available by default. Previously, the number of waypoints available depended on the progression of each hub during the daytime period.
    • Completing the nighttime phase at the highest security level will now award the player their choice of equipment from the Bladed armor set.
    • Reduced the number of items required to complete the “Salvage damaged armaments to build bombs” event, and the number of items required now scales based on the number of participants.
    • Reduced the number of items required to complete the “Salvage supplies from the Ordnance Corps airship wreckage” event, and the number of items required now scales based on the number of participants.
    • Replaced the enemies that would leave the event area and become difficult to find in the “Escort rescued nobles to the Pact crash site” event.
    • Reduced the number of items required to complete the “Salvage scrap from the crashed Pact airship for Bongo to reinforce the outpost” event, and the number of items required now scales based on the number of participants.
    • Increased the speed at which Skybreaker plants bombs in the “Keep enemies away from Skybreaker while she plants explosives” event.
    • The champions in the “Kill the rampaging Mordrem” nighttime events have been changed to veterans.
    • The “Clear hostiles from the nobles’ crash site” event no longer begins if the map initializes at night. This event also now fails at night.
    • The “Clear hostiles from the Ordnance Corps outpost” event no longer begins if the map initializes at night. This event also now fails at night.
    • The “Destroy the Mordrem breachers to cut off enemy reinforcements” event no longer begins if the map initializes at night. This event also now fails at night.
    • Laranthir and the Pale Reavers are removed at dawn.
    • The “Defeat the Mordrem invaders to clear the village” event no longer begins if the map initializes at night. This event also now fails at night.
    • The “Clear the Pact Camp of Mordrem” event no longer begins if the map initializes at night. This event also now fails at night.
    • Added repeatable veteran Mordrem kill events to the Jaka Itzel and Pact Encampment outposts.
    • Itzel hunt events are now set to repeat after the outpost is completed.
    • Added repeatable survivor-rescue events to the Pact Encampment outpost after the outpost is completed.
    • Added repeatable corrupted tendril events to the Pact Encampment outpost after the outpost is completed.
    • Added veteran events around the Noble Ledges area.
    • Added veteran events around the Broken Bluffs area.
    • Added veteran events around the Dry Step Mesas area.
    • Reduced warm-up timers on repeatable events around the Broken Bluffs area.
  • Waypoints
    • Jaka Itzel Waypoint will no longer become contested at any point. It has been moved to a safer spot in the Itzel village to accommodate this change.
    • Faren’s Flyer Waypoint will no longer become contested at any point. It has been moved very slightly to accommodate this change.
    • Mellaggan’s Valor Waypoint will now only become contested when events pass through its area.
    • Shrouded Ruins Waypoint will now only become contested when events pass through its area.
  • General
    • Decreased enemy spawns in a few choke-point areas that line up with some of the more heavily traveled roads.
    • Chests awarded by bosses defeated in canopy events have had their models changed and no longer require crowbars.
    • Adjusted the distribution of Airship Cargo for changes to the meta-event cycle.
    • Added NPCs near the two Itzel mastery vendors to show off the Bladed armor set.
    • Added an NPC near the Nuhoch mastery vendor to show off the Chak weapon set.
  • Hero Challenges
    • Coztic Itzel Belongings: Adjusted the Precision Strike skill so that the third hit does not do enough damage to down a lightly armored character.
    • Coztic Itzel Belongings: Adjusted the Spread Shot skill so that all five projectiles cannot hit a single person.
    • Security Console: Fixed an issue with the Launch Fist skill that caused the targeted players to be pulled regardless of where they were in relation to the fist. This skill now only pulls players in the area the fist travels in front of the golem.
  • Bug
    • Fixed a bug that prevented Axemaster Gwyllion’s stealth effect from being removed if his defiance bar was broken.

Auric Basin

  • Events
    • When the “Trial by Fire” meta-event begins, Exalted Armor Challenges now always start at the maximum number of armors available. Exalted Armor Challenges will not start if a new map starts during this time.
    • Participating in the Exalted Armor Challenges during the “Trial by Fire” meta-event now awards personal participation toward the global map progress.
    • The following events now give an increased amount of player participation toward the map:
      • The “Destroy the vines blocking Tarir’s entrance” event
      • The “Defeat the mustering Mordrem before the attack on Tarir begins” event
      • The “Slay the octovine!” event
    • Event rewards for slaying the octovine are now given all at once instead of individually. Participating in one “Slay the octovine!” event now gives improved rewards, but players will only be eligible for this reward once.
    • The “Defending Tarir” event reward structure has changed. Rewards during this phase will now be given out incrementally through events. Small Exalted Chests can now be found near outposts and pylons after they’ve been activated.
    • Patrolling vinetooth events have been added near Northwatch Descent, Westwatch Patch, Bristleback Chasm, and Southwatch Creep.
    • Added twelve spring-purification events to Maguuma Shallows, Weeping Glade, and the Falls.
      • The Maguuma Guardian effect is now a duration effect that increases three minutes for each Maguuma spring cleansed. The three springs in the “Destroy the vinewraths and their Mordrem infestation so Scholar Keenwit can complete the druid ritual” event in the Maguuma Shallows also count toward the effect duration.
    • Added “Defeat the mustering Mordrem before the attack on Tarir begins” events outside each city gate during the “Trial by Fire” meta-event.
      • Any veteran Mordrem Guard who survive these events will then move to join the guards at city gates for the “Battle in Tarir” meta-event.
    • Added three stealth target events near the Falls, Burnisher Quarry, and Bristleback Chasm.
    • The “Destroy the vines blocking Tarir’s north/south/east/west entrance” events are now correctly marked as group events.
    • The event creature scaling has been toned down for the “Protect skritt foragers as they return with supplies from the jungle” event.
  • Waypoints
    • Northwatch Waypoint, Westwatch Waypoint, and Southwatch Waypoint have been moved slightly and will now remain uncontested.
  • General
    • Adjusted the Inner Chamber point of interest so it can now be discovered from outside the entry door.
    • The AFK timer for enchanted armors now will not begin until the “Battle in Tarir” meta-event has started.
      • The boundary for enchanted armor around Northwatch Descent has been extended to include the road leading down by the Suspicious Orichalcum Node Hero Challenge.
      • Added a warning message to help instruct players in enchanted armor to turn back once they’ve reached a boundary.
    • The Inner Chamber can now be accessed by anyone who has completed the Exalted Markings Mastery training.
    • Added NPCs near the Itzel mastery vendor to show off the Bladed armor set.
    • Added an NPC near the Nuhoch mastery vendor to show off the Chak weapon set.
    • Added 12 hidden chests, bringing the total to 24 in the map.
  • Hero Challenges
    • “Hero Challenge: Defeat the Tarnished Sage” has been moved into an open room beneath Tarir.
  • Bugs
    • Fixed a bug that sometimes caused the failure message to appear when the “Battle in Tarir” meta-event was completed successfully.
    • Fixed a bug that caused the mushroom transform to be removed when players were hit by the octovine’s poison attack.
    • Fixed an overabundance of pocket raptors near Maguuma Shallows.
    • Fixed hidden chests to spawn correctly at Griffonfall, Burnisher Quarry, and Weeping Glade.
    • Fixed a visual seam in the world map along the south edge of Auric Basin in the zoomed-out view of the Tyria (Surface) level.

Tangled Depths

  • Events
    • Changed the “King of the Jungle” meta-event reward structure (during the build-up period to the chak gerent). Rewards during this phase will be given out incrementally through events instead of through a map-wide progress bar.
    • Decoupled the chak gerent lanes from the building phases and removed the corresponding bonuses, with the exception of the jumping mushrooms in the Nuhoch Lane and the bonus eggs in the Ogre Lane.
    • Revisited participation awards for the chak gerent fight to reflect overall changes to the map-wide progress structure. Players who have participated from the start of the chak gerent phase will now reach the 100% goal, and the potential of lane hopping to boost players’ participation percentage has been removed.
    • The chak gerent now takes increased damage when its defiance bar is broken.
    • Adjusted the difficulty of events in the chak gerent lanes to account for the lack of lane bonuses.
    • Added several new events after the outpost building phase for more solo content.
    • Adjusted the balance of the “Protect the newly hatched beetle larvae until they reach a stable population” event.
    • Adjusted the balance of the “Defend the beetle larvae as they search for a place to metamorphose” event.
    • Revisited the flow of the champion events after building phases.
    • Fixed a bug in the “Draw the shielded golem’s fire while Agent Zildi reprograms it” event that awarded participation to anyone nearby even when the event wasn’t active.
    • Fixed the scaling of the chak in the “Join Shrael Backstab on his recon mission” event.
    • Adjusted the requirements for the event participation thresholds (bronze, silver, gold) for the “Join Shrael Backstab on his recon mission” event.
    • Fixed a scaling issue with the “Kill nearby mushrooms to provide the Nuhoch’s beetles with food” event.
    • Fixed a scaling issue with the “Lure the beetles near mushrooms to calm them by releasing spores from nodules” event. More bait sticks have also been added to this event.
    • Adjusted how players receive participation as well as the requirements for the event participation thresholds (bronze, silver, and gold) for the “Protect Zildi while she hacks the defense matrix” event.
    • Changed the range at which the “Collect spore samples and turn them in to Kott’s Assistant” event broadcasts. The timer on this event has also been increased.
  • General
    • Chak goop now no longer affects player speed if that player has the Nuhoch Alchemy Mastery.
    • Added NPCs near the Itzel mastery vendor to show off the Bladed armor set.
    • Added NPCs near the two Nuhoch mastery vendors to show off the Chak weapon set.
    • Fixed some hostility issues with the natural creatures.
    • Doubled the number of Crystallized Supply Caches on the map.
    • Changed the lane defender achievements to award achievements without regard to which stage the gerent was killed in.
  • Bugs
    • Fixed several vistas to properly display on the upper level of the world map.
    • Added an icon to the chak gerent boss chest.
    • Fixed a bug that would sometimes remove the visual cues for the chak gerent’s skill effects.
    • Fixed a bug that prevented the bonus chest for the “Collect chak eggs so the ogres can research them” event from appearing.

Dragon’s Stand

  • Events
    • Increased the timer after victory from 15 to 25 minutes.
    • A new reward item, available once per day, has been added to Mordremoth’s cache.
  • General
    • The Juvenile Electric Wyvern pet is now available from the Wyvern Nest after players take control of the Central Advance Camp.
    • The Juvenile Tiger is no longer hidden in an area that can only be accessed once the Mouth of Mordremoth has been defeated.
    • Noxious pods now have a glow that is visible through terrain.
    • All areas the Blighting Trees previously blocked until the boss’s defeat are now unlocked.
    • The Whispers Keeper at the Pact Base Camp now has access to the full services that his counterpart on Mordremoth’s Vantage has.
    • The Whispers Keepers now also sell boxes for each of the Leystone armor pieces in exchange for Ley-Line Crystals, Piles of Auric Dust, Airship Parts, and Crystalline Ore.
    • Added NPCs near the map currency vendor to show off the Leystone armor set.
    • Noxious pods now spawn near the forward camps and advance camps when they are captured by allied forces. Additional pods will become available for each additional group of allies that the players obtain.

HEART OF MAGUUMA—ADVENTURES
Adventures are now unlocked more often. They have more forgiving time limits and allow players to more easily reach bronze, silver, and gold completion. They also give more experience for reaching those completion tiers.

Unlocking and Accessing Adventures

  • The Tendril Torchers and Salvage Pit adventures in Verdant Brink have both been altered to stay unlocked during the entire daytime period.
  • The Shooting Gallery adventure in Verdant Brink has been altered to be unlocked during most of the day, except when the following events move through the space:
    • The “Defend the Pact encampment against hylek attacks” event
    • The “Salvage scrap from the crashed Pact airship for Bongo to reinforce the outpost” event
    • The “Help Faren train to be a swordsmaster” event
  • All adventures in Auric Basin will now remain unlocked except during the “Battle in Tarir” meta-event.
  • The Beetle Feast and Scrap Rifle Field Test adventures in Tangled Depths will now remain available when the chak gerent isn’t present.

Time Limits

  • Bugs in the Branches: Added 5 seconds to the time limit.
  • Shooting Gallery: Added 30 seconds to the time limit.
  • Fallen Masks: Added 15 seconds to the time limit.
  • On Wings of Gold: Added an updraft near Northgate to make it easier to reach the adventure.
  • A Fungus Among Us: Changed the time required to achieve a gold ranking to 1 minute and 25 seconds.
  • The Floor Is Lava?: Added 15 seconds to the time limit.
  • Haywire Punch-o-Matic Battle: Added 5 seconds to the time limit. Also added a world-map marker in Tangled Depths.
  • Sanctum Scramble: Changed the time required to achieve a gold ranking to 2 minutes and 35 seconds.
  • Scrap Rifle Field Test: Added a world-map marker in Tangled Depths.

Rewards

  • Adventures now give increased experience in their daily bronze, silver, and gold rewards.

ACHIEVEMENTS
We overhauled daily achievements, adding new, specific Heart of Thorns dailies for those who own the expansion, plus new jumping puzzle, minidungeon, and dungeon path dailies to the regular rotation. These changes—plus the addition of a new flat gold reward for completing the Daily Completionist achievement—should encourage players to explore a wider variety of content.

  • Completing the daily meta-achievement now additionally rewards players with 2 gold.
  • New daily achievements have been added to the rotation:
    • Heart of Thorns Dailies: Specific dailies for Heart of Thorns will only appear in a player’s rotation if they own the expansion. The following dailies have a chance to replace similar dailies currently in the rotation:
      • Daily Verdant Brink Event Completer
      • Daily Auric Basin Event Completer
      • Daily Tangled Depths Event Completer
      • Daily Dragon’s Stand Event Completer
      • Daily Heart of Maguuma Miner
      • Daily Heart of Maguuma Lumberer
      • Daily Heart of Maguuma Forager
      • Daily Heart of Maguuma Vista Viewer
      • Earn bronze or better in these adventures:
        • A Fungus Among Us
        • Beetle Feast
        • Bugs in the Branches
        • Drone Race
        • Fallen Masks
        • Flying Circus
        • Haywire Punch-o-Matic Battle
        • On Wings of Gold
        • Sanctum Scramble
        • Scrap Rifle Field Test
        • Shooting Gallery
        • Tendril Torchers
        • The Floor Is Lava?
        • The Ley-Line Run
    • Complete daily jumping-puzzle achievements:
      • Antre of Adjournment
      • Behem Gauntlet
      • Branded Mine
      • Buried Archives
      • Chaos Crystal Cavern
      • Coddler’s Cove
      • Conundrum Cubed
      • Crash Site
      • Craze’s Folly
      • Crimson Plateau
      • Dark Reverie
      • Demongrub Pits
      • Fawcett’s Bounty
      • Goemm’s Lab
      • Grendich Gamble
      • Griffonrook Run
      • Hexfoundry
      • Hidden Garden
      • King Jalis’s Refuge
      • Loreclaw Expanse
      • Morgan’s Leap
      • Only Zuhl
      • Pig Iron Quarry
      • Professor Portmatt’s Lab
      • Scavenger’s Chasm
      • Shaman’s Rookery
      • Shattered Ice Ruins
      • Skipping Stones
      • Spekk’s Lab
      • Spelunker’s Delve
      • Swashbuckler’s Cove
      • The Collapsed Observatory
      • Tribulation Caverns
      • Tribulation Rift
      • Under New Management
      • Urmaug’s Secret
      • Vizier’s Tower
      • Wall Breach Blitz
      • Weyandt’s Revenge
    • Complete daily minidungeon achievements:
      • Bad Neighborhood
      • Don’t Touch the Shiny
      • Forgotten Stream
      • Forsaken Fortune
      • Goff’s Loot
      • Grounded
      • Magellan’s Memento
      • Rebel’s Seclusion
      • Ship of Sorrows
      • Tears of Itlaocol
      • The Long Way Around
      • Vexa’s Lab
      • Windy Cave
    • Complete 1 explorable path from a dungeon:
      • Ascalonian Catacombs
      • Caudecus’s Manor
      • Twilight Arbor
      • Sorrow’s Embrace
      • Citadel of Flame
      • Honor of the Waves
      • Crucible of Eternity
      • The Ruined City of Arah
  • Collections for the unique weapons for each specialization now require bronze in the requisite adventure instead of silver.
  • A new repeatable dungeon achievement has been added. See the Dungeons section below.

DUNGEONS
We increased dungeon rewards, including both gold and tokens. We chose to use a repeatable achievement to deliver gold rewards, as it encourages completing multiple dungeon paths while allowing dungeon runners to play as many dungeons as they like when it’s convenient for them, rather than tying players to a daily reset.

  • Added a new repeatable achievement for completing 8 unique dungeon paths. Completing this achievement will award players with 5 gold and 150 tokens from the dungeon of their choice.
  • Dungeon tokens given in the daily bonus chest awarded the first time each dungeon path is completed have been increased from 40 to 80 tokens.
  • All Aetherblade weapons now drop much more frequently from the chest that is awarded after defeating the Clockheart boss at the end of the Aetherblade path of the Twilight Arbor explorable-mode dungeon.

FRACTALS OF THE MISTS
Ad Infinitum
Players are now able to complete the quest to obtain Ad Infinitum, the legendary backpack! Once they have crafted Unbound, they can speak to Kelvei to unlock the fourth collection and start the last part of the journey.
Fractal Tiers
We are changing the way that we break up fractal scales into tiers.

  • Casual tier has been renamed Initiate tier.
  • Core tier has been renamed Adept tier.
  • Elite tier has been split into Expert tier and Master tier.
  • Initiate tier now covers scales 1 – 25, Adept tier covers scales 26 – 50, Expert tier covers scales 51 – 75, and Master tier covers scales 76 – 100.
  • Tiers in the Looking for Group UI have been updated to reflect these changes.

Achievements
We have created a new set of daily achievements inside of fractals that will replace the old dailies. These new daily achievements are designed to encourage players to complete fractals appropriate to their skill level by giving them cumulative rewards for completing fractals at higher scales.

Each day there will be 3 recommended islands given to players, with each island having daily achievements for completing it at or above scale 1, at or above scale 26, at or above scale 51, and at or above scale 76. Players will be awarded the daily achievement for that recommended island when completing it at that scale or higher. As an example, if one of the recommended islands is Uncategorized, players can complete Uncategorized at scale 62 to attain the achievements for completing it at or above scale 1, 26, and 51 in a single run. The achievement for scale 76 or above will remain locked unless players complete Uncategorized at either scale 79 or 91. The following changes were made to fractal achievements:

  • Retired the existing Daily Fractal Adept, Veteran, and Champion achievements.
  • Created new Initiate, Adept, Expert, and Master daily island achievement tiers.
    • Completing a high-tier daily island achievement will also award players the corresponding lower tier achievements.
    • Adjusted the drop rates of the daily achievement chests.
      • Preexisting Veteran Chests of the Mists and Champion Chests of the Mists have retained their old drop rates as the drop rates of the new chests are radically different.
  • Renamed the Elite Veteran Fractal Hero and Elite Master Fractal Hero achievements for scales 51 – 75 and 76 – 100 to Fractal Expert and Fractal Master.
  • Retired the existing Core Fractal Hero and Casual Fractal Hero achievements for scales 1 – 20 and 21 – 50.
  • Created new Fractal Initiate and Fractal Adept achievements for scales 1 – 25 and 26 – 50.

UI
We have made some quality-of-life improvements to several fractal UI elements.

  • The Fractals of the Mists UI’s scale selection is now a drop-down list that includes the fractal scale, name, and suggested agony resistance.
  • The Fractal Transit Query UI from the Mistlock Observatory now has a “Yes” and “No” option.

Mistlock Instabilities
At higher fractal scales, players suffer from Mistlock Instabilities—effects that increase the challenge of a given fractal. Unfortunately, many of the current instabilities are frustrating rather than fun, so we’re making several balance changes to remove the biggest pain points when playing with these instabilities.

  • Boon Fumbler: This instability has been replaced with Lethargic, which reduces endurance regeneration by 50%.
  • No Pain, No Gain: This instability now grants a specific set of boons when enemies are hit, and it has a 20-second cooldown. The boons applied are protection, 3 stacks of stability, and 10 stacks of might, each with a duration of 20 seconds.
  • Last Laugh: Improved the visibility of the warning circle that appears before the explosion.
  • Afflicted: This instability now only applies damaging conditions (bleeding, burning, torment, confusion, and poison). The duration of the applied conditions has been adjusted for balance.
  • Boon Thieves: Enemies now steal up to 5 boons at once. This instability has a 20-second cooldown.
  • Social Awkwardness: This instability is now only active while in combat.

Aetherblade

  • Added gadget markers to trap disablers.
  • Fixed several blocking issues that could prevent the fractal from progressing.

Aetherblade Boss

  • Fixed a bug that prevented First Mate Horrik from properly vocalizing “Aye, aye, Captain” when given orders.

Aquatic Ruins

  • Fixed an issue with bosses resetting before the party was defeated.

Cliffside
Cliffside has long been one of the more lengthy fractals, so a prime focus of this update was to rework it to have better pacing while also changing some of the mechanics to be more engaging or less unfair at higher scales. With this release, Cliffside should be less tedious and include improvements on the things that make it unique.

Pacing Changes
One of the more notable changes is that we have removed the boss fight at the beginning—because why fight the Archdiviner twice? We have also changed the layout of the map so that players can ascend to the top faster. In addition, the wind and explosive traps can now be disabled, much like the traps in the Aetherblade fractal, and the checkpoints are more forgiving. The various seal events will also progress faster now?—particularly the arm seal event, which was notoriously difficult at higher scales. We made the following changes to Cliffside’s pacing:

  • Replaced the first Archdiviner fight with a simple kill event.
  • Created new, shorter paths through the fractal.
  • Reduced the number of hits required for the chest seal to 5 and changed the mechanics to promote movement.
  • Added the ability to disable wind and explosive traps.
  • Added another hammer-giving NPC after the wind traps.
  • Reworked checkpoints to reduce the time players spent running after defeats.
  • Removed the superfluous fifth strike from the last seal.
  • Made a change so that there are always 5 chanters for the arms event instead of scaling with the fractal scale.
  • The hammer now inflicts 40% damage to seal health instead of 35% for the arms event.
  • Made a change so that falling off of a trap does 75% health damage instead of 100%.
  • Missing with the hammer’s Seal Breaker skill no longer consumes the skill.

Archdiviner Boss Rework
Before now, as players increased in fractal scale, the combat mechanics for the Archdiviner remained about the same. Enemies gain more health and do more damage, but fundamentally fighting the boss at scale 7 was no different from fighting him at scale 94 if we ignore instabilities. This kind of difficulty progression is rather dull and is not what we envision for fractals.
For this reason, the final fight with the Archdiviner has received a major rework. He has had his health greatly reduced, and he now has new abilities that enable or increase in difficulty at higher scales. For instance, he has a new cone area-of-effect attack that can be broken, which gives players less time to stun him as the scale increases. We also improved some of his old abilities, such as changing his cage ability to be a delayed area-of-effect attack that increases in radius with scale. This makes the fight much more engaging and requires both melee and ranged players to pay attention and dodge effectively, particularly at the highest scales. The Archdiviner is merely the first boss to receive a rework, and we plan to extend this sort of difficulty scaling to more fractal bosses in the future. We’ve made the following change to the Archdiviner boss fight:

  • Greatly reduced the Archdiviner’s health.
  • Difficulty now increases at higher scales via harder mechanics.
  • Added a conic hammer slam attack that scales in speed at higher difficulties.
  • Made the defiance bar only active during the conic attack and Corrupted Ground area-of-effect attack.
  • Added a rush/teleport attack at scales 25 – 100 that is active throughout the fight.
  • Added a projectile-blocking wall (which reflects at scales 51 – 100) that is active for the first 50% of health.
  • At scales 51 – 100, the Backbreaker heavy attack replaces the basic attack for the last 50% of health.
  • At or above scale 76, the Archdiver turns into a demon avatar at 25% health, an alternate form of the revenant’s Embrace the Darkness legendary demon stance.
  • Added a permanent protection effect at 50% health to partially compensate for his reduced health.
  • Added a permanent swiftness effect at 25% heath.
  • Reduced the seal stun time from 5 seconds to 1 second.
  • Reduced the difficulty of the second cultist wave after missing with the cultist’s hammer.
  • The Archdiviner now also joins the fight if players attack the initial four cultists.
  • Changed the cage attack to create an area-of-effect circle that can be dodged so players can avoid being caged.
  • Removed the Nova bright area blast attack that applied reflect.
  • Increased the pull attack’s projectile damage.
  • The cages now apply torment.

Miscellaneous Changes
Another big problem point is that the cultist hammer’s mechanic was quite confusing to many players, who would avoid the hammer because they didn’t understand how it worked. Now the hammer will display a marker over the head of any player who picks it up, which will change color and blink as the hammer corrupts them. This allows all players to visually see the danger of the hammer without watching effect bars, and it also makes it easy for the party to tell who has the hammer. We made several miscellaneous changes:

  • Added a blinking hammer marker when the player is holding the hammer.
  • Added a pick-up marker to the hammer.
  • Removed point animation from some NPCs.
  • Added a map marker indicating the direction to the “Destroy the final seal” event after the “Break the arm seals” event is completed.
  • Changed the hammer corruption so that it constantly increases while the hammer is equipped and constantly decreases when it’s not equipped.
  • Braziers now apply constant burning that can be cleared.
  • Renamed Novice to Fanatic.
  • Fixed the reset for the arm seal event.
  • The cages during the boss fight have had their health increased but now take damage from conditions and critical hits.
  • Changed the audio for the seal bubble shields.

Molten Boss

  • The Champion Molten Effigy is no longer immune to certain control effects and now has a slightly tougher defiance bar to compensate.

Molten Furnace

  • The thermal core has had its health increased but now takes damage from conditions and critical hits.
  • Invisible gadgets in the drill tunnel can no longer be attacked.

Snowblind

  • Increased the visibility of the lightning strike locations during the ice elemental encounter.

Solid Ocean

  • Added a checkpoint and made player recovery after falling off platforms more forgiving.
  • Removed the 30-second wait at the end of the fractal.

Swampland

  • Bloomhunger is no longer immune to certain control effects.
  • Increased the Mossman’s size by 25%.
  • Fixed a bug in which the Mossman’s basic cleave attack would miss players who were standing above him.

Thaumanova Reactor

  • Reduced the number of portals that appear.
  • The portals and dormitory gates have had their health increased but now take damage from conditions and critical hits.
  • Fixed the vomit ability to correctly show the vomit effect in the fire room.
  • Added markers over the cooling rods to prevent them from being lost.
  • The final chest can now be autolooted.
  • Added a checkpoint near the walkway console.

Uncategorized

  • The power source has had its health increased but now takes damage from conditions and critical hits.
  • Added a defiance bar to Old Tom.
  • Fixed a bug that prevented Old Tom from dropping loot.

Underground Facility

  • The Dredge Power Suit and Rampaging Ice Elemental bosses now take additional condition damage while superheated.
  • The Superheated skill now prevents the bosses from clearing conditions when they attempt to heal.
  • Rabsovich can no longer be damaged before he appears.
  • Players no longer have to target the Reinforced Door to damage it with the Dredge Mining Cannons.

Urban Battleground

  • Siege weapons have had their health increased but now take damage from conditions and critical hits.

Volcanic

  • The molten boulders that appear in this fractal can no longer be targeted.
  • Renamed the molten boulders’ attacks from “Slick Shoes” to “Fire Trail” and “Crush.”
  • Fixed a bug that caused the grawl shaman to be immune to control effects.
  • The bonus chest for saving all four prisoners from the grawl shaman can now be autolooted.

General Bug Fixes

  • Fixed a bug that prevented the Mist Offensive Potion from increasing outgoing condition damage.
  • Fixed a bug that prevented the Mist Defensive Potion from reducing incoming condition damage.
  • Fixed a bug that caused the Anguished Tear of Alba to only apply its effects for 30 minutes instead of 1 hour.
  • Fixed a bug that caused the Anguished Tear of Alba to apply a stack of the Mist Defensive Potion effect.

LEGENDARY JOURNEY—CHUKA AND CHAMPAWAT
Every true hunter is responsible for the lives they take. Embark on a hunt for the two great tigers Chuka and Champawat and build the legendary short bow that bears their names.

A new legendary journey is now available:

  • Speak to Grandmaster Craftsman Hobbs in Lion’s Arch to begin a great hunt for a pair of legendary tigers rampaging through Tyria.
  • Completing this journey will reward the short-bow precursor Tigris and the ability to create the legendary short bow Chuka and Champawat.
  • A new achievement has been added to the exploration category—Spirit of the Tiger. Seek out tiger dens throughout Tyria and earn the Mini Tiger Spirit.
    • The Mini Tiger Spirit is required to complete this legendary journey, but the Spirit of the Tiger achievement is available to everyone.

LEVEL-80 BOOST
A new Level-80 Boost consumable has been added to the game for all players who have purchased or will purchase Heart of Thorns. All Heart of Thorns owners will receive a Level-80 Boost consumable. In addition, this item will automatically be delivered in a one-time, free Shared Inventory Slot, which will not count toward the Gem Store limit of shared inventory slot purchases. Because so much of our Heart of Thorns content is for level-80 players, we want everyone to be able to experience this content as soon as possible. Furthermore, we want players to be able to experiment at their own pace and make sure the character they are boosting is the one they really want to permanently boost to level 80. With this in mind, we have included a trial mode in the Level-80 Boost that players can use on any character below level 80.

For any characters that are not yet level 80 that players would like to try the Level-80 Boost on, they can simply double-click the Level-80 Boost item in their inventory to receive the option to enter the trial mode for the Level-80 Boost. Upon beginning the trial, players’ characters will be placed in the Silverwastes, where they will be able to interact with other level-80 players and join them in the Silverwastes meta-events and exploration for an unlimited amount of time! Until a player commits to being level 80 permanently on any character, removes the boost, or attempts to leave the Silverwastes, they will be able to play as long as they desire while they decide if they enjoy how their profession plays at level 80.

We want this consumable to be convenient and fun for players, and we’ve made it so players can use the item as many times as they want until they find the character they’re are happiest with and commit to making it permanently level 80. Players who make new characters for this boost will be able to use it the moment they finish the tutorial for their race. Players who have been leveling but haven’t reached level 80 yet can use this boost immediately! For those who are level 80 already who may not want another max-level character, there will be no trial, but instead they will have the option to consume the boost to receive the Level-80 Boost Package and equipment.

If a player should decide to undo the Level-80 Boost and leave the trial mode, their character will be returned to its original level with its previous gear equipped. Any specializations, skills, and utilities reset to their former selections and the player will be teleported to their home city. If they should decide to make the boost permanent, any restrictions they faced while in the trial will be instantly lifted, the Level-80 Boost item will be consumed, their trial equipment will be replaced by a permanent set of exotic equipment that shares the same qualities as their trial gear, and a Level-80 Boost Package filled with rewards will be placed in their inventory. They will now be able to take full advantage of Heart of Thorns as a level-80 character. Any characters still in the Level-80 Boost trial when the boost is made permanent on another character will be returned to their home city with the character’s original gear and equipment when they log in with the characters still in trial mode.

Receiving the Level-80 Boost Item

  • The Level-80 Boost item will be automatically granted to all current Heart of Thorns owners and to any future players who upgrade to Heart of Thorns as part of their purchase.
  • The Level-80 Boost item delivered to Heart of Thorns owners will be delivered directly to a new, one-time, free Shared Inventory Slot.
    • The Level-80 Boost item for Heart of Thorns owners cannot be moved from the free Shared Inventory Slot it was delivered in until it has been consumed by the player, making the boost permanent.
    • This shared inventory slot does not count toward a player’s allowed purchase limit of Shared Inventory Slots from the Gem Store.

Using the Level-80 Boost Item on Characters below Level 80

  • Players can double-click the Level-80 Boost item to select the option to begin the Level-80 trial for the active character.
  • Players can use the boost to begin the level-80 trial on any character under level 80.
  • Players cannot use the Level-80 Boost item while they are in the tutorial for their race.

Using the Level-80 Boost Item on Characters Already at Level 80

  • Level-80 characters who use this item will not be able to enter the Level-80 trial but will instead be given the option to consume the Level-80 Boost to instantly be granted the permanent rewards.
    • These are the same rewards given to those who use the trial option and then make the boost permanent (see “Making the Level-80 Boost Permanent” below).

Boosting Multiple Characters with the Level-80 Boost

  • A single Level-80 Boost item can be used to put any number of the player’s characters into a level-80 trial, but only one character can consume the item and make the boost permanent.
  • When the player logs in to one of their other characters that is in a level-80 trial after consuming the item, that character will be reverted and teleported to their home city per the effects of undoing the boost (see “Undoing the Level-80 Boost Trial” below).

During the Level-80 Boost Trial

  • Once the Level-80 Boost trial is activated, the character will be sent to the Silverwastes and will begin a conversation with Quartermaster Criswell, who has been assigned the task of guiding those undergoing the Level-80 Boost trial.
    • Quartermaster Criswell has been coached to provide the player with assistance with the Level-80 Boost trial.
    • Quartermaster Criswell has been authorized to replace players’ trial equipment if they delete it.
      • Quartermaster Criswell will only offer this service to those who are active in the trial.
    • Quartermaster Criswell has been authorized to assist players in obtaining a level-80 build balanced for survivability and damage.
      • Quartermaster Criswell will provide this service to all Heart of Thorns adventurers in the Silverwastes—regardless of whether they have used a Level-80 Boost—provided they already have their basic trait and skill lines unlocked.
  • Equipment held by the character prior to the boost trial will be placed in a Package of Old Equipment for safekeeping until the player undoes the boost or commits to making the boost permanent.
  • There is no time limit on the trial; players will be able to play in the Silverwastes until the Level-80 Boost item has been consumed and the player has committed to making the boost permanent.
  • Characters using the Level-80 Boost trial will have certain restrictions that will only exist while the trial is active:
    • They will not gain level experience.
    • They will not be able to activate Hero Challenges.
    • They will not be able to access their Story Journal.
    • They will not be able to apply transmutations to their armor.
    • They will not be able to travel to or queue for WvW or sPvP without making the boost permanent for their character.
    • They will not be able to use items to teleport out of the Silverwastes without making the boost permanent for their character.
    • They will not be able to leave the Silverwastes without making the boost permanent for their character.

Undoing the Level-80 Boost Trial

  • Characters who enter the Level-80 Boost trial can undo the boost by double-clicking on the Level-80 Boost item in their inventory and selecting the option “Undo Boost.” They can also access this prompt by attempting to leave the Silverwastes. This will only affect the currently active character. The following occurs when a player undoes the Level-80 Boost trial:
    • All equipment granted by the Level-80 Boost trial will be removed.
    • They will be restored to the level and build they had prior to activating the Level-80 Boost trial on that character.
    • All of their prior equipment will be automatically reequipped.
    • They will be returned to their home city.
    • They will keep any equipment and/or items they have collected during the trial.
    • Characters will retain any waypoints, vistas, and points of interest they have unlocked.

Making the Level-80 Boost Permanent

  • Players in the Level-80 Boost trial who double-click on the Level-80 Boost item and select the option to consume it will be given the choice to make the boost permanent. They can also access this prompt by attempting to leave the Silverwastes. Players who make the Level-80 Boost permanent receive the following benefits:
    • Waypoints on their character will be unlocked for Gate Hub Plaza (Lion’s Arch), Dry Top Entry (Dry Top), Arundon (Frostgorge Sound), and Fort Trinity (Straits of Devastation) if they haven’t unlocked them previously.
    • The equipment provided during the trial will be transformed into a full set of permanent equipment.
    • They will be granted a Level-80 Boost Package, which will replace the Level-80 Boost item in their inventory (see “The Level-80 Boost Package” below).

The Level-80 Boost Package

  • The Level-80 Boost Package chest can be moved freely around the player’s inventory.
  • The Level-80 Boost Package chest grants the player several items to help on the journey through Tyria and beyond:
    • 4 15-slot Leather Bags
    • An Orichalcum Harvesting Sickle
    • An Orichalcum Logging Axe
    • An Orichalcum Mining Pick
    • A Mystic Salvage Kit
    • 5 Teleport to Friend consumables
    • 1 Celebratory Dye Pack
    • 1 Dye Pack
    • 1 Celebration Booster
    • A stack of 25 food and 25 utility consumables
    • 2 Gold

LOOKING FOR GROUP
The Looking for Group (LFG) tool has been updated to handle groups larger than five members and to be better equipped to respond to the ever-evolving needs of players. Efforts were made to support current player use cases as well as make it more clear which of the broad categories is most appropriate to list an advertisement under. Additionally, players can rely on description searches to help more postings get exposure. Moving forward, we are open to the idea of more granular subcategories and will continue to monitor LFG use.

  • Added many new categories and subcategories in the Looking for Group tool.
    • Open World:
      • Central Tyria—Parties
      • Central Tyria—Squads
      • World Bosses
      • Verdant Brink
      • Auric Basin
      • Tangled Depths
      • Dragon’s Stand
    • Achievements:
      • Achievement Hunters Central
    • Story Journal:
      • My Story
      • Heart of Thorns
      • Living World
    • Mentoring:
      • Adventurer’s Guild
    • World vs. World:
      • Squad Play
      • Party Play
    • Raids:
      • Forsaken Thicket (Looking for Group)
      • Forsaken Thicket (Looking for More)
    • Role-Play:
      • Fountain of Rurikton
    • Player vs. Player, Fractals of the Mists, and Dungeon LFG categories are unchanged.
  • Squads can now be advertised in LFG.
    • Squads can be merged with other squads. Be aware that merging a squad with another already-listed squad will relinquish any leadership rights players have over their current squad.
    • Only the commander of a squad can list, merge, and invite from the LFG tool. If a player is in a squad lacking a commander, all members can list, merge, and invite from the LFG tool.
    • Parties can be invited to squads. Party members who join the squad will leave their party.
  • Players must select a subcategory before advertising or searching.
  • Subcategory icons have been added to differentiate the type of LFG postings.
  • While advertising, players may now look through other LFG category listings. For example, while advertising in Achievement Hunters Central, players can check the listings in Adventurer’s Guild.
  • The following table shows the results of various joining options:
Advertising Party Advertising Squad
User Joining User joins party. User joins squad.
Party Joining Party joins party (if there is room). Party joins squad (if there is room).
Squad Joining Squad leader (and members with permission) invites the party members to the squad. Squad joins squad (if there is room, and with proper permissions).

Parties

  • A new party icon has been added so individuals in single-person parties can tell that they are in a party.

Squads

  • Subgroup members will now sort by commander first, then lieutenants, then profession, with their local tile taking the highest precedence of the aforementioned sort orders.
  • Squad-member tool tips will now behave as party-member tool tips do, giving full information about the member.

PvP
Our primary goal for this off-season was to update existing Conquest maps, most notably Spirit Watch and Skyhammer. We’re releasing these two maps with “Beta” tags, as we felt that the changes to these maps were substantial enough to change their overall gameplay, and we would like the community to play a role in evaluating these changes before we decide to keep any or all of the updates for next season.

Existing Map Changes
We had a different set of goals and updates for each map, so let’s go through each of them individually.

Spirit Watch

Goal: Make Spirit Watch a more viable competitive map.

With the help of our most competitive players, as well as the rest of the PvP community (many of whom have expressed that Spirit Watch is actually quite close to be “Ranked Ready”), we determined that we could potentially make Spirit Watch a more viable Ranked map by making some adjustments to its secondary mechanic, the Spirit Orb.

Secondary Mechanic Changes: The Spirit Orb

We’ve made a change to the first orb spawn time so that it happens much later than the current Spirit Watch timings, and we’ve also changed how fast the orb respawns once it’s successfully captured. These changes bring the orb more in line with some of our other secondary map mechanics, as part of the reason for these changes is to place further emphasis on the main focus of the map—capture-point combat. Since the number of times the orb will spawn has been reduced, we also wanted to make sure that it had the potential to act more like a periodic swing mechanic. As such, we’ve also increased the number of points that the orb is worth. We also wanted to establish consistency for all professions that carry the orb so that no one profession is better at running it than others. Certain professions have had an unfair advantage as orb carriers in the past, while other professions have had no clear skill advantages when holding the orb whatsoever. Therefore, we’ve added some restrictions to the orb to put all carriers on an equal playing field. This will also place a heavier emphasis on relying on allies to protect and support the orb runner in order to make a successful capture.

Change Summary

  • Changed the initial spawn time of the Spirit Orb from 10 seconds to 2 minutes.
  • Changed the Spirit Orb respawn time from 10 seconds to 2 minutes after every successful capture.
  • Changed the amount of points that the Spirit Orb awards from 15 points to 25 points for a capture point that your team doesn’t control and from 30 points to 50 points for a capture point that your team does control.
  • Added a transform to the Spirit Orb that locks out profession skills for the orb carrier.
  • Added superspeed to the list of effects that cannot be applied to an orb carrier.

Skyhammer

Goal: Address problems with map layout and rework the secondary mechanic.

Skyhammer has long been subject to several frustrating elements and a rather unfairly omnipresent secondary mechanic. With the help of player feedback, we’ve identified the areas that could use some improvement, so we’ve also made a number of changes to Skyhammer this off-season to try to fix some of the more glaring issues with the map.

Layout Changes

While allowing players to fall or be knocked off of the edge of the map was originally intended to be a strategic element of gameplay on Skyhammer, in reality it ended up doing a much better job of forcing players to spend a large portion of the match at the bottom of the canyon with the sand wurms. Several professions have traditionally been better suited than others at forcing players in uncontrollable directions, so matches on Skyhammer have typically been decided not by player skill or coordination but by which team simply had more control effects at their disposal. As such, we’ve ultimately decided to make changes that prevent players from being able to fall off the map (except on the Skyhammer platform, so players should still watch their step up there).

Secondary Mechanic Changes: The Skyhammer Platform

One of the other problem areas of Skyhammer was the Skyhammer mechanic itself. The platform was hard to control unless players played a specific build, it was very easy to use once players owned it, and it was also present throughout the entire duration of the match. We really wanted to address the problem of the Skyhammer mechanic being a persistent threat by turning it instead into a temporary event that happens periodically throughout the match. This allows us to bring the Skyhammer in line with other more balanced secondary Conquest mechanics. Rather than feeling obligated to deal with the Skyhammer at all times, players can decide to address it when it _actually _becomes available and then return to focusing on capture points once the event ends.

Change Summary

  • Created a barrier around the edge of the map to prevent players from falling or being knocked off.
  • Removed many of the destructible ground panels on the map.
  • Removed the majority of jump pads from the map and rearranged several remaining ones to key locations.
  • Adjusted the environment and pathways around Point B.
  • Reworked the Skyhammer secondary mechanic:
    • The Skyhammer now becomes available at specific intervals—3 minutes into the match, 6 minutes in, 9 minutes in, and 12 minutes in.
    • The Skyhammer platform has been redesigned and fitted with several breakable objects that provide temporary cover.
    • The Skyhammer is now acquirable by capture points, not by gadget interactions.
    • Upon a successful capture, the Skyhammer will fire once on all three capture points for the capturing team and then become unavailable for a while, damaging any enemies in the blast and neutralizing any capture points that that team doesn’t already own.
    • Skyhammer blasts can still be dodged by players.

Legacy of the Foefire

Goal: Reduce the effectiveness of “lord rushing.”

We believe that the lords on Foefire have been a bit too effortless as a secondary mechanic in Conquest, so we wanted to adjust the difficulty of attacking an enemy lord in order to make it more challenging.

Secondary Mechanic Changes: Guild Lords

We’ve made several changes to increase guild-lord survivability and give defending teams a better chance of stopping lord rushes. This makes it so that lords can’t simply be soloed or killed instantly by large groups and also ensures that attackers will need to use a finisher on the lord or bleed them out to finish the job. It also gives the defending team a chance to use resurrection skills to get the lord back into the fight. Additionally, we’ve made it so that you’ll no longer be able to pull a single guard without also pulling the entire lord room.

Change Summary

  • Added a defiance bar for both lord NPCs (stunning a lord now requires breaking the defiance bar).
  • Added a downed state for both lord NPCs.
  • Added an area-of-effect knockback skill for lords in the downed state.
  • Changed the hate table for NPCs in the lord room so that they all respond when one is attacked.

Forest of Niflhel

Goal: Make minor improvements to the secondary mechanic.

The goals for Forest are relatively minor, as Forest is one of our more well-received maps at the moment.

Secondary Mechanic Changes: Chieftain Utahein and Svanir

We’ve changed the times for when Svanir and Chieftain Utahein first appear on the map to encourage teams to focus more on capture points during the early parts of the match.

Change Summary

  • Changed the initial time before Chieftain Utahein and Svanir appear from 10 seconds to 1 minute.

Build Diversity
During the last off-season, we made several changes to PvP equipment, including removing some amulets and runes as well as adding a handful of new ones. This off-season, we’re also adding a couple of new four-stat amulets to the PvP Build panel (for free).

Change Summary

  • Sigil of Nullification:
    • Reduced the internal cooldown from 10 seconds to 5 seconds.
  • Added two new amulets:
    • Destroyer:
      • 1050 Power
      • 1050 Precision
      • 560 Ferocity
      • 560 Condition Damage
    • Demolisher:
      • 1050 Power
      • 1050 Precision
      • 560 Ferocity
      • 560 Toughness

(edited by Mark Katzbach.9084)

WvW without PPT? How would you do it?

in WvW

Posted by: Aezyr.5304

Aezyr.5304

I personally don’t think that eliminating all forms of territorial scoring in WvW is possible.

But I have heard quite a few comments about ditching it and I’m curious what you would replace it with.

Points per Cap may eliminate the disproportionate advantage of off hours capping, but doesn’t change the fact that those that like to PvD will still have the advantage. The score difference may not be as pronounce but the advantage would be.

Dumping for PPK doesn’t work as PPK is a function of activity not skill. So the more active servers will simply have more kills.

Using KDR doesn’t work either as it really doesn’t scale and will generally encourage score oriented forces to take positions where they can get the most defensive advantage (i.e bunker/siege up.)

Those are the three that I have considered, what are your thoughts?

PPT is fine. Just give points for kills. Something like 0.5 points per kill. This way in NA servers you won’t be finding fights-tier servers in 2-4 and tier 1 refusing to come out of their keeps. The current system encourages paying EU/Asia players to come onto NA servers and being PvE-centric. This of course is the complete opposite of what people think when they think WvWvW.

There is already Points per kill (PPK) enabled in case you haven’t noticed.

Have not noticed because that’s simply not true. The only server points you get are from holding PvE objectives at the end of the countdown timer.

“Points per Kill

Each enemy player killed in WvW now grants 1 point of War Score to your team.
This change was made in order to allow players who focus primarily on killing enemy players to contribute more to the team’s overall success.
Points are awarded for kills and stomps equally.
Any team who has tagged the kill will get a point. For example, if the red and blue teams have both tagged a green player, and the green player dies, both the red team and the blue team will get 1 point."

From the patch notes Jan 26

http://wiki.guildwars2.com/wiki/Game_updates/January_2016

You can also see it ticking if there is a large battle.

WvW without PPT? How would you do it?

in WvW

Posted by: Rieselle.5079

Rieselle.5079

WvW should revolve around fights.

- Holding objectives doesn’t award points.
- Instead, holding objectives will grant points and bonuses when your party/squad defeats an enemy.
- So the more objectives you hold, the more points your server gets per kill, and the more personal rewards you get when you or a party member makes a kill.

With this system, holding objectives is still important, but at the same time you’re encouraged to fight, both personally and as a server.

WvW without PPT? How would you do it?

in WvW

Posted by: Sviel.7493

Sviel.7493

There was no announcement about the addition of points per Yak with HoT. There’s no way to see it in-game either unless you keep an eye on the score and the paths of the Yaks on the map. I think the fact that it is so invisible and unintuitive leads to an incorrect perception of WvW and one’s effectiveness in it.

In addition, killing a Yak gives 3 points to the server of the killer. I should also note that if the final objective is not owned, no points are given when the Yak runs back to the camp. Thus, holding SMC is necessary to get any Yak points at all in EBG.

Since PPYak is more of a factor than PPT, I don’t think that removing PPT would get rid of passive gains. It would make it easier to choke point gain in the off-hours since camps/Yaks are easier to flip/kill than structures, though. What do you think of combining your idea with XTD’s idea—that is, removing PPT for tier 0 structures and then adding it back in as the structure upgrades. There would still be potential for PPT but it would be much easier for small groups to tamp it down, even in the off-hours.

WvW without PPT? How would you do it?

in WvW

Posted by: Arricson Krei.9560

Arricson Krei.9560

I mentioned a while ago on the “5 priorities” thread that the PPT system should be converted into a PPC, or points per capture, system. Completely remove PPT. Award points for capturing and upgrading. Camps will not award points, they will remain significant by providing supply.

This would help solve the night-capping problem. Night-cappers will have an easier time gaining points by capping uncontested objectives and can upgrade them with ease. Then, night-cappers will not be punished for playing during off-hours. This advantage is countered by the ability for servers to gain points through PPK during on-hours.

It's been 1 years since stabilty was changed

in Guild Wars 2 Discussion

Posted by: Hyper Cutter.9376

Hyper Cutter.9376

The changes forced me to play a different class for comwnding in WvW. Warriors were incredible in WvW, but now if you don’t have a ranged weapon you’re pretty much worthless in large fights.

Boy, it sure is a shame warriors don’t have ranged weapons, then.

Your top 5 priorities for WvW-Overhaul

in WvW

Posted by: Knight Vanir.6921

Knight Vanir.6921

You don’t even have to permanently combine servers. It’s possible to have lower number of tiers instead where 2 or 3 smaller servers can represent a single color.

Forum search is broken

in Bugs: Game, Forum, Website

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

Hello,

We’re sorry for the inconvenience. Please take a look at this thread for helpful tips on how to use the Google Search feature.

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

Game Update Notes - January 26 2016

in Game Release Notes

Posted by: Gaile Gray

Previous

Gaile Gray

ArenaNet Communications Manager

Next

NEW FEATURES AND CONTENT

Enhanced Squad UI

  • Squads will now have access to squad markers.
    • Squad markers can be placed on a location in the world as well as on targetable items, players, and NPCs.
    • There are eight marker types, each of which has a unique color and symbol.
    • See the Squad section of the Control Options menu [F11] for key bindings related to placing and removing markers.
  • A new Groups category has been added to the General Options menu [F11]. This contains the following options:
    • Select whether to show all commander tags.
    • Use the Simple Party UI (moved from User Interface options).
    • Clear all squad markers regardless of key binding as opposed to having to clear location and target markers separately.
  • Squad Commanders can now appoint lieutenants to take care of administrative tasks. Lieutenants will have the authority to perform the following tasks:
    • Invite and dismiss players.
    • Arrange subgroups (except for moving the commander or other lieutenants).
    • Broadcast messages.
    • Place and remove squad markers.
    • See the chart attached to the bottom of this post for a comparison of the actions available to commanders, lieutenants, and squad members.
  • In the chat channel filter list, a new check box for Squad messages has been added to the Game Messages Options. Checking this box will allow informational messages relating to the squad, such when a lieutenant is promoted or a marker is placed, to show up in your chat panel.
    • See attached table for details

Gliding in Central Tyria

  • Gliding is now enabled in Central Tyria. Gliding masteries earned in Heart of Thorns will function in allowed Central Tyrian maps:
    • Gaining the Basic Gliding Mastery now allows for the glider to be used in Central Tyria as well as Heart of Maguuma maps.
    • All cities and open-world maps have gliding enabled. Specific areas will still prevent glider use in order to limit exploits.
    • Gliding remains disabled in dungeons and story instances in Central Tyria.
    • Gliding remains disabled in all PvP and WvW maps, except for the Heart of the Mists.

Lunar New Year

  • Come celebrate the Year of the Monkey in Divinity’s Reach!
    • Lunar New Year festivities have returned with the wily and curious monkey.
    • Collect and open lucky envelopes to earn essences of luck, delicious foods, fireworks, valuable items, and a chance to find the new Monkey Lantern backpacks.
    • Speak to Phaedra in the Crown Pavilion to purchase very valuable Divine Lucky Envelopes.
    • Trade extra essences of luck in to Fion in your guild hall to purchase Red Lantern decorations.
      • Red Lanterns can be used by scribes to craft six additional festive decorations.
  • Bash and kick your way to victory in the Dragon Ball Arena!
    • Speak to Finolla in the Crown Pavillion to enter the arena and prove your mettle.
    • Win rounds to earn Tokens of the Dragon Ball Champion that can be used to purchase extra Divine Lucky Envelopes.
  • Festivities are scheduled to end February 9.

Eldvin Monastery Brew of the Month Club

  • A new item collection has been created for Tyrian beer lovers to enjoy! Speak with Master Brewer Desch Metz at the Eldvin Monastery in Queensdale to join the Eldvin Monastery Brew of the Month Club. Once a month, when visiting a major city, club members will receive a package in the mail containing that month’s finely crafted brew. After collecting all twelve brews, club members will receive a title, a backpack skin, and a guild decoration in recognition of their devotion to the craft.

BALANCE, BUG-FIXING, POLISH

World Polish

  • Tangled Depths:
    • Fixed a bug that allowed veteran chak to spawn under level 80 in the event “Clear the chak out of the beetle larvae feeding grounds.”
    • Fixed a bug that prevented the bat matriarch from turning hostile in “Kill the champion bat so Nokta can return his pets to camp,” which blocked the event.

General

  • Supporting your allies will now contribute toward earning rewards for killing enemies and damaging event bosses. The actions listed below now cause a percentage of the target ally’s damage dealt for the next several seconds to also count toward your participation. In addition to that, damaging an enemy’s defiance bar will also grant you some participation toward receiving rewards from that enemy. In order to discourage AFKing with boon-applying auras, you must still be actively attacking targets to receive rewards from them.
    • Applying boons to an ally (small percentage).
    • Removing conditions from an ally (small percentage).
    • Reviving an ally (large percentage).
    • Healing an ally (percentage scales based on how much healing is given).
  • Added a Show All Usable Objects check box to the General Options tab of the options panel.
  • Added new optional key bindings under Control Options—Targeting:
    • Toggle Autotargeting: Turn skill autotargeting on or off.
    • Disable Autotargeting: Turn skill autotargeting off while the key is held down.
    • Toggle Snap Ground Target: Turn snap ground targeting for ground-targeted skills on or off.
  • Added a new optional key binding under Control Options—Camera:
    • Disable Action Camera: Turn action camera off while the key is held down.
  • Fixed incorrect art used by the Arena category button in the guild storage panel.
  • Changed some map bonus rewards to provide a more straightforward method of acquiring many types of cloth and leather crafting materials.
  • Fixed an issue with skill retargeting that allowed players to retarget a finisher skill to another enemy and cause the skill to fail.
  • Fixed an issue that prevented player minions from damaging treasure mushrooms.
  • Adjusted the score threshold for the Haywire Punch-o-matic Battle adventure in Tangled Depths from 230 to 200. The timer for completion has also been increased from 2:00 to 2:30.
  • Pact Supply Network merchants now clearly state which Mastery is needed to access their wares.

Fractals

  • The fractal scale can now be set inside Mistlock Observatory by interacting with the control panel near the entrance.
  • The daily fractal achievements will be displayed instead of daily achievements when in the Fractals of the Mists.
  • The next tier of fractal difficulty scales can be selected 5 levels earlier in Looking for Group (Y).
  • Increased the deactivation timer on the Reflecting Crystals in the Solid Ocean fractal from 1 minute to 5 minutes.
  • Fixed a bug that caused the Grawl Shaman in the Volcanic fractal to be immune to control effects.
  • Fixed a bug that caused a “world is full” message to be incorrectly displayed.
  • Fixed a bug that caused the Jellyfish Beast in the Aquatic Ruins fractal to remove agony resistance from players when eating them.
  • Fixed an issue that allowed players to duplicate Reflecting Crystals in the Solid Ocean fractal.
  • Fixed an issue that allowed players to duplicate Infused Stones in the Volcanic fractal.
  • Fixed an issue that allowed players to skip the Molten Effigy boss in the Molten Boss fractal.
  • Fixed an issue in which players could stand on the roof of the Mossman’s hut to avoid damage in the Swampland fractal.

Boss Resets

  • The Jellyfish Beast’s health now resets when it goes out of combat in the Aquatic Ruins fractal.
  • Old Tom’s health now resets when he goes out of combat in the Uncategorized fractal.
  • The Thaumanova Anomaly’s health now resets when it goes out of combat in the Thaumnova Reactor fractal.
  • Mossman’s and Bloomhunger’s health now resets when they go out of combat in the Swampland fractal.

Raids

  • Increased the quantity of magnetite shards awarded for failed boss attempts and successful boss kills in Spirit Vale.

Items

  • Auric sharpening stones no longer use name confirmation to delete.
  • Predator IV—Assassinate Captain Wiley: Defeating Captain Wiley will now give credit even when not part of the event.
  • Fixed various text on legendary collection collectibles.
  • The Oni Blade can now be obtained from the Mystic Forge.
  • Ydalir: The icy dragon scale sold by Rojan now sells for the correct amount of karma.
  • The Preserved Queen Bee no longer shows icy effects.
  • Hope IV—Enraged Spider Queen’s Venom: Fixed a bug that could cause the spider queen to not always appear.
  • Using the Gift of Magnanimity will now properly deliver the Gift Tree to the user’s home instance. Players who didn’t have the tree delivered when they used it will have the tree there now.
  • Achievements related to Grawnk are once again able to be completed outside of Wintersday if they were started during Wintersday.

Profession Skills
General:

  • Vigor and other endurance-regeneration effects (such as traits) now stack up to a maximum of 100% bonus regeneration rate.
  • Attuned and Infused Attuned trinkets are now salvageable.
  • “Finish Them” Finishers: The stomping effect will no longer be time-scaled through effects like quickness and slow.
  • Reviving: Reviving characters will no longer be affected by time-scaled effects like quickness and slow.
  • Quickness and slow will no longer affect most defensive abilities. Abilities that are offensive and defensive simultaneously (such as Blurred Frenzy or Pistol Whip) will still be affected by time scaling for the time being.
  • Each profession has had their default ground-target decal interchanged with a new profession-specific decal.

Elementalist

  • Diamond Skin: This trait now removes conditions when you are struck while above the health threshold. The health threshold has been reduced from 90% to 75%. This effect has a 1-second internal cooldown.
  • Churning Earth: Reduced the casting time of this skill from 3.25 seconds to 2 seconds.
  • Auras: The durations of all skill-activated auras have been reduced to 4 seconds.
  • Powerful Aura: The durations of auras this trait applies have been reduced from 5 seconds to 4 seconds.
  • Elemental Bastion: The duration of the frost aura this trait applies has been reduced from 5 seconds to 4 seconds.
  • Unstable Conduit: The durations of each aura applied by this trait have been reduced from 5 seconds to 4 seconds.
  • Fire Shield: The recharge of this skill has been reduced from 40 seconds to 25 seconds.
  • Rock Barrier: Reduced the aftercast delay of this skill by 0.6 seconds.
  • Rock Barrier—Hurl: The damage of the rocks thrown has been increased by 10%.
  • Shatterstone: Reduced the time for this skill to explode from 2 seconds to 1 second. Increased the recharge from 2 seconds to 3 seconds.
  • Gale: The cooldown of this skill has been reduced from 50 seconds to 40 seconds. This attack is now unblockable. The skill facts have been updated to correctly display the knockdown duration difference between PvP (1 second) and PvE (2 seconds).
  • Fresh Air: In addition to its current attunement recharge, this trait will now grant a ferocity bonus of up to 250 points (based on level) for 5 seconds when attuning to Air.
  • Lightning Rod: The attack that this trait produces will now trigger after a target has become disabled rather than simultaneously.

Tempest

  • Overload Earth: Fixed a bug that caused this overload to deliver extra protection per pulse rather than the intended 1 second per pulse. Fixed a bug that caused the lingering damage to follow the elementalist around after the overload had completed.
  • Lightning Orb: Updated the skill fact to indicate the correct damage per strike. Increased the launch radius for missiles from 300 to 360.

Engineer

  • Health Insurance: The outgoing healing of this trait has been increased from 15% to 33%.
  • Automated Medical Response: The cooldown of this trait has been increased from 90 seconds to 120 seconds.
  • Autodefense Bomb Dispenser: The recharge of this trait has been reduced from 30 seconds to 20 seconds.
  • Over Shield: The radius of this trait has been increased from 240 to 360.
  • Soothing Detonation: The healing contribution of this trait has been increased by 100%.
  • Medical Dispersion Field: The radius of this trait has been increased from 240 to 360.
  • Power Wrench: The recharge reduction of this trait has been increased from 20% to 33%.
  • Takedown Round: The damage of this trait has been increased by 33%.

Scrapper

  • Rocket Charge: The recharge of this skill has been increased from 10 seconds to 12 seconds.
  • Sneak Gyro: This skill’s recharge has been increased from 20 seconds to 40 seconds.
  • Expert Examination: Fixed an issue that prevented this trait from functioning with gyro explosions.
  • Stabilization Core: This trait has been merged into Final Salvo.
  • Perfectly Weighted: This trait is now on the adept tier. Decreased the stability granted by this trait from 2 stacks to 1 stack.
  • New Trait—Applied Force: Gain quickness when you gain might above the threshold.

Guardian

  • Zealous Scepter: Increased the might gain from this trait from 1 stack for 10 seconds to 2 stacks for 10 seconds when justice is triggered.
  • Wrathful Spirit: Increased the retaliation gain from 3 seconds to 4 seconds.
  • Stalwart Defender: Increased toughness gained when wielding a shield from 180 toughness to 240 toughness.
  • Invigorated Bulwark: Increased the duration of this effect from 10 seconds to 30 seconds.
  • Protective Reviver: This trait now also increases the revive speed of the guardian by 10%.
  • Smite Condition: Increased the number of conditions removed from one to two.
  • Contemplation of Purity: The cooldown of this skill has been reduced from 60 seconds to 40 seconds.
  • Bane Signet: The cooldown of this skill has been reduced from 40 seconds to 30 seconds.
  • Signet of Judgement: The cooldown of this skill has been reduced from 30 seconds to 25 seconds.
  • Sanctuary: The cooldown of this skill has been reduced from 120 seconds to 90 seconds.

Dragonhunter

  • Wings of Resolve: This skill is no longer affected by movement-altering effects, such as cripple and swiftness. It also no longer queues and will activate immediately when possible.
  • Test of Faith: The initial damage of this skill has been reduced from 66% of the trap’s full damage to 50%, for a damage reduction of 25%. Updated the effects of this trap to cull less frequently.
  • Dragon’s Maw: Increased the barrier radius from 90 to 120. Reduced barrier duration from 6 seconds to 4 seconds. Updated the effects of this trap to cull less frequently.
  • Procession of Blades: Updated the effects of this trap to cull less frequently.
  • Piercing Light: The daze duration of this trait has been reduced from 1 second to 0.5 seconds. The daze from this trait is no longer unblockable when used with Test of Faith.

Mesmer

  • Feedback: This skill is now ground targeted and no longer requires a target.
  • Mental Defense: The cooldown on this trait is no longer affected by Signet of the Ether.
  • Ether Clone: This skill no longer generates a clone if the player has the max number of illusions. It instead applies 2 stacks of torment for 5 seconds.
  • Chaos Armor: This skill no longer blinds enemies. It will instead apply weakness to them for 3 seconds. The applied duration for swiftness and confusion has been increased from 3 seconds to 5 seconds.
  • Chaotic Dampening: The duration of protection has been reduced from 5 seconds to 4 seconds.
  • Duelist’s Discipline: The chance to bleed has been increased from 33% to 50%. Bleed duration has been increased from 5 seconds to 6 seconds.
  • Restorative Mantras: The healing attribute scaling of this trait has been increased by 400%. The healing from this trait will now be listed in the combat log.
  • Furious Interruption: The cooldown of this trait has been reduced from 5 seconds to 3 seconds.
  • Evasive Mirror: The duration of this trait has been increased from 1.5 seconds to 2 seconds.
  • Mistrust: The number of confusion stacks this trait applies has been increased from 2 to 4.
  • Malicious Sorcery: The attack speed increase from this trait has been increased from 15% to 20%.
  • Bountiful Disillusionment: The duration of resistance applied in a radius has been reduced from 5 seconds to 2.5 seconds.
  • Temporal Enchanter: The duration of resistance granted by this trait has been reduced from 3 seconds to 2 seconds.

Chronomancer

  • Well of Precognition: This well no longer grants invulnerability. It instead grants 3 seconds of aegis with every pulse.
  • Alacrity: The effects of this buff have been reduced from 66% recharge reduction to 33% recharge reduction.

Necromancer

  • Dark Pact: This skill now also converts up to 2 boons into conditions along with its innate effects.
  • Putrid Curse: This skill now also converts up to 1 boon into conditions along with its innate effects.
  • Corrupt Boon: This skill now converts up to 3 boons into conditions. The recharge of this ability has been reduced from 40 seconds to 15 seconds.
  • Enfeebling Blood: This skill now converts up to 1 boon into a condition.
  • Weakening Shroud: The effect triggered off of this trait now converts up to 1 boon into a condition.
  • Leeching Bolts: Projectiles created from comboing with Dark fields will now heal through your shroud.
  • Spiteful Spirit: This trait’s recharge has been removed. The attack from this trait is now referred to as “Spiteful Spirit” in the combat log instead of “Unholy Feast,” and its particle effects have been updated.
  • Chilling Darkness: The internal cooldown on this trait has been reduced from 5 seconds to 3 seconds.
  • Unyielding Blast: This trait no longer adds piercing.
  • Life Blast / Plague Blast: These skills now pierce by default.
  • Chilling Nova: Fixed an issue that prevented this trait from firing when jumping or underwater.
  • Soul Spiral: Fixed an issue that prevented this skill from triggering whirl finishers while underwater.

Reaper

  • Chilling Nova: Reduced the recharge from 10 seconds to 8 seconds. Fixed a bug that caused the nova to have a smaller than intended radius.

Ranger

  • Healing Spring: Fixed an issue that allowed this skill to double-activate the healing spring.
  • Nature’s Vengeance: The boons granted by this trait now use the ranger’s boon duration.
  • Hidden Barbs: This trait’s increase to bleeding damage has been increased from 20% to 33%.
  • “Search and Rescue”: This skill has been reworked. It now commands your pet to teleport a nearby fallen ally to your location and then begin reviving them while granting regeneration to allies.
  • “Guard!”: This skill has been reworked. It now commands your pet to guard nearby allies, taking a portion of the damage directed at them and granting you might.
  • “Protect Me!”: This skill has been reworked. It now breaks stuns on allies, grants you protection, and causes the next foe to attack you to be taunted by your pet.
  • Resounding Timbre: Increased the radius affected by this trait from 360 to 600.
  • Instinctive Reaction: Increased the attribute contribution from healing power to power from 7% to 13%.
  • Primal Reflexes: Increased the duration of vigor applied by this trait from 5 seconds to 8 seconds.
  • Expertise Training: Increased the condition duration aspect of this trait from 20% to 33%.
  • Vigorous Training: Increased the duration of vigor applied by this trait from 5 seconds to 10 seconds.
  • Strider’s Defense: This trait’s chance to destroy projectiles while executing a melee attack has been increased from 25% to 50%.
  • Honed Axes: The ferocity bonus this trait grants has been increased from 150 to 250.
  • Predator’s Onslaught: Increased this trait’s damage bonus toward inhibited targets from 10% to 15%.
  • Fixed a bug that could cause the pet selected during character creation to be replaced by a river drake upon log-in if the original selected pet was nonamphibious and the character had not unlocked any other underwater pets.

Revenant

  • Preparation Thrust: The damage of this skill has been reduced by 11%.
  • Brutal Blade: The damage of this skill has been reduced by 20%.
  • Rift Slash: The damage of this skill has been reduced by 10%.
  • Unrelenting Assault: The number of attacks this skill makes has been reduced from 7 to 5. The damage of each strike has been increased by 10%. The strikes from this skill are no longer affected by animation time-scale, as quickness provided no benefit and slow would cause the attack to never hit.
  • Precision Strike: This skill has been reworked and will now always fire three projectiles at up to three targets. If fewer than three targets are available, the remainder of the projectiles will be launched at the available targets. The chill duration has been reduced from 2 seconds to 1.5 seconds.
  • Coalescence of Ruin: The recharge of this skill has been increased from 2 seconds to 4 seconds. Enemies are now able to be struck by this ability only once every 0.5 seconds.
  • Unwavering Avoidance: This trait now has a 5-second internal cooldown.

Herald

  • Crystal Hibernation: The base healing per level from this skill has been reduced by 36%. This affects Soothing Bastion as well.
  • Facet of Light: Activating this facet is no longer instant and now has a casting time of 0.25 seconds.

Thief

  • Withdraw: The healing values of this skill have been increased by 10%.
  • Double Strike: This skill’s damage has been increased by 42%.
  • Lotus Strike: This skill’s damage has been increased by 29%. The attack point has been increased by 0.06 seconds and the aftercast delay has been reduced by 0.35 seconds.
  • Shadow Shot: This skill will now trigger Assassin’s Reward correctly, even if it misses.
  • Shadow Strike: This skill will now trigger Assassin’s Reward correctly, even if it misses.
  • Slice: The attack point of this skill has been increased by 0.16 seconds.
  • Slash: Reduced the aftercast delay of this skill by 0.1 seconds.
  • Crippling Strike: Increased the attack point of this skill by 0.08 seconds. Reduced the aftercast delay of this skill by 0.48 seconds.
  • Basilisk Venom: While under the effects of this venom, your attacks are unblockable.
  • Hidden Thief: This trait now grants 50% bonus movement speed while in stealth.
  • Fleet Shadow: This trait has been renamed to Instant Reflexes. This trait no longer grants bonus movement speed while in stealth and will instead grant the thief evasion for 2 seconds when struck while under 50% health, with an internal cooldown of 40 seconds.
  • Feline Grace: This trait’s vigor duration has been increased from 4 seconds to 5 seconds.
  • Pain Response: This trait now also removes torment in addition to its current removals.
  • Guarded Initiation: This trait now removes confusion in addition to its current removals. The health threshold has been reduced from 90% to 75%.
  • Swindler’s Equilibrium: This trait now also grants 5% bonus damage to sword and spear attacks.
  • Assassin’s Reward: This trait’s base healing per level has been increased by about 50% and its healing power contribution has been increased by 70%.
  • Upper Hand: This trait now grants regeneration for 6 seconds when the initiative regain occurs.

Daredevil

  • Driven Fortitude: The healing from this trait will now appear in the combat log.
  • Staff Strike: This skill’s damage has been increased by 36%.
  • Staff Bash: This skill’s damage has been increased by 16%.
  • Punishing Strikes: This skill’s damage has been increased by 44%.
  • Debilitating Arc: Fixed a bug that prevented this skill from functioning with Assassin’s Reward.
  • Bandit’s Defense: This skill no longer delivers a kick when you first block an attack. After blocking an attack, you will now gain access to a second ability, Reflexive Strike, for 6 seconds.
  • Reflexive Strike: Deliver a massive kick that knocks enemies down.

Warrior

  • Added a 2-second grace period between exiting combat and the start of adrenaline decay.
  • Mending: This skill’s healing value per level has been increased by 25%. Healing power contribution has been increased by 20%. Fixed a bug that indicated that this ability removed 2 conditions when it actually heals 3.
  • Healing Signet: The passive healing based on level from this signet has been increased by 5%.
  • “To the Limit!”: This skill’s healing value per level has been increased by 40%.
  • Throw Axe: The aftercast delay of this skill has been reduced by 0.5 seconds. The cooldown of this skill has been reduced from 10 seconds to 8 seconds.
  • Cyclone Axe: This skill’s damage has been increased by 57%.
  • Dual Strike: This skill’s damage has been increased by 33%.
  • Whirling Axe: The PvP and PvE versions of this skill have been remerged, resulting in a 52% damage increase in PvE areas.
  • Pommel Bash: The recharge of this skill has been reduced from 15 seconds to 12 seconds.
  • Crushing Blow: The recharge of this skill has been reduced from 15 seconds to 12 seconds and its damage has been increased by 20%.
  • Final Thrust: The recharge of this skill has been reduced from 15 seconds to 12 seconds.
  • Fierce Blow: The recharge of this skill has been reduced from 12 seconds to 6 seconds. Its weakness duration has been reduced from 8 seconds to 4 seconds.
  • Hammer Shock: The recharge of this skill has been reduced from 12 seconds to 10 seconds.
  • Staggering Blow: The recharge of this skill has been reduced from 20 seconds to 18 seconds.
  • Backbreaker: The recharge of this skill has been reduced from 30 seconds to 25 seconds.
  • Crack Shot: This trait no longer grants piercing to rifles or harpoon guns. This trait now grants bonus adrenaline when striking enemies with the base skills of these weapons.
  • Aimed Shot: This skill now applies 5 stacks of vulnerability for 8 seconds to struck enemies. The damage of this skill has been increased by 28%.
  • Volley: This skill now pierces by default.
  • Brutal Shot: This ability will now roll the warrior backward (about 400 distance) when the shot is fired. This ability now immobilizes struck enemies for 1.5 seconds.
  • Kill Shot: This skill now pierces by default.
  • Repeating Shot: This skill now pierces by default.
  • Forceful Shot: This skill now pierces by default.
  • Split Shot: Fixed a skill fact bug that indicated this ability only pierced with Crack Shot.
  • Berserker Stance: This skill now grants resistance for 3 seconds every 3 seconds instead of preventing conditions from being applied to you. Its duration has been increased to 9 seconds.
  • Adrenal Health: The passive healing based on level from this trait has been increased by 15%.

Berserker

  • Scorched Earth: Enemies are now able to be struck by this skill only once every 0.5 seconds.
  • Outrage: This skill now grants 5 adrenaline when activated and 2 bonus adrenaline for each nearby foe.
  • Shattering Blow: This skill now blocks all attacks for its duration and grants 2 stacks of stability for 2 seconds. Its adrenaline gain has been increased to 10.
  • Wild Blow: Increased adrenaline gain to 10 and moved adrenaline gain to occur on activation rather than on hit. Removes blind and weakness before the attack hits. Increased secondary knockback radius from 180 to 240.
  • Sundering Leap: This skill now grants 10 adrenaline when activated and an additional 20 adrenaline if it hits any target.
  • Blood Reckoning: This skill’s functionality has changed. When activated, this skill heals for a small amount (3,230 at level 80 with 0 healing power), grants 10 adrenaline, and recharges all burst skills. For 5 seconds afterward, 10% of all outgoing damage is converted to healing. Reduced recharge from 25 seconds to 20 seconds.
  • Headbutt: Increased range to 300.
  • King of Fires: This trait’s functionalty has changed. It now gives fire shield on a critical hit (15-second internal cooldown). Using berserker skills detonates any fire shield currently applied, inflicting 3 stacks of burning for 3 seconds to nearby foes. Increases outgoing burning duration by 33%.
  • Savage Instinct: The conditions removed by this trait have been increased from 1 to 2.

Structured Player vs. Player

  • Changed matchmaking to use games played per arena instead of rank. For example, matchmaking in Unranked Arena will consider total Unranked games played.
  • Changed matchmaking to not consider rating deviation. Deviation is still used when updating ratings as part of the Glicko algorithm.
  • Changed matchmaking to have a smaller fixed starting rating search range instead of using rating deviation.
  • Changed matchmaking to use inflated party ratings when scoring potential rosters against each other. Inflated party rating is still used when collecting the initial roster list.
  • Changed matchmaking to favor queue time less. This prevents other scoring factors from being obscured.
  • Changed matchmaking to not favor rosters with unique professions and instead disfavor rosters with duplicate professions. This prevents other scoring factors from being obscured.
  • Changed default rating to a lower value to account for the removal of deviation adjustments in matchmaking.
  • Fixed a bug in matchmaking in which rosters could be skipped when forming teams.
  • Fixed a bug in matchmaking in which guild teams were not properly favored to play against each other.
  • Fixed a bug in Ranked Arena matches in which players who never connected show as amber division on the scoreboard.
  • Fixed a bug in which players would unintentionally get dishonor.
  • Forfeits are reenabled. Losing a game in which a teammate received dishonor will result in a forfeit. Players partied with the dishonorable player receive a desertion on loss, but they will not get dishonor.

PvP Equipment
Sigils

  • Removed the Sigil of Demon Summoning.
  • Changed the Sigil of Energy (for PvP only) to grant 5 seconds of vigor on weapon swap (on the same 9-second cooldown) instead of giving 50 endurance.

Runes

  • Removed the Rune of Mercy.
  • Removed the Rune of Durability.

Amulets

  • Removed the Celestial Amulet.
  • Removed the Sentinel Amulet.
  • Removed the Settler Amulet.
  • Removed the Soldier Amulet.
  • Added four new PvP amulets:

Mercenary’s Amulet
1050 Power
1050 Condition
560 Toughness
560 Vitality

Sage’s Amulet
1050 Power
1050 Condition
560 Healing Power
560 Vitality

Paladin’s Amulet
1050 Power
1050 Precision
560 Toughness
560 Vitality

Mender’s Amulet
1050 Power
1050 Healing Power
560 Precision
560 Vitality

New Mist Champion: Tybalt Leftpaw

  • Tybalt joins the other Mist Champions as a new defensive hero who protects his allies with resistance and damages his enemies with poison.
  • War Cry
    • Apple Drop—Drops apples around allies on the map that, when picked up, remove a condition and apply the resistance boon for a short duration
  • Passive
    • An Apple a Day—Tybalt will apply resistance to all allies around himself for a short duration and also drop apples around allies that will remove a condition and apply the resistance boon for a short duration.
  • Elite
    • Rotten Apple—Tybalt drops a poisonous apple on all enemies’ heads in the lord room, stunning and poisoning them for a short duration. The skill guarantees 20% damage to the lord when used.

World vs. World

  • Automatic Upgrade Update
    • The Secured, Reinforced, and Fortified objective upgrade levels now occur after having delivered or received a certain number of dolyak caravans rather than being timer driven.
      • This change was made to increase the importance of both maintaining allied supply lines and denying enemy supply lines.
      • The dolyaks required are 20/40/80 dolyaks for secured/reinforced/fortified respectively at all objective types.
    • Camps upgrade when caravans are delivered to another objective. Towers, Keeps and Castles upgrade when caravans arrive at their objective.
  • Points per Kill
    • Each enemy player killed in WvW now grants 1 point of War Score to your team.
      • This change was made in order to allow players who focus primarily on killing enemy players to contribute more to the team’s overall success.
    • Points are awarded for kills and stomps equally.
    • Any team who has tagged the kill will get a point. For example, if the red and blue teams have both tagged a green player, and the green player dies, both the red team and the blue team will get 1 point.
  • Reduced Rally Cap
    • The number of players who can rally off a single kill has been reduced from 5 to 1.
      • This change was made to give smaller groups more of a fighting chance against larger groups and to make WvW combat have less sudden power swings in general.
    • Rally priority will be proximity based. The nearest valid rally target will be rallied.
  • Combat Revive Change
    • Players will no longer be able to revive defeated players while in combat. They will still be able to revive downed players.
      • This change was made to lower the staying power of large groups. If a player is eliminated from the fight, they stay eliminated until either the fight concludes or the player uses a waypoint and runs back.
  • General
    • Catapults, Superior Catapults, and Guild Catapults have had their supply costs reduced by 10.
    • Fixed a bug that caused the Packed Dolyaks upgrade to sometimes deliver 3 supply shipments instead of 2.
    • Items sold by the Heroics Notary no longer cost Badges of Honor.
    • Many superior siege weapon blueprints sold by the Heroics Notary have had their Proof of Heroics costs increased.
    • The Sabotage Supply guild improvement effect is now visible to the friendly team after it has been activated.
    • Added in-game (on-ground) animated capture progress visual effects for capture locations.
    • Fixed a few bugs that prevented proper repel event credit being given for repairing reinforced gates.
    • The announcement that displays when a guild claims an objective is now only displayed for players near the objective rather than map-wide.
    • Updated capture point boss and quartermaster placement to address the odd instances where the characters could get out of position over time.
    • Fixed an issue that could cause Keep and Tower walls in the Eternal Battlegrounds to enter a state in which they could not be damaged.
    • The “Leave the Mists” button no longer functions when dead or in combat.
  • Desert Borderlands
    • Fixed a bug with flickering and phantom walls.
    • Northwest Tower: Repositioned a floating mortar.
    • Northeast Tower: Reinforced Walls are now properly labeled.
    • North Keep: Fixed an issue that caused one of the East Keep guards to appear in and contest this keep.
    • North Keep: Fixed a bug that was causing the earth turrets to stay on even if a team lost control of the shrines.
    • West Keep: Updated guard patrol paths to stay near the middle of the keep.
    • West Keep: Champion Terza Bowsahr is now immune to lava.
    • West Keep: Repair and Banker NPCs now appear when the keep upgrades.
    • Camp Northwest: Fixed the Recruit Patrol upgrade guards so they will now appear and patrol properly.
    • Citadel: Fixed a bug with supplies that could cause supplies to not be subtracted from storage when players picked them up.
    • Citadel: The supply drop airship art in desert borderlands will now properly sync with team color for the green and blue teams.
    • Citadel: Fixed a bug preventing many of the Master Crafter NPCs from appearing.
    • Oasis Event: Reduced the number of Power Cores required to turn in from 20 to 12.
    • Oasis Event: Removed the map-wide ping when a new Power Core appears or is picked up.
      Fixed bugs preventing Repair, Banker and Merchant NPCs from showing up at the correct upgrade tiers at towers and keeps.
  • Eternal Battlegrounds
    • Veloka Slope Tower: Fixed a bug preventing the Tower Lord’s health from scaling properly.
    • Stonemist Castle: Removed a vulture raptor that was floating above the castle.
  • Guild Claiming
    • Guild Banners: Defiance bar regeneration has been slowed, and the cooldown has been greatly reduced, allowing the bar to be broken much more often.
    • Guild Banners: Profession skills like the mesmer’s Continuum Shift skill can no longer be used while carrying a banner.
    • Guild Banners: The player’s model is now scaled up by 20% while carrying a banner.
    • Airship Defense: This tactic’s damage has been reduced by 33%.
    • Chilling Fog: Fixed a bug where the effect tooltip was missing the effect name.
  • Turtle Banner
    • Shell Shock: This skill’s tooltip now displays its radius. The radius has been reduced from 360 to 300.
    • Shell-ter: This skill’s duration has been reduced from 8 seconds to 6 seconds. The maximum number of targets has been reduced from 20 to 10.
    • Saved by the Shell: This skill’s duration has been reduced from 4 seconds to 3 seconds.
    • Shell Wall: This skill’s duration has been reduced from 10 seconds to 8 seconds.
    • Bomb Shell: The protection and stability durations on this skill have been reduced from 20 seconds to 15 seconds. Its radius has been reduced from 600 to 450.
  • Dragon Banner
    • Dragon’s Might: This skill’s tooltip now shows the correct damage per strike. Enemies standing between two attack regions will no longer be struck twice.
    • Dragon’s Blast: This skill’s damage has been reduced by 40%.
    • Dragon’s Wings: This skill no longer deals damage.
    • Dragon’s Breath: This skill’s duration has been reduced from 15 seconds to 8 seconds. Its damage has been reduced by 40%. Its distance has been reduced from 2,000 to 1,800. Enemies standing between two attack regions will no longer be struck twice.
  • Centaur Banner
    • Stampede of Arrows: This skill’s damage has been reduced by 20%. Enemies standing between two attack regions will no longer be struck twice.
    • Spiked Barricade: This skill’s duration has been reduced from 20 seconds to 10 seconds. Its immobilized duration has been reduced from 5 seconds to 3 seconds. This skill is now usable while moving and should trigger more accurately when an enemy touches the spike ring.

Guilds

  • Trophy decorations for Mordremoth, the Shatterer, Tequatl the Sunless, the Chak Gerent, Triple Trouble, and the raid bosses have been added to the guild decoration vendor and scribe.
  • Essence of Light now is dropping correctly.
  • The Thorny Jack-o’-Lantern decoration can now be removed.
  • The Simple Shelf decoration is now using a different model than basic shelf.

World Bosses

  • The Shatterer
    • Fixed a bug that allowed the Shatterer to be permanently blinded, blocking progress for a Legendary Journey and an achievement.
    • The Shatterer now has its own achievement category.
      • Added a new “Branded Backpiece” as a meta-achievement reward.
    • The Shatterer’s daily chest now has two guaranteed rare items instead of one.
    • Collectibles for new guild-hall trophy decorations have been added to the chest
    • Claw Strike “Impale” waves go 360 degrees around the Shatterer’s claw impact, instead of only in a forward angle to mitigate safe zones on the sides of the dragon.
    • Healing Pulsating Crystals are now indestructible until the defiance bar is broken.
    • Healing Pulsating Crystals now heal the Shatterer for for more health per pulse.
      • There is now a longer delay between when the Shatterer enters this phase and when it starts regenerating.
    • Shard Storm phase is now preventable by breaking the Shatterer’s defiance bar.
      • If successfully broken, the Shatterer will fall to the ground and become vulnerable for a short time.
    • Shard Storm summons more Branded, strikes more points, and extends to the siege weapon areas.
    • Increased the number of projectiles, widened the firing angle and extended the range of the Shatterer’s Crystal Fire attack.
    • Expanded the Exploding Crystal patterns to remove safe zones near the Shatterer’s feet.
    • Crystal Imprisonment will no longer hit stealthed players.
    • The Shatterer’s Shattering Roar attack now seconds as a call for reinforcements.
      • A Branded lieutenant will show up with some allies on the right and left sides of the Shatterer. These Branded will attack toward the siege weapons.
    • The Shatterer’s Shattering Roar now taunts players.
    • The Shatterer’s Imprisonment Crystals now cause area damage to players if not destroyed before the Shatterer roars.
    • Reduced the freeze duration of Imprisonment Crystals from 20 seconds to 5 seconds, allowing entrapped players to break themselves out of their own prisons.
    • Reduced the health and defense of Imprisonment Crystals, making it easier to break them prior to the Shatterer roaring and the area damage.
    • Improved Mortars and Turrets.
      • Mortars now use ground targeting.
      • Improved Mortar Healing Rounds.
        • Leaves behind med kits in addition to the initial splash heal.
        • Applies 4 seconds of protection to allies within the initial splash-heal radius.
      • Mortars now turn 400% faster.
      • Attempting to fire at an invalid target no longer activates the recharge on the turrets.
      • Increased the firing angle of turrets from 45 degrees to 90 degrees.
      • Increased the attack rate of turrets by 33%.
      • Added control effects to artillery and to turrets so they can contribute to breaking defiance bars.
      • Turret 1 Attack:
        • Increased stun duration from knockback from 1 second to 2 seconds.
        • Increased damage.
      • Turret 2 Attack:
        • Shrapnel Blast now creates a bleeding and crippling field.
      • Mortar Attack:
        • Now causes knockdown.
    • Enabled gliding in the map and added launch pads that launch you into the air and give you a “bomber” bundle item
      • Drop Bombs:
        • Damage and knock down foes.
      • Drop Med Kits:
        • Grant healing and protection.
        • Leaves behind med kits for players to pick up.
      • Consume Med Kit:
        • Self-heal that grants regeneration.

BLACK LION TRADING COMPANY GEM STORE

New Items and Promotions

  • Every Black Lion Chest includes a bonus Personalized Homemade Lucky Envelope.
    • Added rare drop stronghold champion skins: Elite Glorious Tybalt, Steampunk Tybalt, and Orrian Armor Tybalt.
  • Returned Lunar New Year seasonal items to the Gem Store:
    • Red Lantern Kite in the Toys category for 250 gems.
    • Crimson Lion Dye in the Special category for 125 gems.
    • Confetti Mail Carrier in the Account Upgrades category for 300 gems.
  • To celebrate gliding in Central Tyria, we’ve returned the following glider combo packs:
    • Black Wings Glider Combo in the Style category for 700 gems.
    • White Wings Glider Combo in the Style category for 700 gems.
    • Bat Wings Glider Combo in the Style category for 700 gems.

Attachments:

Gaile Gray
Communications Manager
Guild & Fansite Relations; In-Game Events
ArenaNet

(edited by Moderator)

Will you ever fix pet respawn?

in PvP

Posted by: Dojo.1867

Dojo.1867

This is bugged since I don’t know when now and it is frustrating because the bug is really easy to narrow down. Apparently when the pet was dead and the ranger player respawns it gets revived to full hp first and then moved to the player starting location. However this short interval of respawing were it died is enough to trigger stuff like for example traps and apply damage/condition damage to the pet. This will put the ranger player in combat and slow him down and also be frustrating for the person with the traps because they get triggered for nothing.

Also ancestral grace ocasionally puts the caster in combat for no reason.

Game Update Notes - September 29, 2015

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

09/29/2015 – September 29 Release Notes
BALANCE, BUG-FIXING, POLISH
General

  • Holding the Alt key will now show the player’s nameplate.
  • Altered weekly guild-mission resets so that they now take place at 12:30 a.m. Pacific Time each Monday beginning October 5, 2015.

Dungeons

  • Caudecus’s Manor (Explorable)
    • Seraph Path: Fixed an issue that prevented Taylor and her turrets from becoming hostile.

Personal Story

  • Fixed a bug that caused players who completed the “Disturbance in Brisban Wildlands” story instance to be incorrectly redirected to the Silverwastes instead of Dry Top.

Items

  • Salvaging that requires confirmation will now resume use of the salvage kit after confirmation.
  • Minor Sigil of Air: Fixed a bug in which this sigil required a 5-second recharge instead of a 7-second recharge.
  • Superior Sigil of Air: Fixed a bug in which this sigil required a 5-second recharge instead of a 3-second recharge.
  • Tonics: Fixed a bug that would allow leaving a tonic transform to trigger the effects of traits and runes that worked from heal use.
  • Pact Med Kit: Fixed a bug that allowed this item to drop med packs that were not consumed on use.
  • Medical Kit: Fixed a bug that allowed this item to drop med packs that were not consumed on use.

Profession Skills
General:

  • Cripple: Reduced the maximum stacks of this condition from 9 to 5.
  • Frost Aura: This aura now replaces itself as other auras do instead of stacking duration.
  • Prayer to Dwayna: Added skill-fact functionality for Healer’s Retribution.
  • Revealed: Fixed a bug that prevented this skill from removing stealth when multiple stacks were applied to the foe.
  • Rune of Vampirism: Updated this rune so that profession abilities are no longer able to be used while transformed by this rune set.

Elementalist

  • Blinding Ashes: Increased the recharge of this trait from 5 seconds to 8 seconds.
  • Burning Fire: This trait will no longer grant might when a cantrip is used.
  • Drake’s Breath: Decreased the burning duration from 3 seconds to 2.5 seconds.
  • Ring of Fire: This skill now applies 2 stacks of burning for 4 seconds when foes are initially hit. Decreased the burning when foes pass through the fire wall from 3 stacks for 5 seconds to 1 stack for 2 seconds.
  • Renewing Stamina: Increased the recharge from 5 seconds to 10 seconds.
  • Flamestrike: Increased the damage by 33%.
  • Dragon’s Tooth: Changed to a ground-targeted skill.
  • Shatterstone: Increased the vulnerability from 4 stacks for 15 seconds to 5 stacks for 15 seconds. Increased damage by 10%.
  • Glyph of Lesser Elementals: Decreased the recharge from 45 seconds to 40 seconds.
  • Glyph of Elementals: Decreased the recharge from 120 seconds to 90 seconds.
  • Updraft: Updated this skill to no longer be affected by movement-speed increases or decreases.
  • Powerful Aura: Increased the effective radius of this trait from 360 to 600.
  • Arcane Wave: Added skill facts for the underwater version of this skill.
  • Fire Shield: Removed an erroneous skill fact for condition-duration reduction.
  • Signet of Restoration: Removed the flame-aura skill fact present when the Conjurer trait was equipped.
  • Power Overwhelming: Removed inconsistent skill facts that occurred for skills that caused burning when this trait was equipped.
  • Conjure Frost Bow—Ice Storm: Reduced the damage by 50% and lowered the number of targets per impact to 3. Fixed a bug that caused all impacts to fall within a smaller than intended radius when casting this skill.
  • Meteor Shower: Fixed a bug that caused all impacts to fall within a smaller than intended radius when casting this skill.
  • Written in Stone: Fixed a bug that allowed the duration of passive boons to extend longer than the recharge of the skill when signets were used.

Engineer

  • Acid Bomb: Fixed a bug that allowed this skill’s movement distance to be affected by movement-speed increases and decreases. Fixed a bug that prevented HGH from properly functioning with this skill and granting might to nearby allies.
  • Cleansing Synergy: Fixed an issue in which this trait was only removing a single stack of a condition. It will now remove all stacks of a condition.
  • Elixir Shell: Fixed a bug that prevented HGH’s recharge reduction and duration increase from being correctly applied. This skill will now function properly with the Alchemical Tinctures trait.
  • Elixir X: Added a condition-removal skill fact when traited with Alchemical Tinctures.
  • Flamethrower Kit: Increased Flame Jet damage by 11%.
  • Fragmentation Shot: Increased bleeding duration from 2 seconds to 3 seconds.
  • Healing Mist: Fixed a bug that prevented this skill from correctly functioning with the Alchemical Tinctures trait.
  • Healing Turret—Cleansing Burst: Updated this skill to be affected by the Automated Medical Response trait. Fixed a bug to allow this skill to scale based on 50% of your healing power.
  • Tool Kit: Updated Magnet to allow it to pull a target the full distance to you if the target was near maximum range.
  • Medical Dispersion Field: Reworked this trait. The internal cooldown has been removed. This trait is now only triggered by your own healing, and the percentage has been increased from 12% to 20%.
  • Med Kit: Increased Med Blaster’s base healing by 36% and its scaling with boons by 36%.
  • Mortar Shot: Added a radius skill fact.
  • Mortar Kit: Updated the skill facts to display initial damage. This kit’s skills are now affected by the Explosive Powder trait.
  • Streamlined Kits: Fixed an issue that allowed miniatures to detonate mines created by equipping a grenade kit.
  • Takedown Round: Updated this trait to be affected by Shrapnel. Increased damage by 50%.
  • Transmute: Updated this trait to use the standard conversion list for conditions into boons and to affect all stacks of a condition.

Guardian

  • Shield of Judgment: This ability now applies aegis for 4 seconds. The protection duration between Player vs. Player and PvE has been normalized to apply for 4 seconds in each mode.
  • Shield of Absorption: Updated this skill to function while moving and no longer root the player in place. Increased the casting time from 1.25 seconds to 4 seconds to ensure that the bubble doesn’t break early. Using another skill will now interrupt this ability.
  • Selfless Daring: Removed an incorrect skill fact split in PvP. This trait remains unsplit between PvP and PvE.
  • “Feel My Wrath!”: Increased the recharge of this skill from 30 seconds to 45 seconds.
  • Judge’s Intervention: Updated this skill to prevent it from being used in midair.
  • Absolute Resolution: Fixed the radius skill fact to indicate the correct radius of 600.
  • Indomitable Courage: Fixed the radius skill fact to indicate the correct radius of 600.
  • “Save Yourselves!”: Consolidated this skill between PvP and PvE to make the PvE version applicable for all areas.

Mesmer

  • Shatter Skills: Updated the description of these skills to include the effects added when Illusionary Persona functionality was made baseline.
  • Arcane Thievery: Updated this skill to transfer blindness.
  • Chaotic Dampening: Increased the recharge reduction from 2% to 2.5%.
  • Duelist’s Discipline: Fixed a bug that prevented this trait from granting a bleeding chance to your Illusionary Duelist. Lowered bleeding stacks applied by this skill from 2 to 1.
  • Fencer’s Finesse: Fixed a bug that caused this trait to apply ferocity when reflecting projectiles. Fixed a bug that could cause the ferocity boon to be applied when attacking with weapons other than swords.
  • Harmonious Mantras: Increased the duration from 8 seconds to 10 seconds.
  • Inspiring Distortion: Updated this trait to prevent the distortion granted from being applied to objects.
  • Null Field: Updated the skill description and skill facts to reflect that this skill removes boons and conditions on pulses.
  • Phantasmal Disenchanter: Reduced the attack recharge by 2 seconds. The attack from this phantasm is now referred to as “Disenchanting Bolt” in the combat log.
  • Portal Entre: Updated this skill to show an icon for the duration that you have to place the exit portal. Fixed a bug that could cause a noninteractable portal entrance to remain in the world if the mesmer died before casting the Portal Exeunt skill.
  • Prismatic Understanding: Fixed a bug that prevented this trait from functioning while downed. Reduced the stealth duration increase from 100% to 50%.
  • Signet of the Ether: Updated this skill to include an additional pulsing heal when no illusions are present.
  • Temporal Curtain: Removed functionality that prevented the swiftness applied by this skill from applying to allies that already had swiftness. Now applies 12 seconds of swiftness to allies the first time they cross the wall and 1 second of swiftness to allies that cross it again after receiving the initial swiftness.
  • The Pledge: Fixed an incorrect skill fact that displayed the recharge reduction as a percentage instead of a duration.
  • Mind Slash: Increased damage by 10%.
  • Mind Gash: Increased damage by 10%.
  • Mind Spike: Increased damage to targets without boons by 10%.

Necromancer

  • Blood Bond: Fixed a bug that caused this trait to have an incorrect internal cooldown. Fixed a bug that prevented the actual healing values from matching those listed in the skill facts. This trait will no longer attempt to activate Lesser Signet of Vampirism if the player is either out of range or does not have a line of sight to the target.
  • Signet of Vampirism: Fixed a bug that prevented the actual healing values from matching those listed in the skill facts.
  • Corrosive Poison Cloud: Updated this skill to destroy projectiles that enter its area. Increased the poison stacks from 3 to 4 stacks and reduced their duration from 3 seconds to 2 seconds. Decreased the duration from 12 seconds to 8 seconds. Increased the frequency pulses from every 3 seconds to every 2 seconds.
  • Rending Claws: Increased the range to 900. Increased damage by 10%.
  • Ghastly Claws: Increased the range to 900.
  • Unholy Feast: Decreased the recharge from 15 seconds to 12 seconds.
  • Signet of Spite: Fixed a bug that caused this skill to apply 1 stack of vulnerability instead of 5.
  • Blood Curse: Decreased the bleeding duration from 5 seconds to 4.5 seconds.
  • Rending Curse: Decreased the bleeding duration from 5 seconds to 4.5 seconds.
  • Putrid Curse: Increased the poison duration from 4 seconds to 6 seconds. Now also applies bleeding for 4.5 seconds.
  • Grasping Dead: Increased damage by 14%. Increased bleeding duration from 7 seconds to 10 seconds. Increased cripple duration from 5 seconds to 7 seconds. This skill is no longer split and applies 3 stacks of bleeding in all game modes.
  • Feast of Corruption: Now grants 8% life-force gain on hit, plus 1% per additional condition on the target. Now applies 2 stacks of torment for 4 seconds on hit, plus 1 additional stack per condition on the target. No longer deals bonus damage per condition. Bonuses cap at 5 conditions.
  • Lingering Curse: Decreased effectiveness of the condition-duration extension to 50%.
  • Lich Form: Updated this transformation to no longer destroy your active minions.
  • Plague Form: Updated this transformation to no longer destroy your active minions.
  • Vampiric Aura: Updated this skill to no longer be applied to allied objects such as WvW siege weapons.

Ranger

  • Windborne Notes: Fixed a bug that caused Call of the Wild to only grant half the intended duration of regeneration as well as granting it to more than the intended amount of targets instead of 5.
  • Beastly Warden: Fixed an issue in which the taunt from this ability could not be blocked or evaded.
  • Lingering Magic: Fixed an issue that was causing this trait to be applied twice to your pet.
  • Most Dangerous Game: Changed this trait to grant 5 stacks of might for 3 seconds every second you are below half health.
  • Nature’s Vengeance: Increased the might per pulse for Frost Spirit from 1 stack to 3 stacks and the duration from 1 second to 3 seconds. Increased the swiftness per pulse for Storm Spirit from 1 second to 3 seconds. Increased the regeneration per pulse for Water Spirit from 1 second to 3 seconds.
  • Quick Draw: Updated this trait to stack with any recharge reduction from other sources.
  • Clarion Bond: Fixed a timing issue that prevented the ranger’s new pet from gaining the boons from this trait upon appearance. An icon will now display when Clarion Bond is available.
  • Call of the Wild: Updated this skill to grant 3 stacks of might for 15 seconds, increased from 1 stack of might for 15 seconds.
  • Frost Trap: Fixed an issue that caused a delay in chill application upon trap trigger. Increased the number of pulses from 3 to 4.
  • Sun Spirit: The activated ability of this spirit, Solar Flare, now has the same casting time as the activated abilities of other spirits.
  • Storm Spirit: Changed the on-hit boon to now apply 3 stacks of vulnerability for 10 seconds.
  • Call Lightning: Fixed a bug so that the daze will properly be increased by daze-increasing effects.
  • All ranger traps have had their in-world durations increased to 300 seconds.
  • Short Bow: Updated skill facts to reflect piercing when the player has equipped the Light on your Feet trait.
  • Updated ranger pets to have base condition damage determined by their family.
    • Pets of the armor fish, bear, canine, and moa families gain 400 condition damage at level 80.
    • Pets of the bird, drake, jellyfish, and porcine families gain 700 condition damage at level 80.
    • Pets of the devourer, feline, shark, and spider families gain 1,000 condition damage at level 80.
  • “We Heal As One!”: This skill now simultaneously copies all boons from your pet to you and from you to your pet.

Thief

  • Vital Shot: Increased damage by 24%.
  • Unload: Increased damage per shot by 26%.
  • Sneak Attack: Increased attack damage per shot by 25%.
  • Traps have been normalized to last for 5 minutes before expiring.
    • Shadow Trap has been increased from 2 minutes to 5 minutes. All other traps have been reduced from 1 hour lifetime to 5 minutes.
  • Potent Poison: Increased poison damage from 10% to 33%.
  • Vigorous Recovery: Increased vigor duration from 5 seconds to 7 seconds.
  • Expeditious Dodger: Increased swiftness duration from 2 seconds to 4 seconds.
  • Ankle Shots: Removed the hidden range increase that this trait unlocked.

Warrior

  • Rousing Resilience: Increased base healing by 130%.
  • Last Stand: Decreased the recharge from 90 seconds to 40 seconds.
  • Fierce Shot: Increased the damage by 10%.
  • Aimed Shot: Decreased the recharge from 10 seconds to 8 seconds.
  • Rifle Butt: Increased the knockback distance from 400 to 600.
  • Shield Bash: Decreased the recharge from 25 seconds to 20 seconds. Increased the stun duration from 1 second to 2 seconds.
  • Shield Stance: Decreased the recharge from 30 seconds to 25 seconds.
  • Versatile Rage: Decreased the recharge from 5 seconds to 4 seconds.
  • Versatile Power: Decreased the recharge from 5 seconds to 4 seconds.
  • Arcing Slice: Fixed a bug that allowed this skill to benefit multiple times from the condition removal provided by Cleansing Ire.
  • Burst Mastery: Updated the description and skill facts for this trait to better reflect its intended functionality.

Structured Player vs. Player

  • Fixed an issue where meditation channels would sometimes fail in Temple of the Silent Storm.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions

  • Halloween Weapons have returned to the Black Lion Weapons Specialist for a limited time, priced at 2 tickets each.
  • The Raiment of the Lich outfit has returned to the Style category of the Gem Store for 700 gems.
  • Winter style items have arrived. Check out all the returning favorites in the Style category of the Gem Store.

Improvements

  • The Black Lion Chest has been updated. Keys are available in the Special category of the Gem Store for 125 gems.
    • Tradable finisher unlocks have been added to the Black Lion Chest as rare drops. To discover which finishers are available, check the unlock instructions for each finisher in your Hero panel.
    • Metabolic Primer, Utility Primer, Guild Influence, and Boost Enchantment Powder have been removed from the Black Lion Chest.
    • The drop rates of all miniatures in the Black Lion Chest have been reduced.
  • Player instruments have been updated to utilize asset precaching for the user wielding the instrument. This should help prevent dropped notes while also decreasing latency between a note being played and that note being heard.

(edited by Mark Katzbach.9084)

Game Update Notes - October 23, 2015

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

10/23/2015 – October 23rd Release Notes
LIVING WORLD
The worst has happened: Mordremoth brought down the Pact fleet. Despite high hopes, the assault on the Elder Dragon was a categorical failure. Pact soldiers—the dead, the injured, and the lost—scattered as they fell screaming from the sky. Although they’re trying to reform groups and assist one another, it’s a greater challenge than any they’ve ever faced. During the day, they scramble to establish a foothold both on the jungle floor and in the canopy; at night, they struggle just to survive against attacks by hostile hylek, aggressive beasts, unpredictable sylvari, and the burgeoning Mordrem Guard. Resident allies are few and far between. The jungle has never been a more dangerous place. On top of this, there’s still the mystery surrounding the dragon egg, a beacon of hope for you and your allies, stolen from you by one of your own, the sylvari Caithe. What is her plan? Has she lost her way? And how will you ever secure the egg amid all this calamity in the heart of Mordremoth’s domain?
Halloween: Shadow of the Mad King
Come join us in celebrating Halloween—you can play Mad King Says with old Mad King Thorn, jump to the top of the Mad King’s Clock Tower, battle in the labyrinth, or fight Mad King Thorn himself. You will also see doors appearing and trick-or-treat bags dropping all around Tyria.

  • Parts of Lion’s Arch and the Heart of Mists have been decorated.
  • Trick-or-Treat Bags now have a chance to drop all over Tyria.
  • The Trick-or-Treat Bag tables have been updated.
  • Maize Balm now only affects 1 target instead of 3.
  • Maize Balm now only has 1 charge rather than 3.
  • The Candy Corn vendors found in Lion’s Arch have been updated with new items.
  • There is a new Shadow of the Mad King meta-event, and there are new daily achievements.

NEW FEATURES AND CONTENT
Adventures
Adventures are repeatable, single-player challenges with leaderboards. Compete against your friends and guildmates for bragging rights. Check out https://www.guildwars2.com/en/news/adventuring-forth/ for more information.
Defiance
The defiance effect has been replaced with the defiance bar. Creatures that previously used the defiance effect will now have the defiance bar. Control-type attacks will now decrease the defiance bar and stun the enemy once the bar is depleted.
Revenant
The revenant is the ninth profession for Guild Wars 2 and is added for all players who own Heart of Thorns™. Revenants are heavily armored masters of the Mists with abilities that allow them to harness and manipulate energy in order to perform immense attacks. They invoke powers from legends of the past to dominate foes and unleash chaos on the field of battle. Revenants utilize a new resource (energy), which is their connection to the currently invoked legend. Energy is used to fuel all of their skills.
Skills
Legendary Assassin Stance Skills:

  • Enchanted Daggers: Summon enchanted daggers that will attack as you attack, siphoning life from targets hit.
  • Riposting Shadows: Evade back quickly through the Mists, removing debilitating conditions.
  • Phase Traversal: Step through the Mists to your target. Your next few attacks can’t be blocked.
  • Impossible Odds: Empower yourself with Shiro’s speed and quickness to quickly take out enemies.
    • Relinquish Power: End the Impossible Odds skill.
  • Jade Winds: Call upon the Jade Wind to turn nearby enemies into jade, stunning them for a short duration.

Legendary Demon Stance Skills:

  • Empowering Misery: Heal yourself. Heal more for each condition currently applied to you.
  • Pain Absorption: Grant resistance to yourself and nearby allies. Absorb conditions from those allies, gaining additional resistance per condition.
  • Banish Enchantment: Deal damage, apply confusion, and remove boons from your foe.
  • Unyielding Anguish: Leap toward the targeted area, creating a demonic field that torments and chills foes.
  • Embrace the Darkness: Summon the power of the legendary demon to transform into a powerful avatar. Increase all attributes, and pulse torment to nearby foes.
    • Resist the Darkness: End Embrace the Darkness early.

Legendary Dwarf Stance Skills:

  • Soothing Stone: Heal yourself and remove conditions. Gain retaliation for each condition removed.
  • Inspiring Reinforcement: Create a stone road that damages and weakens foes as it’s created. Once it’s created, it will pulse, granting stability to allies.
  • Forced Engagement: Launch a chain at your target. When the chain connects with a foe, it slows and taunts them.
  • Vengeful Hammers: Invoke hammers to circle around you, damaging foes.
    • Release Hammers: Release the hammers to end Vengeful Hammers.
  • Rite of the Great Dwarf: Channel the power of the Rite of the Great Dwarf to turn yourself and nearby allies to stone to reduce incoming damage.

Legendary Centaur Stance Skills:

  • Project Tranquility: Project Ventari’s tablet into the world. The tablet will heal allies near it every few seconds. The tablet will disappear if you move outside the tether distance.
    • Ventari’s Will: Will the tablet toward the target location. As the tablet moves, it will heal allies it passes through.
  • Protective Solace: Summon a protective barrier around the tablet that destroys enemy projectiles.
    • Diminish Solace: Collapse the protective barrier that formed around the tablet.
  • Natural Harmony: Collect energy, pulling it into the tablet to build up its power. After a short delay, the energy will be released, healing nearby allies.
  • Purifying Essence: Remove conditions from allies near the tablet, and heal them for a small amount per condition removed.
  • Energy Expulsion: Force energy to erupt from the tablet, knocking back nearby foes and leaving behind energy fragments that heal allies.

Sword (Main-Hand) Skills:

  • Preparation Thrust: Stab your foe with your sword, inflicting vulnerability.
    • Brutal Blade: Slice Foes, damaging them and inflicting vulnerability.
    • Rift Slash: Slash foes, creating a rift on them that explodes for additional damage after a short delay.
  • Precision Strike: Strike nearby foes with precision, sending out blades that damage and chill them.
  • Unrelenting Assault: Shadowstep and unleash fierce attacks on nearby foes. Gain might each time you damage a foe.

Sword (Off-Hand) Skills:

  • Duelist’s Preparation: Assume a defensive stance, blocking incoming attacks.
    • Shackling Wave: Slice through the air, sending a wave of energy from the Mists toward your foe.
  • Grasping Shadow: Stab your foe, connecting them to you. Shadowstep backward and pull them toward you.

Mace (Main-Hand) Skills:

  • Misery Swipe: Swing your mace at your foe.
    • Anguish Swipe: Sweep your mace back for a second blow.
    • Manifest Toxin: Deliver a crushing blow that sends toxic energy chaining to enemies behind each target.
  • Searing Fissure: Smash your mace into the ground, causing flames to erupt from the Mists.
  • Echoing Eruption: Leap at your foe and deliver a massive attack that cascades outward. Each attack area is a blast finisher.

Axe (Off-Hand) Skills:

  • Frigid Blitz: Hurl your axe at your target, damaging and chilling the foes the axe passes through. When the axe reaches your target, shadowstep to it and deliver a large blow.
  • Temporal Rift: Slice into the Mists, creating an unstable rift. After a short duration, this rift will collapse in on itself, pulling in enemies.

Hammer Skills:

  • Hammer Bolt: Hurl your weapon at enemies, striking foes in its path.
  • Coalescence of Ruin: Slam the ground with your hammer, creating a cascading eruption of energy.
  • Phase Smash: Leap through the Mists to the target area. When you land, damage and chill foes in an area, and then teleport back to your previous location.
  • Field of the Mists: Create a field from the Mists that blocks incoming projectiles in front of you.
  • Drop the Hammer: Summon a massive hammer from the Mists to strike the ground.

Staff Skills:

  • Rapid Swipe: Swipe your staff at your foe.
    • Forceful Bash: Bash your foe with your staff.
    • Rejuvenating Assault: Cleave foes around you with your staff, creating healing orbs for you and your allies.
  • Punishing Sweep: Sweep your staff at your foe. Gain access to Debilitating Slam if your foe is using a skill when struck.
    • Debilitating Slam: Imbue your staff with mist energy and slam it down, damaging and dazing nearby foes.
  • Warding Rift: Create a rift from the Mists, warding you from attack. While the rift is open, projectiles will hit nearby foes, blinding them.
  • Renewing Wave: Send out a wave of mist energy that heals and removes conditions from allies.
  • Surge of the Mists: Charge forward, knocking back enemies that cross your path.

Harpoon Skills:

  • Spear of Anguish: Throw a mist spear toward your foe. Inflict increasing durations of torment the farther away your foe is from you.
  • Rapid Assault: Rapidly strike foes in front of you, inflicting vulnerability.
  • Venomous Sphere: Launch a sphere outward from the Mists. The sphere will attack nearby foes as it travels, poisoning them.
    • Frigid Discharge: Detonate the sphere to cause it to explode, damaging and chilling foes.
  • Igniting Brand: Throw your spear at your foe. Upon impact, damage your foe and connect to them through the Mists. While the connection is active, it will apply burning.
    • Devour Brand: Step through the Mists toward the branded foe, dealing damage in an area to nearby foes.
  • Rift Containment: Create two rifts, one above and one below your target. After a short delay, these rifts will create a barrier from the Mists, preventing foes from crossing.

Specializations
Devastation
Minor:

  • Mutilate Defenses: Striking a foe gives you a chance to apply vulnerability.
  • Targeted Destruction: Deal increased damage to targets with vulnerability.
  • Focused Siphoning: When you strike foes that have vulnerability, siphon life from them.

Adept Tier:

  • Ferocious Strikes: Gain increased ferocity while dual-wielding weapons.
  • Vicious Lacerations: When you attack while wielding a sword, gain a stack of vicious laceration. This can be stacked up to five times.
  • Malicious Reprisal: When one of your attacks is blocked, your next attacks will be unblockable.

Master Tier:

  • Jade Echo: Use Jade Winds when you are downed. Deal increased damage while downed.
    • Jade Winds: Call upon the Jade Wind to turn nearby enemies into jade, stunning them for a short duration.
  • Nefarious Momentum: Gain might when using assassin stance skills.
  • Assassin’s Presence: Increase the ferocity of nearby allies.

Grandmaster Tier:

  • Swift Termination: Increased damage to targets below the health threshold.
  • Dismantle Fortifications: Skills that disable foes (stun, daze, knockback, pull, knockdown, sink, float, fear, launch, or taunt) remove an additional stack of stability.
  • Assassin’s Annihilation: Siphon life from foes when hitting a foe from behind or the side.

Corruption
Minor:

  • Rampant Vex: Critical hits have a chance to cause torment.
  • Opportune Extraction: Striking a foe gives you a chance to remove a boon from that foe.
  • Yearning Empowerment: Torment lasts longer.

Adept Tier:

  • Replenishing Despair: Incoming conditions provide you a small amount of healing.
  • Demonic Defiance: Using a Legendary Demon Stance skill grants resistance for a short duration.
  • Venom Enhancement: When you apply torment, also apply poison. Poison lasts longer.

Master Tier:

  • Bolstered Anguish: Increased damage for every condition currently on you.
  • Frigid Precision: Chance to chill your foe when you land a critical hit.
  • Spontaneous Destruction: Use Banish Enchantment when striking a foe that has boons equal to or greater than the threshold.
    • Banish Enchantment: Deal damage, apply confusion, and remove boons from your foe.

Grandmaster Tier:

  • Diabolic Inferno: Burn nearby foes when using an elite skill.
  • Maniacal Persistence: Increase your critical-hit chance every few seconds. This bonus is reset when you land a critical hit.
  • Pulsating Pestilence: Chance when struck to copy all conditions currently on you to nearby foes for a few seconds.

Retribution
Minor:

  • Enduring Recovery: Chance when struck to gain endurance.
  • Unwavering Avoidance: Gain stability after you dodge.
  • Determined Resolution: Take reduced damage below the health threshold.

Adept Tier:

  • Planar Protection: Create a field of the Mists when you take damage from falling. Take less damage from falling.
    • Dome of the Mists: Create an area that blocks projectiles and weakens foes.
  • Close Quarters: Foes that strike you from farther away than the range threshold deal less damage.
  • Improved Aggression: Taunted foes deal less damage to you. Taunt has an increased duration when applied to nonplayer characters.

Master Tier:

  • Eye for an Eye: When disabled by a foe with stun, daze, knockback, pull, knockdown, taunt, float, fear, launch, or sink, taunt that foe for a short duration and gain protection.
  • Retaliatory Evasion: Gain retaliation after you dodge.
  • Dwarven Battle Training: Chance on hit to apply weakness to your foe. Incoming weakness applied to you has decreased effectiveness.

Grandmaster Tier:

  • Empowering Vengeance: Gain might when struck while under the effects of retaliation.
  • Versed in Stone: Chance when struck to use Rite of the Great Dwarf. Rite of the Great Dwarf also reduces incoming condition damage.
    • Rite of the Great Dwarf: Channel the power of the Rite of the Great Dwarf to turn yourself and nearby allies to stone to reduce incoming damage.
  • Steadfast Rejuvenation: Chance when struck to heal yourself.

Salvation
Minor:

  • Disarming Riposte: Striking a foe while they are using a skill blinds them.
  • Hardened Foundation: Gain toughness based on a percentage of your healing power.
  • Serene Rejuvenation: Increase healing to allies.

Adept Tier:

  • Nourishing Roots: Grant regeneration to allies near Ventari’s tablet.
  • Blinding Truths: Blind nearby foes when you use a healing skill.
  • Tranquil Balance: While above the health threshold, healing to allies is increased.

Master Tier:

  • Tranquil Benediction: The healing orbs that you create while wielding a staff will now grant swiftness and regeneration when picked up by allies.
  • Eluding Nullification: Dodge rolling removes a condition from nearby allies.
  • Invoking Harmony: Healing done to allies is increased for a short duration after invoking a legend.

Grandmaster Tier:

  • Selfless Amplification: Increase outgoing healing, based on a percentage of healing power.
  • Natural Abundance: Create energy fragments around Ventari’s tablet when using a Legendary Centaur Stance skill.
  • Momentary Pacification: Daze nearby foes when using an elite skill.

Invocation
Minor:

  • Invoker’s Rage: Gain fury when you invoke a legend.
  • Ferocious Aggression: Deal increased damage to targets while you have fury.
  • Empty Vessel: Invoking a legend will now break stuns.

Adept Tier:

  • Cruel Repercussion: When one of your attacks is negated, your next attack will deal bonus damage.
  • Cleansing Channel: Invoking a legend removes a condition.
  • Fierce Infusion: Using a healing skill grants you fury.

Master Tier:

  • Equilibrium: Invoking a legend triggers a burst from the Mists that heals allies if your energy is below the threshold or damages foes if your energy is above the threshold.
  • Invigorating Flow: Heal yourself when you use a skill that has an energy cost.
  • Incensed Response: Gain fury when you break out of a stun.

Grandmaster Tier:

  • Roiling Mists: Critical-hit chance has increased effectiveness when you are under the effect of fury.
  • Charged Mists: Gain might when you use a skill that drops your energy below the threshold.
  • Shrouding Mists: While your energy is above the threshold, your outgoing healing is increased. While your energy is below the threshold, incoming damage to you is reduced.

Elite Specializations
Elite specializations are a new way to advance your profession if you own Heart of Thorns. They allow you to specialize your profession to gain access to a new weapon, new skills, and new traits that you didn’t have before, opening up new playstyles and build options. Each elite specialization also provides a unique profession bonus, such as a new profession mechanic skill, a new way to use your current profession mechanic, and generally new ways to interact with the world.

  • Elite specializations can only be slotted into the bottom specialization slot for professions. Only one elite specialization can be selected at a time.
  • Elite specializations cost hero points to unlock, similar to other specializations. These hero points are spent in the profession reward tracks to incrementally gain access to the pieces of the elite specialization.
  • Fully unlocking an elite specialization costs 400 hero points.
  • Hero challenges in the jungle region reward 10 hero points for each challenge instead of 1.
  • When selecting an elite specialization, your profession icon will change to represent the choice to other players in the world.
  • Heart of Thorns introduces one new elite specialization for every profession.

Berserker
With Heart of Thorns, warriors can now become berserkers capable of channeling their adrenaline to enter a berserk mode. While enraged, they gain access to new primal burst skills, replacing standard burst skills with new enhanced abilities. Further complementing the berserker’s new mode are rage skills, which offer new ways to gain adrenaline, ensuring that flying into a frenzy is never far away.
Torch (Off-Hand) Skills:

  • Blaze Breaker: Smash your torch into the ground, creating a deadly shock wave that conditions foes.
  • Flames of War: Cleanse conditions and become a mobile fire field that burns nearby foes. When the field expires, it explodes, damaging foes and burning them again.

Rage Skills:

  • Blood Reckoning: Heal yourself and gain increased critical-hit chance. Critical hits heal for a percent of their damage and grant bonus adrenaline.
  • Wild Blow: Lash out with a critical attack that launches your target. Your target flies backward with such force that they knock back other foes in the way. Gain bonus adrenaline if this move hits.
  • Shattering Blow: Summon a rock in front of you, and then shatter it to gain adrenaline and send rock fragments at all foes in front of you, inflicting bleeding. The shock wave produced by this attack reflects projectiles.
  • Sundering Leap: Leap to a location and gain adrenaline. When you land, deal damage and inflict conditions on all foes in the area.
  • Outrage: Break out of stun and gain adrenaline for each foe near you.
  • Head Butt: Stun your target. Stun yourself. Gain adrenaline if you hit.

Primal Burst Skills:

  • Decapitate (Axe): Leap at your foe with a powerful attack. Foes behind your target also take damage.
  • Arc Divider (Greatsword): Deliver a circular attack to foes around you, creating a violent shock wave that damages foes. Deal more damage to foes with low health.
  • Rupturing Smash (Hammer): Jump to the targeted location and slam your hammer down, creating a deadly chain of earthen shock waves that immobilize foes.
  • Burning Shackles (Harpoon Gun): Fire a fast, forceful shot that immobilizes and burns foes.
  • Scorched Earth (Longbow): Fire a burning shot into the ground that creates a trail of flaming destruction.
  • Skull Grinder (Mace): Unleash a powerful skull strike that dazes your target and inflicts multiple conditions.
  • Gun Flame (Rifle): Fire a fast, flaming shot that explodes on the first foe it hits, interrupting foes in the area.
  • Wild Whirl (Spear): Strike all foes around you, burning and pulling them in.
  • Flaming Flurry (Sword): Lash out with a flurry of strikes that destroys projectiles and shoots fireballs at foes in front of you.

Berserker Traits:
Minor:

  • Primal Rage: Gain access to berserk mode and primal bursts.
  • Always Angry: Your first strike when entering combat generates extra adrenaline. Always Angry refreshes whenever berserk mode ends.
  • Fatal Frenzy: Gain boons when activating berserk mode.

Adept Tier:

  • Smash Brawler: Reduces recharge on primal burst skills and berserk mode.
  • Last Blaze: When you use a rage skill, set nearby foes on fire.
  • Savage Instinct: Activating berserk mode breaks stuns and removes conditions.

Master Tier:

  • Blood Reaction: A percentage of precision is given as a bonus to ferocity. This bonus is doubled in berserk mode.
  • Heat the Soul: Reduces recharge on torch skills. Gain condition damage while wielding a torch.
  • Dead or Alive: Taking fatal damage while in berserk mode ends berserk but heals you.

Grandmaster Tier:

  • Bloody Roar: Taunt and bleed enemies when you activate berserk mode. Gain fury for each foe you taunt.
  • King of Fires: Increases the duration of burning you apply. Critical hits against burning foes spread burning to nearby foes.
  • Eternal Champion: Gain stability while in berserk mode. Gain stability when you break out of stun.

Chronomancer
Those who choose the path of the chronomancer gain new abilities that allow them to rend both space and time. Being able to use both a shield and new wells, their skill set focuses on past versus future and fast versus slow as key themes. Chronomancers also gain access to Continuum Split/Shift, as well as the new alacrity effect that speeds up skill recharges rather than slowing them down.
Shield (Off-Hand) Skills:

  • Echo of Memory: Block incoming attacks for a short duration. If this skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies. If an attack is blocked, Deja Vu is usable for a short time.
    • Deja Vu: Block incoming attacks for a short duration. If the skill fully channels, summon a phantasm that slows enemies and grants alacrity to allies.
  • Tides of Time: Launch a wave of temporal energy that damages, stops enemies it passes through, and applies effects to allies. The wave then returns to you. Touching the returning wave reduces the recharge of this skill.

Well Skills:

  • Well of Eternity: Create a well that rewinds time, removing conditions from allies. When it expires, the well heals all allies in the area.
  • Well of Precognition: Creates a well that gives allies the ability to see the future and evade all incoming attacks. When the well ends, allies within the well regain endurance.
  • Well of Calamity: Create a well that rends time, damaging, weakening, and crippling foes in the area. When the final pulse of Well of Calamity triggers, it deals massive damage to foes in the area.
  • Well of Recall: Creates a well that steals memories from foes, damaging and chilling them. When it expires, it restores memories to allies, speeding their skill recharge.
  • Well of Action: Create a well of delayed time, damaging and slowing foes. When the well expires, time snaps back, granting quickness to allies.
  • Gravity Well: Create a powerful well that warps space in an area, knocking down, floating, and pulling foes caught in its event horizon. When it expires, foes still inside the well take heavy damage.

Continuum Split/Shift:

  • Continuum Split: Destroy all illusions and create a rift in the space-time continuum. When it expires, you will revert back to this point with your previous health, endurance, and skill recharges. Duration increases per illusion shattered.
  • Continuum Shift: Revert back to the previous timeline. Your health, endurance, and cooldowns are reverted to their previous states. You are transported back prematurely if the rift is destroyed.

Chronomancer Traits:
Minor:

  • Time Splitter: Gain access to Continuum Split/Shift, which allows you to revert to an earlier point in time.
  • Flow of Time: Gain alacrity for each illusion you shatter.
  • Time Marches On: Move 25% faster. The duration of incoming movement-impairing conditions is reduced by 25%.

Adept Tier:

  • Delayed Reactions: Interrupting a foe slows them.
  • Time Catches Up: Activating a shatter gives your illusions superspeed.
  • All’s Well That Ends Well: Wells grant alacrity to allies when they end.

Master Tier:

  • Danger Time: Gain additional critical-hit chance against slowed enemies.
  • Illusionary Reversion: Shattering at least two illusions generates a clone.
  • Improved Alacrity: Alacrity applied to you lasts longer.

Grandmaster Tier:

  • Lost Time: Gain a charge each time you score a critical hit. After enough charges, your next hit will slow your target.
  • Seize the Moment: Gain quickness for each illusion you shatter.
  • Chronophantasma: Your phantasms are resummoned after the first time they are shattered.

Daredevil
Training in the path of the daredevil does not come easily, but those who dare are rewarded with the reserves that will help them endure as they enter the jungle. Specializing as a daredevil will allow you to wield a staff as a melee weapon and utilize hand-to-hand combat styles with the physical skill category. Additionally, you’ll gain access to a third endurance bar and be able to greatly modify the effects of your dodge ability.
Staff Skills:

  • Hook Strike (Stealth Attack): Attack your foes with stealth, knocking enemies down.
  • Staff Strike: Strike your enemies with your staff.
  • Staff Bash: Swing your staff a second time, striking multiple enemies.
  • Punishing Strikes: Whirl your staff around, striking nearby enemies and reflecting missiles.
  • Weakening Charge: Deliver multiple strikes, weakening foes.
  • Debilitating Arc: Strike enemies in front of you and roll backward, breaking immobilizing effects.
  • Dust Strike: Sweep the ground, blinding enemies in front of you.
  • Vault: Leap toward your destination, damaging foes upon impact.

Physical Skills:

  • Channeled Vigor: Channel your energy to gain endurance and health per pulse. Heal for more if your endurance is full.
  • Fist Flurry: Strike your enemy multiple times. If all attacks hit, gain access to Palm Strike.
    • Palm Strike: Strike your foe once to deal massive damage and stun them, marking your target with a Pulmonary Impact.
  • Bandit’s Defense: Briefly block incoming attacks. If you block an attack in melee range, retaliate and knock enemies down.
  • Impairing Daggers: Fling multiple daggers at a single enemy, inflicting conditions.
  • Distracting Daggers: Equip daggers that can be thrown to interrupt enemies and increase the cooldown of abilities interrupted.
    • Distracting Dagger (Throw): Fire a dazing dagger at your enemy. If this ability interrupts a skill, that skill’s recharge is increased.
  • Impact Strike (Combo): Strike your enemy and stun them.
    • Uppercut: Deal a heavy blow with your fist, sending enemies flying.
    • Finishing Blow: Deal a downward strike on your foe. Downed enemies struck with this ability are finished.

Dodge Skills:

  • Impaling Lotus: Evade attacks and hurl damaging daggers, dealing multiple conditions to enemies.
  • Dash: Remove conditions and gain swiftness, and then rush forward and evade attacks.
  • Bound: Leap into an area, and deliver a massive blow to enemies.

Daredevil Traits:
Minor:

  • Physical Supremacy: Gain access to the physical skill category. Your maximum endurance threshold is increased.
  • Driven Fortitude: Gain health when you successfully evade an attack.
  • Endurance Thief: Gain endurance when you successfully steal from an enemy.

Adept Tier:

  • Havoc Mastery: Deal increased damage to enemies within the range threshold.
  • Weakening Strikes: Inflict weakness on enemies you critically hit.
  • Brawler’s Tenacity: Gain endurance when you first activate a physical skill. Physical skills have reduced cooldown.

Master Tier:

  • Staff Master: While wielding a staff, gain endurance for each initiative point spent. Deal bonus damage when your endurance is not full while wielding a staff.
  • Escapist’s Absolution: Remove a condition whenever you evade an attack.
  • Impacting Disruption: Enemies that you interrupt suffer a Pulmonary Impact.

Grandmaster Tier:

  • Lotus Training: Your dodge ability now uses Impaling Lotus, firing daggers at nearby enemies. Gain increased condition damage for a period of time after dodging.
    • Impaling Lotus: Evade attacks and hurl damaging daggers, dealing multiple conditions to enemies.
  • Unhindered Combatant: Your dodge ability is replaced by a long-range dash that removes inhibiting conditions and grants swiftness when you dodge. Damage against you is reduced for a time after you dodge.
    • Dash: Remove conditions and gain swiftness, and then rush forward and evade attacks.
  • Bounding Dodger: Your dodge ability is replaced by Bound, dealing damage to the area after you evade. Physical damage is increased for a period of time after you dodge.
    • Bound: Leap into an area, and deliver a massive blow to enemies.

Dragonhunter
As dragons continue stirring in the land of Tyria, guardians have been honing their light into a physical nature sharp and deadly enough to pierce scales. The dragonhunter specialization will look to viciously purge the lands of dragons and their ilk, with longbow and traps now at hand. As their prowess with light has increased, they are able to physically manifest their virtues into the world.
Longbow Skills:

  • Puncture Shot: Fire an arrow that can bounce to enemies behind your target. If an arrow hits a second target, all enemies struck are crippled.
  • True Shot: Charge up energy, creating a powerful attack that pierces through enemies.
  • Deflecting Shot: Fire a missile that blinds enemies and destroys projectiles. Destroying a projectile increases damage dealt.
  • Symbol of Energy: Symbol. Fire a slow, arcing arrow that explodes on impact to burn targets and sear a symbol of energy into the ground.
  • Hunter’s Ward: Form your arrows into a barrier, and deal damage at the location.

Trap Skills:

  • Purification: Heal yourself and imbue your light into a trap. Enemies that trigger this trap are damaged and blinded as the light returns to you for a second heal.
  • Test of Faith: Lay a trap that creates a ring of weapons that punishes enemies that attempt to cross their threshold.
  • Fragments of Faith: Lay a trap that deals damage and unleashes multiple fragments into the area when triggered. Each fragment grants aegis to allies who do not already have aegis.
  • Procession of Blades: Set a trap that whirls around and damages enemies when activated.
  • Light’s Judgment: Lay down a trap that creates an area of pure light that reveals enemies and pierces their armor.
  • Dragon’s Maw: Lay a trap that pulls enemies and creates a barrier that holds them in.

Virtue Skills:

  • Spear of Justice:
    • Passive: Burn foes every few attacks.
    • Active: Hurl a spear of light that passes through foes. Enemies struck become tethered and receive burning periodically.
  • Hunter’s Verdict: Pull all enemies tethered by the Spear of Justice to you, breaking the link. This ability’s recharge is separate from that of Spear of Justice.
  • Wings of Resolve:
    • Passive: Regenerates health.
    • Active: Leap to a target area, healing allies in the area.
  • Shield of Courage:
    • Passive: Grants aegis periodically.
    • Active: Create a shield in front of you that blocks projectiles for you and your allies. Grant aegis to nearby allies.

Dragonhunter Traits:
Minor:

  • Virtuous Action: The guardian’s resolve has further increased, allowing virtues to be manifested as physical aspects.
  • Defender’s Dogma: Blocking an attack causes justice to reach its maximum charge.
  • Pure of Sight: Deal bonus damage to enemies beyond the range threshold.

Adept Tier:

  • Piercing Light: Traps daze enemies when activating and have reduced recharge times.
  • Dulled Senses: Enemies you knock back are crippled. Enemies you cripple are also inflicted with vulnerability.
  • Soaring Devastation: Wings of Resolve delivers an attack upon landing.

Master Tier:

  • Hunter’s Determination: Gain aegis and drop a Fragments of Faith trap at your location when you are inflicted with stun, daze, knockback, pull, knockdown, taunt, float, fear, launch, or sink.
  • Zealot’s Aggression: Deal extra damage to crippled enemies. Justice’s passive effect cripples enemies.
  • Bulwark: Shield of Courage is larger and lasts longer.

Grandmaster Tier:

  • Hunter’s Fortification: Remove conditions when blocking attacks. Receive less damage when you have no conditions on you.
  • Heavy Light: Longbow arrows knock back when enemies are within the range threshold. Gain stability when you knock an enemy back.
  • Big Game Hunter: Striking an enemy tethered by your Spear of Justice causes vulnerability and increases damage dealt.

Druid
Rangers entering the ancient Maguuma Jungle may attune to the long-dormant forces of Tyria to become druids capable of channeling the might of the heavens, mending allies and daunting enemies. By gaining access to the staff weapon and glyphs, these masters of support bolster their allies with mystical insight into the natural world. Their new profession mechanic allows them to accumulate astral force to become a celestial avatar, a paragon of reactive recovery and strong sustainability in a dangerous world.
Staff Skills:

  • Solar Beam: Fire a concentrated beam of light, damaging the targeted foe and healing allies inside of the beam.
  • Astral Wisp: Send a wisp to attach to your foe. While attached, it will circle the foe, healing allies it passes through.
  • Ancestral Grace: Become a wisp of natural energy, traversing to the target location. When you reach the target, heal nearby allies.
  • Vine Surge: Send forth vines that immobilize enemies and cleanse conditions from allies.
  • Sublime Conversion: Summon an energy barrier that causes enemy projectiles to heal upon impact.

Glyph Skills:

  • Glyph of Rejuvenation: Heal yourself and nearby allies.
  • Glyph of Alignment: Damage and impair foes, or heal and remove conditions from allies.
  • Glyph of Equality: Daze foes or break stun for allies.
  • Glyph of Empowerment: Empower the outgoing damage or healing of your allies.
  • Glyph of the Tides: Draw your enemies in or knock them away.
  • Glyph of Unity: Use nature energy to connect to foes or allies.

Celestial Avatar Skills:

  • Cosmic Ray: Call down energy onto the targeted area to heal allies.
  • Seed of Life: Summon a seed that heals and cleanses nearby allies of conditions when it blossoms.
  • Lunar Impact: Call down a massive lunar beam to heal allies and daze foes.
  • Rejuvenating Tides: Gather tidal force to rapidly heal nearby allies.
  • Natural Convergence: Channel your celestial powers, pulsing cripple and slow. Once the channel ends, any foes still within its radius will be trapped by a black hole, immobilizing them.

Druid Traits:
Minor:

  • Celestial Being: Gain access to glyphs. You can become a celestial avatar once you gain enough astral force. Generate astral force by healing allies and damaging foes.
  • Live Vicariously: When you heal an ally, you are also healed.
  • Natural Mender: Increase outgoing healing whenever you heal another ally.

Adept Tier:

  • Druidic Clarity: Becoming a celestial avatar removes conditions from you.
  • Cultivated Synergy: Using a heal skill heals allies around you and your pet.
  • Primal Echoes: Reduces recharge of staff skills. Daze nearby foes when you swap to staff.

Master Tier:

  • Celestial Shadow: Grant superspeed and stealth to nearby allies when leaving celestial avatar form.
  • Verdant Etching: Reduces recharge of glyphs. Activating a glyph skill plants a seed.
  • Natural Stride: Reduces duration of movement-impairing conditions. Your movement speed is increased as long as you have none of these conditions.

Grandmaster Tier:

  • Grace of the Land: Allies you heal with celestial avatar abilities gain increased damage.
  • Lingering Light: Healing an ally causes their next attack to heal them and blind their target.
  • Ancient Seeds: Striking a stunned, dazed, knocked down, or launched foe summons roots to entangle them.

Herald
The herald brings access to the legendary dragon Glint into the revenant profession. Equipping the herald elite specialization will allow the revenant to equip the shield weapon and Legendary Dragon Stance skills. Legendary Dragon Stance skills utilize the energy upkeep mechanic for revenant, such that all of them have an upkeep part of the skill that provides benefits to allies in an area. All Legendary Dragon Stance skills also have an active part that utilizes facets of the dragon to perform devastating attacks.

Shield (Off-Hand) Skills:

  • Envoy of Exuberance: Send the energy of Glint toward the target area, granting protection to allies before releasing a burst of energy that heals allies and granting protection again when it returns to you.
  • Crystal Hibernation: Channel a shield from the Mists to protect you, blocking attacks and regenerating health.

Legendary Dragon Stance Skills:

  • Facet of Light: Place the facet of light on yourself to grant nearby allies regeneration every few seconds.
    • Infuse Light: Consume Facet of Light to heal yourself and invert all incoming strikes into healing for a short duration.
  • Facet of Darkness: Place the facet of darkness on yourself to grant nearby allies fury every few seconds.
    • Gaze of Darkness: Consume Facet of Darkness to reveal the area around you, pulling foes out of stealth and blinding them.
  • Facet of Elements: Place the facet of elements on yourself to grant nearby allies swiftness every few seconds.
    • Elemental Blast: Consume Facet of Elementals to cover the target area in magical dragon breath.
  • Facet of Strength: Place the facet of strength on yourself to grant nearby allies might every few seconds.
    • Burst of Strength: Consume Facet of Strength, damaging nearby foes and causing vulnerability. Facet of strength will be disabled while this skill is recharging.
  • Facet of Chaos: Place the facet of chaos on yourself to grant nearby allies protection every few seconds.
    • Chaotic Release: Consume Facet of Chaos, releasing chaotic winds damaging and knocking back foes while granting superspeed to allies. Facet of Chaos will be disabled while this skill is recharging.

Facet of Nature:

  • Facet of Nature: Place the facet of nature on yourself to grant nearby allies naturalistic resonance every few seconds to increase outgoing boon duration.
    • One with Nature: Consume Facet of Nature to unify with the other facets, gaining the boons they apply. Facet of Nature will be disabled while this skill is recharging.

Herald Traits:
Minor:

  • Crystal Harbinger: You can now use Legendary Dragon Stance skills and gain access to Facet of Nature.
  • Vigorous Persistence: Gain increased endurance regeneration while you have an active upkeep skill.
  • Envoy of Sustenance: Increased boon duration.

Adept Tier:

  • Swift Gale: Gain superspeed when you successfully break a stun.
  • Radiant Revival: Place infused light on an ally while you revive them.
  • Hardening Persistence: Gain toughness for each point of upkeep you are currently using.

Master Tier:

  • Bolster Fortifications: Grant protection to nearby allies when using a healing skill.
  • Shared Empowerment: When you apply a boon to an ally, also apply might to nearby allies.
  • Harmonize Continuity: When you successfully stun break, you also stun break nearby allies.

Grandmaster Tier:

  • Elder’s Force: Increased damage per boon on you.
    • Soothing Bastion: Activate Crystal Hibernation when struck while below the health threshold. Using a shield skill increases boon duration.
  • Crystal Hibernation: Channel a shield from the Mists to protect you, blocking attacks and regenerating health.
  • Enhanced Bulwark: When stability is applied to you, gain an extra stack.

Reaper
An inexorable force on the battlefield, the reaper empowers itself enough to wield a cleaving greatsword to harvest its foes. Slow and hard-hitting, these deadly combatants call out the impending doom of their enemies with piercing shouts. Upon accumulating sufficient life force, they can enter the reaper’s shroud, a deadly form that grants them a dark scythe of malevolent energy and the abilities to match it. Capable of heavily afflicting their victims with chill and other conditions, the reaper wades into melee receiving and dealing blows knowing nothing can save its foes!
Greatsword Skills:

  • Dusk Strike: Cleave foes in front of you.
    • Fading Twilight: Cleave foes in front of you again.
    • Chilling Scythe: Strike foes, and chill them.
  • Gravedigger: Perform a huge swing that deals heavy damage. Recharges faster if it hits a downed or low-health foe.
  • Death Spiral: Conjure a drill of dark energy on your blade, and rend the armor of foes in front of you.
  • Nightfall: Call down a growing column of shadows that damages and conditions foes with every pulse.
  • Grasping Darkness: Conjure claws of darkness from the shadows to attack foes, applying a condition to them and pulling them to you. Gain life force for each struck foe.

Shout Skills:

  • “Your Soul Is Mine!”: Heal yourself, gain life force, and strike foes around you, absorbing additional life force from each foe struck.
  • “You Are All Weaklings!”: Damage foes around you, and gain boons. Inflict conditions on struck foes, and gain boons per foe struck.
  • “Suffer!”: Damage foes around you, and chill them. Transfer conditions to each foe you strike.
  • “Nothing Can Save You!”: Damage foes around you, converting their boons into vulnerability. Your attacks become unblockable for a short time. The duration increases based on the number of foes struck.
  • “Rise!”: Damage foes around you. Summon a shambling horror plus additional horrors near each enemy struck. Shambling horrors absorb damage for their master as long as they are attacking, but they lose health over time.
  • “Chilled to the Bone!”: Freeze all enemies around you, inflicting conditions on them. Gain boons for each foe you freeze.

Reaper Shroud:

  • Life Rend: Cleave foes in front of you. This skill inherits traits from life blast.
    • Life Slash: Cleave foes in front of you again. This skill inherits traits from life blast.
    • Life Reap: Cleave foes around you, gaining life force for each foe struck. This skill inherits traits from life blast.
  • Death’s Charge: Slide forward, destroying projectiles in your path. Blind foes at your destination. This skill inherits traits from dark path.
  • Infusing Terror: Shroud yourself with dark armor that grants stability every second. You may shatter this armor to inflict fear on foes around you.
  • Soul Spiral: Spin and damage nearby foes, applying a condition each strike. This skill inherits traits from life transfer.
  • Executioner’s Scythe: Deliver a powerful overhand strike to stun a single target. Deals more damage the lower health the target is. Leaves behind a field of ice.

Reaper Traits:
Minor:

  • Shroud Knight: Death shroud is replaced with reaper’s shroud, which has more melee-oriented skills.
  • Shivers of Dread: Whenever you inflict fear, you also chill.
  • Cold Shoulder: Chill lasts longer, and chilled foes deal less damage to you.

Adept Tier:

  • Augury of Death: Reduces recharge of shouts. Your shouts siphon health and gain additional recharge reduction for each foe they hit.
  • Chilling Nova: Critical hits against chilled foes cause an explosion that chills adjacent foes.
  • Relentless Pursuit: Reduces duration of movement-impairing conditions. Additional reduction while in reaper’s shroud.

Master Tier:

  • Soul Eater: Reduces recharge on greatsword skills. Gravedigger steals health if it hits.
  • Chilling Victory: Striking a chilled foe grants might and life force. Single attacks can activate this trait more than once before recharging.
  • Decimate Defenses: Striking a foe with vulnerability increases your critical-hit chance.

Grandmaster Tier:

  • Blighter’s Boon: Gain life force when you gain a boon. If you are in reaper’s shroud, gain health instead.
  • Deathly Chill: Chill deals damage, with additional damage to foes below the health threshold.
  • Reaper’s Onslaught: Attack faster while in reaper’s shroud. Killing a foe while in shroud reduces recharge of all shroud skills.

Scrapper
With Mordremoth’s awakening, engineers that discover the wreckage of the Pact fleet can choose to learn the ways of the resourceful scrappers. These masters of improvisation gain access to the mighty hammer while crafting utilitarian gyros to accomplish all manner of arduous tasks. A pinnacle of their craft is the function gyro, capable of restoring health to waning allies and dealing the coup de grâce to lingering foes. They bring a bruising style of lockdown and negation melee to the engineer.
Hammer Skills:

  • Positive Strike: Smack your hammer into your foe while empowering yourself.
    • Negative Bash: Slam your hammer into your foe to leave them vulnerable.
    • Equalizing Blow: Bring down your hammer on your foe.
  • Electro-whirl: Spin around, reflecting missiles and hitting enemies.
  • Rocket Charge: Dash forward with a rocket-charged hammer to damage enemies.
  • Shock Shield: Magnetize your hammer, blocking attacks while striking foes in front of you.
  • Thunderclap: Ionize an area, bringing down the power of lightning to stun foes and damage them over its duration.

Gyro Skills:

  • Medic Gyro: Deploy a medic gyro to heal nearby allies.
  • Bulwark Gyro: Deploy a bulwark gyro to apply Watchful Eye to nearby allies.
  • Purge Gyro: Deploy a purge gyro to remove conditions from you and your nearby allies.
  • Shredder Gyro: Deploy a shredder gyro to whirl at a target location, striking foes and using combo fields.
  • Blast Gyro Tag: Hurl a tracking dart for your blast gyro to seek out and detonate at.
  • Sneak Gyro: Deploy a sneak gyro to provide stealth to nearby allies.

Function Gyro:

  • Capable of finishing foes and reviving allies for you, this handy little invention allows the scrapper to fully engage its enemies.

Scrapper Traits:
Minor:

  • Function Gyro: You gain access to the function gyro, which can finish a foe or revive an ally for you at range.
  • Decisive Renown: When you successfully revive an ally or finish an enemy, you grant boons to nearby allies.
  • Impact Savant: The duration of your outgoing stuns is increased, and the duration of stuns applied to you is decreased.

Adept Tier:

  • Shocking Speed: Using a leap finisher or blast finisher in a lightning field applies superspeed around you.
  • Stabilization Core: When a function gyro is activated, you and the function gyro gain stability.
  • Recovery Matrix: Using your heal skill temporarily reduces damage you receive.

Master Tier:

  • Rapid Regeneration: Rapidly regenerate health while affected by swiftness or superspeed.
  • Expert Examination: Stunning or dazing a foe applies vulnerability and weakness to them.
  • Mass Momentum: Gain power based on your toughness. Gain might while you have stability.

Grandmaster Tier:

  • Adaptive Armor: Gain stacking toughness when struck. Reduce incoming condition damage.
  • Final Salvo: Gyros grant superspeed and create a lightning field when destroyed.
  • Perfectly Weighted: Hammer skills deal increased damage. Evading an attack grants stability.

Tempest
Wielding an off-hand warhorn and utilizing shouts, tempests blast out elemental power to support allies at close range and deal constant damage to enemies. Tempests will be able to overload their attunements at the penalty of recharge in order to deliver high-pressure sustained damage, control, and healing to nearby areas.
Warhorn (Off-Hand) Skills:
Fire:

  • Heat Sync: Give stacks of might to yourself, then spread boons you have to allies.
  • Wildfire: Release a fiery torrent that burns enemies that stand in its field.

Water:

  • Tidal Surge: Send out a tidal wave that regenerates and heals allies, then knocking enemies back.
  • Water Globe: Blast out a watery orb that heals allies as it travels.

Air:

  • Cyclone: Blast out a cyclone that pulls enemies toward its location and grants swiftness to allies it affects.
  • Lightning Orb: Launch an orb of lightning that fires projectiles at nearby foes.

Earth:

  • Sand Squall: Apply protection to you and your allies, and then increase the duration of all boons currently existing on you and your allies. Gain magnetic aura.
  • Dust Storm: Summon a dust storm that inflicts bleeding and blindness.

Shout Skills:

  • “Wash the Pain Away!”: Mists billow out of the player, healing allies that are in range.
  • “Feel the Burn!”: Heat waves blast out from the player, causing damage and granting fire aura to allies.
  • “Flash-Freeze!”: Unleash a torrent of ice on enemy locations, chilling those who cannot escape. Grant frost aura to allies in range.
  • “Eye of the Storm!”: Imbue your voice with the element of air, massively increasing speed and breaking stun for nearby allies.
  • “Aftershock!”: Call upon the earth to cripple and immobilize foes in the area around you. Allies in the initial blast gain a magnetic aura.
  • “Rebound!”: Shout and infuse your allies with arcane energy. Allies who would take lethal damage while this is active ignore the deathblow and are healed instead. If the effect expires naturally, grant an aura based on your current attunement.

Overload Skills:

  • Overload Fire: Unleash all flames you’ve accumulated, searing enemies and strengthening allies. Finishing the cast leaves a tornado behind. Using this skill causes the attunement to have a longer recharge.
  • Overload Water: Create a surge of accumulated water magic, healing and cleansing allies. When the cast ends, heal the area and apply regeneration. Using this skill causes the attunement to have a longer recharge.
  • Overload Air: Use your air magic to summon a nimbus that repeatedly strikes nearby enemies. When this ability is complete, imbue your allies with electricity and create a lingering static region that strikes enemies at the same interval. Using this skill causes the attunement to have a longer recharge.
  • Overload Earth: Ride your stored earth magic around, granting protection to other allies you move over and crippling enemies, and then deliver a final immobilizing blast of power to the area, leaving behind a dust cyclone that delivers the same effects as the overload. Using this skill causes the attunement to have a longer recharge.

Tempest Traits:
Minor:

  • Singularity: Attain elemental singularity by remaining in an attunement for a period of time. Upon attaining singularity, you may overload the attunement to your vicinity.
  • Speedy Conduit: Gain swiftness when overloading an attunement.
  • Hardy Conduit: Gain protection while overloading an attunement.

Adept Tier:

  • Gale Song: Trigger “Eye of the Storm!” when a foe attempts to control you by stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch.
  • Latent Stamina: Apply vigor in a radius when attuning to water. Granting vigor to allies also restores a portion of endurance.
  • Unstable Conduit: Overloading an attunement grants an aura based on the element you’re attuned to when the ability is completed.

Master Tier:

  • Tempestuous Aria: Allies affected by your shouts gain might. Enemies are affected by weakness.
  • Invigorating Torrents: Auras you apply also grant regeneration and vigor.
  • Harmonious Conduit: Gain stability when beginning an overload. Upon successfully completing an overload, gain increased damage for a period of time.

Grandmaster Tier:

  • Imbued Melodies: While wielding a warhorn, your boon duration is increased. Use Sand Squall when struck while below the health threshold.
  • Lucid Singularity: Remove and gain massive resistance to movement-impeding conditions while overloading your attunements.
  • Elemental Bastion: Auras you apply will heal allies. Apply a frost aura to yourself and nearby allies when struck while below the health threshold.

New Hero Challenges in Magus Falls

  • Forty new hero challenges have been added as part of Heart of Thorns.
  • Each challenge rewards 10 hero points but is also much more difficult than Central Tyrian challenges.
  • The 15 new event-based hero challenges will also provide a daily reward for replaying them.
  • Additionally, all event-based hero challenges can be retriggered, even if they have already been completed.

Mastery System
The Mastery System is now available for all players who own Heart of Thorns and have at least one level 80 character. You can learn more about the Mastery System here: https://www.guildwars2.com/en/news/reimagining-progression-the-mastery-system/

  • The Mastery tab has been added to the Hero panel. The Mastery panel can also be accessed by clicking on the experience bar at the bottom of your screen on a character that is level 80.
  • To unlock the Mastery System, complete the first story step of Heart of Thorns, “Torn from the Sky.”
  • Once the Mastery System is unlocked on your account, any level 80 character can make progress on Masteries by earning experience and Mastery points.
  • Two Mastery regions have been added: Central Tyria and Heart of Maguuma. Each region has several Mastery tracks under it that can be trained by earning experience and Mastery points in that region.
    • Central Tyria is made up of Ascalon, Kryta, the Shiverpeak Mountains, Orr, the Maguuma Jungle, the Magumma Wastes, and Southsun Cove.
    • Heart of Maguuma is made up of the new area released with Heart of Thorns, Magus Falls.
  • To unlock a Mastery ability, you must first train the Mastery by filling the experience bar. You can then spend Mastery points to unlock the ability for your account.
  • Experience earned in a region will be applied to training Masteries from that region. If experience is rewarded through a reward chest, that experience will be applied to the region it was earned in, not the region the chest was opened in.
  • Nameplates have been changed to display Mastery rank for characters that are level 80. Mastery rank represents all the Mastery points you have used to unlock Mastery abilities on your account.
  • Some old achievements have had Central Tyria Mastery points added to their rewards. For players who’ve already completed these achievements, the points will be awarded retroactively upon logging in.
  • New achievements have been added to existing content in Central Tyria, awarding Mastery points.

Legendary Weapon Crafting

  • Precursors for all legendary weapons can now be crafted through a process involving earning Central Tyrian Masteries, completing item collections, and using new crafting recipes. More details about this system can be found here: https://www.guildwars2.com/en/news/a-legendary-journey/
    • There are now three unique skins associated with each precursor weapon. These skins are unlocked at each precursor step of the legendary crafting journey.
    • All existing precursor weapons have had their skins updated to be the one awarded for the final precursor tier created through legendary crafting. Players that already have a precursor weapon skin unlocked will now have all three tiers of that precursor’s skins unlocked in their wardrobe.
    • Precursor weapons that were released with the launch of Guild Wars 2 in 2012 can still be obtained through random loot drops, the Mystic Forge, or by purchasing them from other players on the trading post. Acquiring a precursor weapon in any of these ways will unlock all three tiers of that precursor’s skins in your wardrobe.

Ascended Salvaging

  • Dark Energy and Stabilizing Matrices are new materials needed for crafting legendary gear. These materials are obtained by salvaging ascended gear.
  • Ascended gear can only be salvaged using an ascended salvage tool. Ascended salvage tools can only be used to salvage ascended gear.
  • Ascended salvage tools can be purchased from the Mistlock Observatory for gold and fractal relics or from laurel vendors for gold and laurels.

Map Bonus Rewards

  • A new reward system has been added to most maps, which will award various crafting materials as a bonus for playing in that map. These bonuses are given for participating in events and other content such as open-world minidungeons or jumping puzzles.
    • When you earn a map bonus reward, it will be delivered directly to your inventory upon event completion.
    • The map-specific rewards in Dry Top and the Silverwastes that were awarded after completing events have been updated to use the new map bonus reward system. You will no longer receive a reward chest that must be clicked to open for completing events in this map; the rewards will be delivered directly to your inventory upon event completion.
    • The rewards available each week for a map are displayed in the map’s tooltip on the world map, and the current bonus items you can receive are displayed on the world map screen along with the map completion.
    • More information about this feature can be found at https://www.guildwars2.com/en/news/a-legendary-journey/.

(edited by Mark Katzbach.9084)

Upcoming Global Change to Player Minions

in Guild Wars 2: Heart of Thorns

Posted by: Roy Cronacher

Previous

Roy Cronacher

Game Designer

Next

Hey all,

As some of you may have seen in raids during the last BWE, we were trying out something new with player minions. Basically, in that final BWE, player minions did not take damage from boss attacks. We thought that made minion-based professions feel so much better in combat, but that change did expose some problems such as minions being able to withstand a damaging attack indefinitely.

We wanted minions to not die left and right, but we did want them to have some attrition instead of being completely immune to attacks. This problem is mainly prevalent in PvE as we have huge attacks all over the place that are meant to be dodged by players but unfortunately for minions, they can’t dodge.

After reviewing BWE results, we wanted to create a better system to accomplish this as a global change for minions. To do that, we made it so that unless a minion is specifically targeted by a creature, they will be dealt drastically reduced damage and condition duration from attacks. Currently, this is set to 95% reduction as we feel like it’s a good starting place, but we’ll continue to monitor and adjust it. This means if your minion gains agro from a creature it will still take full damage, but if there is area effect damage hitting your minion, instead of usually killing it instantly, it will slowly attrition it down.

We felt like minions were in a good place for PvP so we didn’t want to change them there for now. Thus, the interaction between players and minions in PvP combat will remain the same.

The change is for all player minions, this includes things like engineer turrets and ranger spirits as well. This will be in for HoT Launch in a few days.

Twitter: @RoyCronacher
I work on systems, combat, skills, and balance.

Siege bundles no longer drop to the ground

in WvW

Posted by: Chris Barrett

Previous

Chris Barrett

Gameplay Programmer

Next

Previously, weapon-swapping, using a non-combat transform, or getting another bundle item would drop your in-hand siege blueprint bundle to the ground. Now, it will instead be returned to your inventory.*

*Exception! Guild siege golem blueprints are still lost instead of being returned to inventory or dropped on the ground. Whether by pack-up skill ‘2’ or any other means. This behavior specific to guild siege golems hasn’t changed. Feedback on this is welcome.

Reasons for making this change:

  1. Play-for-free accounts otherwise had a means to skirt our restrictions on sending wealth to other accounts by buying siege, dropping it on the ground, and having other accounts collect it and sell it. Restrictions on outgoing wealth from play-for-free accounts helps make the accounts less appealing as gold seller/bot accounts, so we can’t have holes like this around.
  2. That same exploit would work with Beta Weekend Event accounts. Beta characters/banks would be copied and forked from the normal data, siege blueprints could be dropped, then collected by someone else; essentially duplicating the items. This was previously blocked by temporarily kill-switching the ability to pack up siege blueprints.
  3. Dropping siege on the ground when you suddenly, reflexively do something like trying to swap weapons felt very clumsy.
  4. The ability to drop siege bundles on the ground was originally added before siege could be put on the trading post or mailed between players. Since better means now exist to transfer siege between players, this old functionality isn’t as important.

Game Update Notes - July 28, 2015

in Game Release Notes

Posted by: Regina Buenaobra

Previous

Regina Buenaobra

Content Marketing Lead

Next

LIVING WORLD
Magister Ela Makkay of the Durmand Priory has been busy chronicling Scarlet’s War (known outside of Tyria as Living World Season 1). She’d like to share her research with you when you’re ready. Simply activate “Season 1 History Lesson,” located under Scarlet’s War in your Story Journal, to learn more. (Note: You must use a level 80 character to access this recap.)
NEW FEATURES AND CONTENT

  • We’ve added new graphics options for players with higher-end machines.
    • Tune the look of your scene with ambient occlusion or light adaptation.
    • Choose between two extra antialiasing options: SMAA Low and SMAA High.

BALANCE, BUG-FIXING, POLISH
World Polish

  • Lion’s Arch
    • Added a dungeon vendor marker.
    • Added repair-station markers.
    • Fixed the marker for Fractals of the Mists.

General

  • Changed the color of squad chat to blue-green to make it more distinct from GM whisper.
  • Fixed an issue in which equipping the Monk’s Outfit caused characters’ legs to disappear.
  • Fixed a bug in which achievement points and titles for Hall of Monuments were incorrectly given to some players. The points and titles have been removed. Any achievement chests that were received as a result of this bug were kept intact but will not be given out a second time.
  • Fixed a bug in which a cryptobotanist gave too many bandit crests in exchange for a Mordrem heart.

Personal Story

  • Fixed a bug in the Story Journal that activated the most recently unlocked Living World episode upon Personal Story completion. The system will now check for the next available episode in release order. If that episode is already unlocked but not completed, it will be activated. If it is not unlocked, the user must manually select the desired Living World episode.
  • The Living World Season 1 recap video has English voice-over only. VO and subtitles for additional supported languages will be implemented in a future release.

Items

  • Sigil of Doom: Updated this sigil to apply poison for 4, 6, and 8 seconds, based on the item tier.

Profession Skills
Elementalist

  • Ferocious Winds: Fixed an issue that caused this trait to contribute toughness to ferocity instead of precision as intended.
  • Fresh Air: The internal cooldown for this trait has been correctly removed.

Engineer

  • Hip Shot: Increased the range to 1200.
  • Net Shot: Increased the range to 1200.
  • Blunderbuss: Increased the range to 700.
  • Overcharged Shot: Increased the range to 600.
  • Jump Shot: Increased the range to 800.
  • Over Shield: Fixed a bug that prevented this trait from properly reducing the recharge of the Static Shield skill.
  • Mortar Kit—Flash Shell: Fixed an issue that caused this skill to pulse every 2 seconds instead of every second.
  • Bomb Kit—Smoke Bomb: Fixed an issue that caused this skill to detonate at the player location rather than the bomb location.

Guardian

  • Sword of Justice: Removed the unnecessary skill fact when Expeditious Spirit is equipped.
  • Invigorated Bulwark: Fixed an issue that caused this ability to apply for 8 seconds instead of the full 10 seconds.
  • Wrath of Justice: This skill no longer incorrectly sets Signet of Wrath on cooldown.
  • Judge’s Intervention: Fixed a bug that caused this skill’s recharge to be reduced by Smiter’s Boon.
  • Justice is Blind: This trait no longer penetrates through defenses such as block and evasion.

Mesmer

  • Mender’s Purity: Fixed a bug that prevented this trait from working with the last charge of Mantra of Recovery.
  • Imagined Burden: This trait now grants might only while you are in combat.
  • Malicious Sorcery: Fixed a bug that prevented this trait from properly applying its increased attack-speed effect.
  • Blinding Dissipation: This trait no longer penetrates through defenses such as block and evasion.
  • Confounding Suggestions: Fixed a bug that caused this trait to function improperly with some runes and sigils.
  • Ineptitude: This trait no longer penetrates through defenses such as block and evasion.
  • Mirror Blade: Reduced number of bounces from 4 to 3.
  • Mantras: Fixed a bug that caused mantras to begin recharging as soon as the preparation skill was complete instead of when the last charge was expended.
  • Mantra of Distraction: Reduced this skill’s recharge from 30 seconds to 20 seconds.
  • Harmonious Mantras: Reduced the damage bonus per stack of this trait from 4% to 3%.

Necromancer

  • Signet of Vampirism: Fixed a bug that caused this skill to heal for more than its listed value.
  • Chilling Darkness: This trait now activates on all targets that are blinded by a single area-of-effect blinding strike before it goes on cooldown.
  • Spinal Shivers: Removed an incorrect unblockable skill fact from this skill. While this skill does remove aegis before striking, it is not unblockable.
  • Unholy Martyr: Reduced life-force generation from 10% to 7% when transferring a condition.
  • Corruptions: Self-applied, nondamaging conditions from these skills no longer have their durations increased by condition duration stats.

Ranger

  • Pets: Increased the power, precision, toughness, and vitality of pets by up to 150 at level 80.
  • Crippling Talon: Increased the range to 1200.
  • Throw Torch: Increased the range to 1200.
  • Bonfire: Increased the radius to 240.
  • Hunter’s Call: Increased the range to 1200.
  • Call of the Wild: Increased the radius to 750.
  • Whirling Defense: Increased the reflection radius to 150.
  • Path of Scars: Increased the base range to 1200.
  • Nature’s Vengeance: Fixed an issue that caused spirit effects to list a 70% chance on hit when using this trait.
  • Light on Your Feet: Fixed an issue in which this trait granted 3 seconds of the effect instead of 4 seconds.
  • “We Heal as One!”: Fixed an issue that prevented this skill from displaying the bonuses from the Resounding Timbre trait (the bonuses were still being properly applied).
  • “Strength of the Pack!”: Fixed an issue that prevented this skill from displaying the bonuses from the Resounding Timbre trait (the bonuses were still being properly applied).
  • Natural Healing: Fixed an issue that prevented this trait from affecting pets as frequently as it should have.
  • Go for the Eyes: Fixed an issue that prevented this trait from activating while in a downed state.
  • Wilting Strike: Fixed an issue that prevented this trait from activating while in a downed state.
  • Beastly Warden: Fixed an issue that prevented this trait from activating while in a downed state.

Thief

  • Unrelenting Strikes: Fixed an issue that prevented this trait from functioning correctly with missile attacks.
  • Deadly Trapper: Increased the duration of might granted from this trait from 8 seconds to 10 seconds. Vulnerability now correctly applies for 10 seconds.
  • Ambush: This trap now correctly applies might to the thief when triggered while Deadly Trapper is equipped.
  • Shadow Trap—Shadow Pursuit: Fixed an issue that prevented this ability from recognizing the Deadly Trapper trait when applying might.
  • No Quarter: This trait now applies ferocity bonuses to all instances of fury applied to the thief instead of all instances of fury that the thief applies (which included ferocity applied to allies).
  • Feline Grace: Increased the duration of vigor from 2 seconds to 4 seconds.

Warrior

  • Blademaster: Fixed a bug that prevented this trait from reducing the recharge of Riposte.
  • Signet of Might: Added a description for the unblockable effect caused by this skill.
  • Berserker’s Power: Fixed a bug that prevented this trait from functioning when used with the longbow burst skill Combustive Shot.
  • Rampage: Lowered the duration from 20 seconds to 15 seconds. Increased the recharge from 150 seconds to 180 seconds.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
Dreamthistle weapons have returned to Black Lion Weapons Specialists for three Black Lion Claim Tickets per skin. Black Lion Claim Tickets and Black Lion Claim Ticket Scraps can be found in Black Lion Chests.

Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Game Update Notes - August 25, 2015

in Game Release Notes

Posted by: DavidOrtiz

Previous

DavidOrtiz

European Community Team Lead

Next

08/25/15 August 25 Release Notes
BALANCE, BUG-FIXING, POLISH

World Polish

  • Fields of Ruin:
    • Fixed several bugs in the Ogre Wars meta-event that could cause the event chain to stall or lock.

General

  • Character Select:
    • Double-clicking an empty character slot or empty beta character slot will start the associated character-creation process.
    • Added and updated tooltips to reflect these changes.

Profession Skills

  • Fixed a bug that prevented minions from quickly targeting your attack target.

Elementalist

  • Arcane Brilliance: Fixed a bug that caused this skill’s blast finisher to occur at your target’s location instead of your own.
  • Soothing Power: Updated the tooltip for this trait to reflect the actual effectiveness increase of 100%.

Engineer

  • Bombs: Increased the radius of bomb skills with a radius of 180 to 240. This change includes bombs created by the traits Evasive Powder Keg and Autodefense Bomb Dispenser.
  • Elixir Tool Belt Skills: Fixed a bug that caused these skills to have a longer recharge than intended when used underwater.
  • Toss Elixir X (Underwater):
    • Increased the recharge to 120 seconds to match the terrestrial version of the skill.
    • Fixed a bug that prevented this skill from applying might when using the trait HGH under some circumstances.
    • Fixed a bug that prevented this skill from being affected by the recharge reduction provided by the trait HGH.
  • Toss Elixir H (Underwater): Fixed errors with the skill-fact display from the traits HGH and Alchemical Tinctures.
  • Toss Elixir S (Underwater): Fixed a bug that prevented this skill from being affected by the recharge reduction provided by the trait HGH.
  • Rocket Kick: Updated the burning skill fact to reflect the actual amount of burning applied.
  • Healing Mist: Fixed a bug that prevented this skill from gaining the benefits from the trait HGH.
  • Hidden Flask:
    • Fixed skill-fact errors with this trait when equipped with the trait HGH.
    • Fixed incorrect recharge of this trait while equipped with the trait HGH.
  • Optimized Activation: Fixed a bug that caused this trait to activate on canceled tool-belt skills.
  • HGH: Fixed a bug that caused this trait to apply an incorrect number of might stacks for some thrown elixir skills.
  • Over Shield: Fixed an incorrect protection-duration skill fact for this trait. This trait now properly updates skill facts for the shield skills it affects.
  • Aim-Assisted Rocket: The rocket fired by this trait can now activate the effects of the trait Shrapnel.
  • Experimental Turrets: Fixed a bug that prevented turrets summoned by the Supply Crate elite skill from functioning with this trait.

Guardian

  • “Retreat!”: This shout can now be used while airborne.
  • Purging Flames: Updated the underwater version of this skill to be self-targeted instead of ground targeted.
  • Sanctuary: Updated the underwater version of this skill to be self-targeted instead of ground targeted.
  • Sword of Justice (Command): Fixed a bug that caused this skill to sometimes fail if the player was using the trait Expeditious Spirit.
  • Zealous Blade:
    • Fixed a bug that caused this trait to incorrectly grant healing for scepter skills.
    • Fixed a bug that caused this trait to fail to grant healing for some greatsword skills.
  • Courageous Return: Fixed a bug that caused this trait to fail when the player was also using the trait Indomitable Courage.
  • Zealot’s Embrace: Fixed a bug that required this skill to fully recharge if the cast was interrupted by the target moving behind the caster.

Mesmer

  • Power Break—Mantra of Concentration: Fixed a bug that caused this skill to apply more than the listed number of stability stacks.
  • The Prestige: Fixed a bug that caused this skill to fail to go on recharge if interrupted by effects such as Shocking Aura.
  • Veil: Fixed a bug that caused this skill to apply stealth for longer than its listed value.
  • Phantasmal Warden: Fixed a bug that caused this phantasm to incorrectly activate the trait Fencer’s Finesse.
  • Desperate Decoy: Fixed a bug that caused this trait to have a recharge longer than its listed value.
  • Illusionary Riposte: Fixed a bug that caused this skill to fail to summon a clone while the player had a scepter equipped as their main-hand weapon.
  • Ether Clone: Fixed a bug that caused the clone summoned by this skill to have no equipped off-hand.
  • Ineptitude: Fixed a crash bug.
  • Mender’s Purity:
    • Fixed a bug that caused this trait to fail under some circumstances.
    • Fixed a bug that caused this trait to require Mantra of Resolve to fully recharge when triggered.

Necromancer

  • Grasping Dead (PvP):
    • Fixed a bug that prevented this skill from gaining the benefits of the trait Lingering Curse.
    • Fixed an incorrect number of bleeding stacks on the skill fact for this skill.
  • Signet of Spite: Fixed a bug that caused this skill to inflict less bleeding than indicated in its tooltip.
  • Ritual of Life: Fixed a bug that prevented this trait’s recharge from being reduced by the effects of Vampiric Rituals.
  • Bitter Chill: Updated skill facts for necromancer skills that are influenced by this trait.
  • Plague Sending: This trait will no longer attempt to activate Plague Signet if the player is either out of range or does not have a line of sight to the target.

Ranger

  • Ambidexterity: Fixed a bug that prevented this trait from reducing the recharge of Throw Torch.
  • “Strength of the Pack!”: Fixed a bug that prevented this skill from displaying the correct icon.
  • Swoop: Fixed a bug that caused this skill to trigger leap finishers twice. This skill now only triggers a leap finisher when the character jumps toward their target.
  • Whirling Defense: This skill now triggers multiple whirl finishers over its duration instead of just one.
  • Healing Spring: This skill now also heals your pet when it is initially activated. Activating or unslotting Healing Spring will destroy all previously existing, untriggered Healing Springs.
  • Enlargement: Fixed a bug in which this trait’s active skill showed an incorrect recharge when using the trait Brutish Seals. The correct recharge with the trait is 48 seconds.

Thief

  • Trappers Respite: Fixed a bug that prevented this trait from being affected by the recharge reduction provided by the trait Deadly Trapper.

Warrior

  • Thick Skin: Fixed a bug that caused this trait to provide an incorrect amount of armor per level.
  • Versatile Power: Added a 5-second internal cooldown to the might gain from this trait.
  • Warrior’s Sprint: Fixed a bug that caused this trait to remove immobilization too slowly, preventing Bull’s Charge from moving properly.
  • Bladetrail: Fixed a bug that required this skill to fully recharge if the cast was interrupted by the target moving behind the caster.

Structured Player vs. Player

  • The Practice button has been removed from the PvP panel. Custom arenas can still be accessed using the Game Browser tab on the left-hand side of the PvP panel.
  • Ranked Arena is now restricted to players rank 20 and above.
  • New players will no longer be required to complete the PvP tutorial before gaining access to the Heart of the Mists.

World vs. World

  • Fixed a bug that allowed Superior Arrow Cart and Guild Arrow Cart skills to ignore line-of-sight checks.
  • Alpine Borderlands: Fixed a bug that allowed players to repeatedly drain the citadel supply depot if they were carrying more than 15 supply.
  • Edge of the Mists: Fixed a bug that allowed players to delay the Mechanical Siege Devourer transform by using items like tonics and instruments.
  • Service NPCs have been switched to a noncombatant team to prevent them from being killed through various exploits.
  • Players will now be killed if they travel too far outside of the playable space on the maps.

BLACK LION TRADING COMPANY GEM STORE
New Items and Promotions
Our biggest anniversary sale continues throughout the coming weeks. Check the Black Lion Trading Company Gem Store for daily updates!

  • A new Wedding Attire Outfit is available in the Style category of the Gem Store. Uniquely customized for every race, you can pick up an account unlock for all of them for 1000 gems.
  • The Romantic Gift Pack containing a Bouquet of Roses and a Box of Chocolates is available in the Gem Store. Treat yourself or gift it to a friend for 400 gems.
  • For six days only, the White Feather Wings Set has returned to the Style category of the Gem Store for 500 gems.

Game Update Notes - July 7, 2015

in Game Release Notes

Posted by: Regina Buenaobra

Previous

Regina Buenaobra

Content Marketing Lead

Next

NEW FEATURES AND CONTENT
World vs. World

  • Hop into World vs. World between July 17 and July 24 to experience our newest special event, Golem Rush, where siege golems are better, faster, and stronger!
    • During the special event, all golems will be supercharged and have the following effects:
      • All siege golems in WvW no longer require supply to construct.
      • All siege golems in WvW will deal 100% additional damage to other golems and players.
      • All siege golems in WvW will move at 100% additional movement speed.
  • The Mist War Summons bonus effect will be available to all players during the event and will apply the following:
    • +15% World Experience Bonus in WvW
    • +15% Experience Bonus in WvW
    • +50% Magic Find in WvW

BALANCE, BUG-FIXING, POLISH
General

  • Chill condition now stacks to a maximum of 5.
  • Tutorial maps are now using the megaserver system.
  • Fixed a bug in which the attack targets of some bosses could not be hit by melee or ground-targeted attacks.
  • Fixed an issue that prohibited world bosses from being critically hit from some attack locations.
  • Fixed several significant graphical issues with the Monk’s Outfit.

Items

  • Wurmslayer’s helms and gloves can now be used in the Mystic Forge with an Anthology of Heroes to create ascended gear with different stats.
  • Small bags of spirit shards can now be opened in the Heart of the Mists.

Profession Skills
General

  • Fixed a bug that caused skills that convert boons to conditions to not properly convert stability to fear.

Elementalist

  • Conjure Flame Axe—Flame Leap: Updated the skill facts to properly list a burning duration of 8 seconds rather than 7 seconds.
  • Empowering Flame: Fixed an issue that caused this trait to permanently give 150 bonus power to the elementalist.
  • Arcane Precision: Adjusted this trait’s cooldown time to accurately reflect its listed internal cooldown.

Engineer

  • Fixed an issue in which miniatures were able to trigger med-kit bandages and antidotes.
  • Med Kit: Fixed an issue in which the total number of appropriate condition stacks was not being removed correctly.
  • Thermobaric Detonation: Fixed an issue in which this trait set Evasive Powder Keg on recharge.
  • Incendiary Ammo: Fixed an issue in which this skill applied an incorrect amount of burning.
  • Grenadier: Fixed an issue in which this trait allowed players to hit more times than intended with grenades.
  • Throw Bandages: Fixed an issue that prevented this skill from removing the full stack of a condition as intended.
  • Grenade Barrage: Fixed an issue in which this skill gained unintended functionality with the Grenadier trait.
  • Cleansing Synergy: Fixed an issue that prevented this trait from removing the full set of conditions that it was intended to.
  • Kinetic Battery: Fixed an issue that prevented this trait from working properly with Detonate Mine Field.
  • Smoke Bomb: Fixed the skill facts to display the proper pulse interval.
  • Throw Accelerant: Fixed an issue that prevented this skill from removing the full stack of a condition as intended.
  • Throw Stimulant: Fixed an issue that prevented this skill from removing the full stack of a condition as intended.
  • Automated Medical Response: Fixed an issue that caused this trait to have a 10-second cooldown instead of the intended 90-second cooldown.

Guardian

  • “Hold the Line!”: Fixed an issue that prevented this shout from playing its voice-over audio.
  • Perfect Inscriptions: Fixed an issue that prevented this trait from granting light aura when using Signet of Resolve or Signet of Courage.
  • “Feel My Wrath!”: This shout is now usable underwater.
  • Wrath of Justice: This trait’s recharge is now properly affected by the reduction from Perfect Inscriptions.
  • Symbolic Avenger: Fixed an issue that allowed this trait to deal higher damage than intended.

Necromancer

  • Dhuumfire:
    • Fixed a bug with this trait that caused the skill facts on shroud skill 1 to omit the damage within a range of 600.
    • Corrected an issue in which the Dhuumfire version of shroud skill 1 would deal less damage than intended.
    • Fixed a bug in which Dhuumfire was a shorter range than shroud skill 1.
  • Unholy Martyr: Fixed the description of this trait to specify that it draws conditions instead of removing them.
  • Chilling Darkness: Added a 5-second internal cooldown to this trait.
  • Plague: This skill no longer inflicts bleeding every second while it is active. Instead, it inflicts 10 seconds of bleeding when it is first activated. When traited with Master of Corruption, it inflicts 4 seconds of poison.
  • Mark of Evasion: This trait now only activates if you are in combat.
  • Last Rites: The portion of this trait that prevents allies from bleeding out now only applies to allies while you are not downed. The bonus healing power is applied regardless of state.
  • Consume Conditions: Lowered the number of self-applied vulnerability stacks from 10 to 5.
  • Vampiric Presence: Fixed a bug in which the Vampiric Aura effect applied by this trait allowed it to steal life on skills that did not actually hit.

Ranger

  • Healing Spring: Fixed an issue that prevented this skill from working properly with Rune of the Trapper.
  • “We Heal as One!” and “Strength of the Pack!”: Fixed an issue that prevented these skills from working properly with Rune of the Trooper.
  • Zephyr’s Speed and Vigorous Training: Added a 15-second internal cooldown.
  • Beastly Warden: Fixed an issue that allowed players to taunt targets that should not have been affected.
  • Light on Your Feet: Fixed an issue in which this trait provided an incorrect increase in condition duration.
  • Call Lightning: Fixed an issue that prevented this skill from properly applying daze.
  • Cold Snap: Fixed an issue that prevented this skill from applying its initial chill.
  • Aqua Surge: Fixed an issue that allowed this skill to be fired twice while traited with Nature’s Vengeance.

Warrior

  • Whirling Axe: Fixed a bug that caused this skill to grant 180 precision under some circumstances.

Structured Player vs. Player

  • Disconnected players in Unranked and Ranked Arena games will now show on the scoreboard and party UI with a disconnected icon.
  • Players will no longer be in combat on respawn if they died from attacks instead of from a finisher.
  • Players can no longer rally from NPCs in Legacy of the Foefire.
  • Adjusted the health of NPCs in the Forest of Niflhel and Legacy of the Foefire.
Content Marketing Lead
Twitter: @ArenaNet, @GuildWars2
In-Game Name: Cm Regina Buenaobra

Game Update Notes - June 23, 2015

in Game Release Notes

Posted by: Mark Katzbach

Previous

Mark Katzbach

Content Marketing Manager

Next

6/23/15 – June 23 Release Notes
LIVING WORLD
The activity in Lion’s Arch is kicking up a storm of dust and excitement. Finally, the big construction pieces have been dropped in and the residents have returned in force. The buzz of commerce has returned, both fair and illicit. Take this moment to explore the city in all its glory and marvel at its rebirth.

BALANCE, BUG-FIXING, POLISH
General

  • Added an option to lock the ground-target marker at maximum skill range, preventing the marker from being placed out of range.
  • Fixed a bug that prevented players from targeting their nearest enemy if their nearest enemy was behind them.
  • Item tooltips for soulbound items will now display the name of the character they are bound to if it isn’t the current character.
  • Guilds can now store up to 25 each of their guild banner, guild banquet, guild siege, vault transport, and guild world event consumables.

Personal Story
The Personal Story has been restored to its original order and pacing, with minor improvements added.
Chapter 6—A Light in the Darkness
http://wiki.guildwars2.com/wiki/A_Light_in_the_Darkness

  • Updated text and VO for multiple characters. Updated sound effects.

Chapter 6—The Priory Assailed (Priory)
http://wiki.guildwars2.com/wiki/The_Priory_Assailed

  • Updated VO for Trahearne. Updated sound effects.

Chapter 6—Retribution
http://wiki.guildwars2.com/wiki/Retribution

  • Updated VO for multiple characters. Revised sound effects.

Chapter 7—Forging the Pact
http://wiki.guildwars2.com/wiki/Forging_the_Pact

  • Updated text and VO for multiple characters. Updated sound effects. Modified camera flythrough.

Personal Fear Choice: “Letting an innocent die.”+
Chapter 7—Tower Down+
http://wiki.guildwars2.com/wiki/Tower_Down

  • Fixed a bug that caused VO to overlap.

Chapter 7—Breaking the Bone Ship
http://wiki.guildwars2.com/wiki/Breaking_the_Bone_Ship

  • Modified camera flythrough.

Personal Fear Choice: “Failing my companions.”+
Chapter 7—Shell Shock+
http://wiki.guildwars2.com/wiki/Shell_Shock

  • Fixed a bug that caused VO to play at the wrong time.

Chapter 7—Volcanic Extraction
http://wiki.guildwars2.com/wiki/Volcanic_Extraction

  • Disabled character greets and increased VO broadcast range.

Chapter 7—Marshaling the Truth
http://wiki.guildwars2.com/wiki/Marshaling_the_Truth

  • Updated and/or rerecorded VO for Trahearne.

Personal Fear Choice: “Causing the suffering of another.”+
Chapter 7—Striking Off the Chains+
http://wiki.guildwars2.com/wiki/Striking_Off_the_Chains

  • Revised and/or rerecorded multiple VO lines for Apatia. Adjusted some character gestures.

Chapter 7—Wet Work
http://wiki.guildwars2.com/wiki/Wet_Work

  • Revised and/or rerecorded multiple VO lines for Apatia. Adjusted audio post-processing for largos.

Chapter 7—Willing Captives
http://wiki.guildwars2.com/wiki/Willing_Captives

  • Revised and/or rerecorded multiple VO lines for Apatia.

Chapter 7—Intercepting the Orb
http://wiki.guildwars2.com/wiki/Intercepting_the_Orb

  • Adjusted camera flythrough.

Chapter 7—The Battle of Fort Trinity
http://wiki.guildwars2.com/wiki/The_Battle_of_Fort_Trinity

  • Revised and/or rerecorded multiple VO lines for Trahearne. Improved camera flythrough. Updated sound effects. Fixed cinematic playback audio bug.

Personal Fear Choice: “Letting an innocent die.” (Conclusion)+
Chapter 7—A Sad Duty+
http://wiki.guildwars2.com/wiki/A_Sad_Duty

  • Updated conversation text. Revised camera flythrough.

Personal Fear Choice: “Failing my companions.” (Conclusion)+
Chapter 7—Delivering Justice+
http://wiki.guildwars2.com/wiki/Delivering_Justice

  • Updated VO for Trahearne. Revised scene dialog.

Personal Fear Choice: “Causing the suffering of another.” (Conclusion)
_+Chapter 7—Liberating Apatia+
+http://wiki.guildwars2.com/wiki/Liberating
Apatia+

  • Revised and/or rerecorded multiple VO lines for Trahearne. Updated sound effects.

Chapter 8—Armor Guard
http://wiki.guildwars2.com/wiki/Armor_Guard

  • Increased VO broadcast range.

Chapter 8—Blast from the Past
http://wiki.guildwars2.com/wiki/Blast_from_the_Past

  • Fixed a scene bug that caused improper character animation.

Chapter 8—Against the Corruption
http://wiki.guildwars2.com/wiki/Against_the_corruption

  • Rewrote and/or rerecorded multiple lines for Trahearne.

Chapter 8—Romke’s Final Voyage
http://wiki.guildwars2.com/wiki/Romke%27s_Final_Voyage

  • Fixed cinematic audio and other sound effects. Processed ghost audio. Revised beach scene. Rewrote and/or rerecorded multiple VO lines for Trahearne.

Chapter 8—Victory or Death
http://wiki.guildwars2.com/wiki/Victory_or_death

  • Converted the Ruined City of Arah (story) dungeon to a Personal Story step that may be completed by 1 – 5 players. Improved or added sound effects and audio zones to multiple encounters. Revised the Ruined City of Arah Dungeon Track to be unlocked by story mode or explorable mode completion. The Master of Arah achievement has been revised to only require explorable mode completion. Modified completion reward.

Items

  • The permanent versions of the Royal Terrace Pass and Captain’s Airship Pass will no longer cause the player to be kicked out of the VIP area when logging in as long as the pass is still in their inventory.
  • Molochev Cocktail has had its burning values reduced.
  • Added a Mystic Forge recipe to change the stats on ascended weapons and armor. The recipe is as follows:
    • Ingredient 1: An ascended weapon or armor piece.
    • Ingredient 2: The exotic insignia or inscription for the desired stats.
    • Ingredient 3: Five globs of ectoplasm.
    • Ingredient 4: An Anthology of Heroes, purchased from Miyani for 10 spirit shards.
    • Result: A piece of ascended gear with the stats of the inscription or insignia of the same type as the piece of gear that went in.
    • Example: Zojja’s Claymore + Knight’s Orichalcum Imbued Inscription + Five Globs of Ectoplasm + Anthology of Heroes = Beigarth’s Claymore
    • NOTE: All upgrades are lost as part of this conversion.

The Build Tab
Upon logging in, you will see that the Skills and Traits section of your Hero panel is now gone. We’ve replaced this with an entirely new Build tab that allows you to view all of your skills and traits in one convenient location. To access the Build tab, open your Hero panel and select the second tab from the top of the far left. Additionally, inside the Build tab there are three larger slots with filled-in or grayed-out backgrounds—these are your specialization slots.
Specializations
Instead of investing trait points across varying trait lines, you now select up to three different specializations depending on your level. Each specialization offers a variety of traits for you to choose from that give you passive abilities that enhance the way you play. By default, you’re given access to a base set of specializations known as core specializations, which you equip by clicking on the left-hand arrow of a specialization slot. Specialization slots unlock at levels 21, 45, and 71. We’ve taken into account the skills and traits that you had currently selected on your character and made an effort to unlock and equip a build similar to what you had been running prior to this release.
Specializations and trait choices are game mode specific. You may select different specialization lines and associated traits in PvE, WvW, and PvP.
The Training Tab
Excluding racial skills, all nonweapon skills (heal, utility, and elite) that appear on the right half of your skill bar—as well as your traits—are now locked inside the new Training tab. To unlock these skills and traits, open up your Hero panel, go to the Training tab, then select a track under Core Skills or Core Specializations. In order to train, you will need to spend hero points (previously skill points) in a selected track. Hero points are earned by leveling up or by completing hero challenges (previously skill challenges) throughout the world. The Training tab is locked until your character reaches level 11. In order to make this change, Antitoxin Spray has been removed from the game.
Core Skills
Core skills are reward tracks of heal, utility, and elite skills organized by skill category. You may start unlocking skills at level 11. Elite skills are unlocked at level 31. Individual skills are locked by default but may be unlocked in the following manner:

  • Step 1: Open your Hero panel and go to the Training tab. The Training tab is the third tab from the top on the far left of the Hero panel.
  • Step 2: Select one of the tracks under Core Skills. Tracks are located on the left side of the Training tab.
  • Step 3: Once you select a track, it will become visible, showing you a circle with all of the selected track’s associated skills.
  • Step 4: In the center of the selected track, there will be a skill, a button that allows you to learn the skill, and a cost (listed in Hero points).
  • Step 5: To learn a skill, click on the Train button and confirm that you’re willing to pay its Hero point cost. Once completed, the next skill in the track will become available. Once all skills in a track have been purchased, the circle will be completed.
  • Optional: To train further into a track, select the reward level that you want and click the Train button.

Core Specializations
Core specializations are an updated version of the previous trait system. All specializations are locked until your character reaches level 21. Individual specializations and their associated skills are locked by default but may be unlocked in the following manner:

  • Step 1: Open your Hero panel and go to the Training tab. The Training tab is the third tab from the top on the far left of the Hero panel.
  • Step 2: Select one of the tracks under Core Specializations. Tracks are located on the left side of the Training tab.
  • Step 3: Once you select a track, it will become visible, showing you a circle with all of the selected track’s associated skills.
  • Step 4: In the center of the selected track, there will be a skill, a button that allows you to learn the skill, and a cost (listed in Hero points).
  • Step 5: To learn a skill, click on the Train button and confirm that you’re willing to pay its Hero point cost. Once completed, the next skill in the track will become available. Once all skills in a track have been purchased, the circle will be completed.
  • Optional: To train further into a track, select the reward level that you want and click the Train button.

Hero points and Spirit Shards
Hero points and spirit shards represent an updated version of the previous skill point system. Hero points are used to unlock traits and skills. Spirit shards are used to purchase vendor items and used with the Mystic Forge. When you log in for the first time, you’ll notice that your character has a quantity of Hero points converted from the previous system. Your character’s Hero points are visible in the Training tab of the Hero panel. You’ll also notice that your character has a number of spirit shards converted from the previous system. Your spirit shards are visible in your character’s wallet. The Wallet button is located in the bottom-left corner of your Inventory panel.
Moving forward, you may earn Hero points by leveling up and completing hero challenges (previously skill challenges). You’ll be able to earn spirit shards through daily achievements, champion loot bags, PvP reward tracks, birthday gifts, and, once you hit level 80, from tomes of knowledge and regular drops from creatures.
Level Reward Changes

  • Base attributes now increase at every level from 2 to 10 and every even level from 12 to 80.
  • Hero points are now earned every odd level from 11 to 80. A total of 398 points are earned through leveling.
  • Weapon skills now unlock by level 8.
  • Underwater weapon skills all unlock together at level 8.
  • Weapon swapping now unlocks at level 10.
  • Skill training now unlocks at level 11.
  • Utility skill slots now unlock at levels 11, 15, and 19.
  • Profession skills unlock at levels 5 (F1),11 (F2),15 (F3),19 (F4), and 31 (engineer F5).
  • The WvW tip has been moved to level 31, but characters may enter WvW at any level.
  • Specialization slots now unlock at levels 21, 45, and 71.
  • Various smaller milestones such as equipment slots, personal story steps, and tips have had their levels updated.

Level Scaling Changes

  • In general, scaling down has been weakened, and scaling up has been increased.
  • Stat scaling now better accounts for level ranges at which equipment begins offering more possible stats (e.g., one-, two-, or three-stat pieces of gear).
  • Rarity scaling now takes into account how close you are to the maximum available rarity when scaling up or down.
  • Some minor “stack on kill” sigils have had their values reduced.

Attribute Point Changes

  • Attribute points on equipment have been increased by approximately 30%.
  • Base attributes at level 80 now scale to 1000 instead of 926.
  • Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality be a baseline for that profession (see individual profession notes).

*Condition Updates *
Damaging conditions were all reworked to better ensure damage is properly delivered in large-scale combat. All damaging conditions have been changed to intensity-stacking, and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.

  • All damage conditions will now stack up to 1500 times.
  • Bleeding:
    • The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat.
    • New damage over time: 2 + (0.25 * Level) + (0.06 * Condition Damage)
  • Burning:
    • This condition will now stack in intensity. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. Creatures that apply burning have been rebalanced to account for this change.
    • New damage over time: 7.5 + (1.55 * Level) + (0.155 * Condition Damage)
  • Confusion:
    • This condition now has two damage components—damage over time, and the damage dealt when an ability completes. The damage has also been normalized between all game modes. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. The skill-use damage will also now trigger when the affected target is interrupted during skill activation.
    • New damage over time: 2 + (0.1 * Level) + (0.035 * Condition Damage)
    • New trigger damage: 3.5 + (0.575 * Level) + (0.0625 * Condition Damage)
  • Poison:
    • This condition will now stack in intensity. Poison’s healing reduction will not depend on the number of stacks. Any poison will result in a static -33%, just as it currently does. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. Creatures that apply burning have been rebalanced to account for this change.
    • New damage over time: 3.5 + (0.375 * Level) + (0.06 * Condition Damage)
  • Torment:
    • The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat.
    • New damage over time: 1.5 + (0.18 * Level) + (0.045 * Condition Damage)
    • New damage while moving: 3 + (0.36 * Level) + (0.09 * Condition Damage)
  • Vulnerability:
    • This condition was changed so that it not only increases direct damage, it also increases condition damage. Each stack will increase direct damage by 1% and condition damage by 1%.
  • Slow:
    • This new condition is now present on some profession abilities and slows the activation of skills by 50% while active.

*Boon Updates *

  • Quickness: This effect is now a boon.
  • Resistance: This new boon is now present on some profession abilities and causes all conditions currently on your character to be ineffective for its duration.
  • Vigor: The endurance regeneration rate of this effect has been decreased from 100% to 50%.

Boon and Condition Conversion
Boon to condition conversion and condition to boon conversion has been standardized and is functionality changed. Skills that convert boons and conditions now randomly select from all boons and conditions on the target.

  • Boon to Condition Conversion:
    • Aegis converts to 1 stack of burning for 3 seconds.
    • Fury converts to blindness for 5 seconds.
    • Might converts to weakness for 10 seconds.
    • Protection converts to 3 stacks of vulnerability for 10 seconds.
    • Regeneration converts to poison for 10 seconds.
    • Resistance converts to chilled for 3 seconds.
    • Retaliation converts to 3 stacks of confusion for 5 seconds.
    • Stability converts to fear for 1 second.
    • Swiftness converts to crippled for 10 seconds.
    • Quickness converts to slow for 3 seconds.
    • Vigor converts to 3 stacks of bleeding for 10 seconds.
  • Condition to Boon Conversion:
    • Bleeding converts to vigor for 10 seconds.
    • Blindness converts to fury for 5 seconds.
    • Burning converts to aegis for 5 seconds.
    • Chilled converts to resistance for 2 seconds.
    • Confusion converts to retaliation for 5 seconds.
    • Crippled converts to swiftness for 10 seconds.
    • Fear converts to 1 stack of stability for 3 seconds.
    • Immobilize converts to swiftness for 10 seconds.
    • Poison converts to regeneration for 5 seconds.
    • Slow converts to quickness for 3 seconds.
    • Torment converts to 3 stacks of might for 10 seconds.
    • Vulnerability converts to protection for 3 seconds.
    • Weakness converts to 3 stacks of might for 10 seconds.

Skill Point Conversion

  • Banked skill points on all characters are being converted to the new currency, spirit shards.
  • All of the following repeatable sources of skill points will now give spirit shards:
    • Champion Loot Bags
    • Daily Achievements
    • Story Rewards
  • Players will no longer be able to level a character after 80, but level 80 characters will be able to loot spirit shards from creatures in the world.
  • Tomes of Knowledge will level a character up to 80, but after 80, they will grant a spirit shard.
  • Writs of Experience can no longer be used at level 80. 20 writs can be traded to Miyani for a Tome of Knowledge.

Wallet Updates

  • The wallet has moved from the Hero panel to the inventory.
  • Clicking the wallet button in the lower-left of the inventory will toggle wallet mode on and off.
  • A drop-down at the top of the wallet allows for category filtering to make it easier to find and display specific currencies.
  • In Inventory mode, gold is always displayed in the lower-right with a second, map-appropriate currency. For example, in the Silverwastes, bandit crests are displayed next to gold.
  • The currencies have been added to the wallet. The conversion of the following items to currencies is automatic, but it will require logging in with each character who is carrying the following items in their inventories:
    • Geodes
    • Bandit Crests
    • Pristine Fractal Relics
    • WvW Tournament Claim Tickets
    • Spirit Shards (Formerly Skill Points)

Elementalist
Skills

  • Reduced base attunement recharge from 13 seconds to 10 seconds.
  • Reduced base global recharge from 1.65 seconds to 1.5 seconds.
  • Ether Renewal: This ability is now a cantrip. The recharge of this ability has been increased from 15 seconds to 18 seconds.
  • Tornado: This ability is now a cantrip.
  • Whirlpool: This ability is now a cantrip.
  • Soothing Mist: The radius of this trait has been reduced to 600.
  • Fiery Rush: The damage of this ability has been increased by 60%.
  • Ice Bow—Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15 seconds.
  • Ice Bow—Frost Fan: The damage of this ability has been increased by 25%.
  • Glyph of Elemental Power: This skill now applies 2 stacks of burning for 3 seconds when used in fire attunement.
  • Drake’s Breath: Increased the burning duration from 2 seconds to 3 seconds.
  • Burning Speed: Increased the burning duration from 1 second to 1.5 seconds per pulse. Movement-speed adjustments no longer affect the intended travel distance.
  • Burning Retreat: Movement-speed adjustments no longer affect the intended travel distance.
  • Ring of Fire: This skill now applies 3 stacks of burning for 5 seconds when a foe crosses the threshold.
  • Flamewall: Increased the burning duration from 1 second to 2.5 seconds per pulse.
  • Flamestrike: Increased the burning duration from 2 seconds to 3 seconds.
  • Dragon’s Tooth: This skill now applies 3 stacks of burning for 3 seconds.
  • Signet of Fire: This skill now applies 2 stacks of burning for 10 seconds.
  • Flame Burst: This skill now applies 2 stacks of burning for 6 seconds.
  • Heat Wave: Increased the burning duration from 2 seconds to 6 seconds.
  • Cleansing Fire: This skill now applies 3 stacks of burning for 4 seconds.
  • Flame Leap: Increased the burning duration from 7 seconds to 8 seconds.
  • Glyph of Storms—Firestorm: Increased the burning duration from 1 second to 2 seconds.
  • Ride the Lightning: Movement-speed adjustments no longer affect the intended travel distance.
  • Magnetic Leap: Movement-speed adjustments no longer affect the intended travel distance.
  • Tidal Wave: Movement-speed adjustments no longer affect the intended travel distance.
  • Conjure Fiery Greatsword—Fiery Whirl: Movement-speed adjustments no longer affect the intended travel distance.
  • Conjure Fiery Greatsword—Fiery Rush: Movement-speed adjustments no longer affect the intended travel distance.
  • Conjure Flame Axe—Burning Retreat: Movement-speed adjustments no longer affect the intended travel distance.
  • Conjure Flame Axe—Flame Leap: Movement-speed adjustments no longer affect the intended travel distance.
  • Conjure Earth Shield—Magnetic Surge: Movement-speed adjustments no longer affect the intended travel distance.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Fire:
Minor:

  • Empowering Flame: Gain 150 power while in fire attunement.
  • Sunspot: Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
  • Burning Rage: Deal 10% more damage to burning foes.

Adept:

  • Burning Precision: Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%. This effect has a 5-second internal cooldown.
  • Conjurer: Gain fire aura for 5 seconds when an ally picks up a conjured weapon; conjured weapons have 10 more charges.
  • Burning Fire: Use Cleansing Fire automatically when you have 3 conditions on you. Cantrips grant you 3 stacks of might for 15 seconds when used.

Master:

  • Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
  • One with Fire: Fire auras you apply last 33% longer and grant 2 stacks of might for 10 seconds when applied.
  • Power Overwhelming: Gain condition damage based on 10% of your total power attribute.

Grandmaster:

  • Persisting Flames: Executing blast finishers on fire fields grants 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font at your position when you go down.
  • Pyromancer’s Puissance: Each skill you use while attuned to fire grants you 15 seconds of might. This effect works in combat only.
  • Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 5-second internal cooldown.

Air:
Minor:

  • Zephyr’s Speed: Move 25% faster when attuned to air.
  • Electric Discharge: Strike your target with a bolt of lightning when attuning to air.
  • Weak Spot: You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.

Adept:

  • Zephyr’s Boon: Auras grant fury and swiftness for 5 seconds when applied.
  • One with Air: Gain 3 seconds of super speed when attuning to air.
  • Ferocious Winds: Gain ferocity based on 7% of your precision.

Master:

  • Inscription: Grant a boon associated with your current attunement when you cast a glyph. Glyph skill recharges are reduced by 20%.
  • Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon skills is reduced by 33%.
  • Tempest Defense: Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.

Grandmaster:

  • Bolt to the Heart: Deal 20% more damage to enemies whose health is below 50%.
  • Fresh Air: Recharge air attunement when you critically hit an enemy.
    • Removed cooldown.
  • Lightning Rod: Disabling an enemy causes them to be struck by a lightning bolt.

Earth:
Minor:

  • Stone Flesh: Gain 150 toughness while attuned to earth.
  • Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth.
  • Geomancer’s Defense: You take 10% less damage from foes within a range of 360 from you.

Adept:

  • Earth’s Embrace: Gain armor of earth when struck while below 50% health.
  • Serrated Stones: Bleeding you apply lasts 20% longer. Deal 5% more damage to bleeding foes.
  • Elemental Shielding: Grant 3 seconds of protection when applying an aura to yourself or an ally.

Master:

  • Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
  • Rock Solid: Grant 2 seconds of stability to nearby allies when attuning to earth.
  • Geomancer’s Training: You recover 33% more quickly from chilled, crippled, and immobilized. Earth abilities recharge 33% faster.

Grandmaster:

  • Diamond Skin: Conditions cannot be applied to you when your health is above 90%.
  • Written in Stone: Maintain the passive effects of signets when you activate them. Signet recharges are reduced by 20%.
  • Stone Heart: You cannot be critically hit while attuned to earth.

Water:
Minor:

  • Soothing Mist: You and nearby allies regenerate health while you are attuned to water. Radius 600.
  • Healing Ripple: Heal nearby allies when attuning to water.
  • Aquatic Benevolence: Healing done to allies is increased by 15%.

Adept:

  • Soothing Ice: Gain regeneration and frost aura for 4 seconds when critically hit.
  • Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
  • Stop, Drop, and Roll: Dodge-rolling removes burning and chilled conditions from you and nearby allies.

Master:

  • Soothing Disruption: Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
  • Cleansing Wave: Remove a condition from yourself and allies when attuning to water.
  • Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.

Grandmaster:

  • Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
  • Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.
  • Soothing Power: The healing effect of Soothing Mist is increased by 200%.

Arcane:
Minor:

  • Arcane Fury: Gain 2 seconds of fury when you switch attunements.
  • Elemental Attunement: When attuning to an element, you and nearby allies gain a boon.
  • Elemental Enchantment: Boon duration is increased by 10%, and attunements recharge 15% faster.

Adept:

  • Arcane Precision: Skills have a chance to apply a condition, based on your current attunement, on critical hits.
  • Renewing Stamina: Gain vigor when you deliver a critical hit. This effect has a 5-second internal cooldown.
  • Arcane Abatement: Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
  • Blasting Staff: The effects of this trait have been added to all staff-skill area attacks by default.

Master:

  • Arcane Resurrection: Your revive speed is increased by 10%. When you revive an ally, you and the revived ally gain an aura based on your attunement.
  • Elemental Contingency: Gain a boon when you are struck, based on your current attunement.
  • Final Shielding: Create an arcane shield when you are struck while your health is below the threshold.

Grandmaster:

  • Evasive Arcana: Create an attunement-based spell at the end of your dodge roll.
  • Cleansing Wave (Evasive Arcana): This ability has been combined between PvE and PvP and now maintains the full healing-power effectiveness in all game modes.
  • Elemental Surge: Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
  • Bountiful Power: Deal 2% more damage for each boon on you.

Engineer
Skills

  • All skills in the grenade kit have had their range updated from 1200 to 900.
  • All grenade skills now throw 3 grenades by default.
  • Poison Grenade: This skill has been redesigned. It will no longer leave pulsing poison fields. The impact of the grenades will now each poison nearby foes for 8 seconds.
  • All kit backpacks were removed and replaced with a weapon that your character holds to distinguish the kit you are currently using.
  • Med Kit has been updated and now includes the following skills:
    • 1) Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.
    • 2) Throw Bandages: Throw out a bandage pack that heals, applies regeneration, and removes a single damage condition.
    • 3) Throw Stimulant: Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, or vulnerability).
    • 4) Throw Accelerant: Throw out an accelerant that heals, grants swiftness, and removes a movement-impairing condition (immobilized, chilled, or crippled).
    • 5) Throw Antidote: Throw out an antidote vial that heals, cures a condition, and applies resistance.
  • Engineers gain F5 tool belt skills at level 31. The F5 tool belt skills are linked to your elite skill.
  • Mortar has been converted into a kit and now has the following skills:
    • 1) Mortar Shot: Launch an explosive round from your mortar, damaging foes in the target area.
    • 2) Poison Gas Shell: Launch a mortar round that spreads poisonous gas in an area.
    • 3) Endothermic Shell: Launch a mortar round that chills foes in the target area.
    • 4) Flash Shell: Launch a phosphorous mortar round that burns brightly at the impact point.
    • 5) Elixir Shell: Launch a mortar round that heals allies in the target area.
    • F5) Orbital Strike: Call down energy from the sky to blast an area.
  • Supply Crate has been converted into a turret and now has the following skills:
    • Supply Crate: Request a supply drop of turrets.
    • Overcharge Supply Crate: Overcharge supply crate’s turrets.
    • Med Pack Drop: Call down a supply drop of med packs into a target area.
    • Detonate Supply Crate Turrets: Detonate your supply crate turrets.
  • Added an Elixir X tool belt skill:
    • Toss Elixir X: Toss your Elixir X, transforming enemies at the location into moas.
  • Poison Dart Volley: Increased the poison duration from 2 seconds to 4 seconds.
  • Fumigate: Increased the poison duration from 1 second to 2 seconds per pulse.
  • Incendiary Ammo: This skill now applies 2 stacks of burning for 3 seconds.
  • Timed Charge: This skill now applies 2 stacks of burning for 4 seconds.
  • Fire Bomb: Increased the burning duration from 2 seconds to 3 seconds.
  • Flame Jet: Increased the burning duration from 1 second to 2 seconds.
  • Blowtorch: Burning has been increased to 3, 2, or 1 stack of burning (5 seconds) based on range (200, 400, or 600 respectively).
  • Napalm: Increased the burning duration from 1 second to 2.5 seconds.
  • Rocket Kick: This skill now applies 2 stacks of burning for 5 seconds.
  • Overcharged Shot: Movement-speed adjustments no longer affect the intended travel distance.
  • Jump Shot: Movement-speed adjustments no longer affect the intended travel distance.
  • Retreating Grapple: Movement-speed adjustments no longer affect the intended travel distance.
  • Rocket Boots: Movement-speed adjustments no longer affect the intended travel distance.
  • Rocket Kick: Movement-speed adjustments no longer affect the intended travel distance.
  • Static Shock: Recharge reduced from 30 seconds to 25 seconds.
  • Healing Turret—Regenerating Mist: Recharge reduced from 25 seconds to 21 seconds.
  • Med Kit—Bandage Self: Recharge reduced from 20 seconds to 17 seconds.
  • Elixir H—Toss Elixir H: Recharge reduced from 30 seconds to 25 seconds.
  • Bomb Kit—Big Ol’ Bomb: Recharge reduced from 30 seconds to 25 seconds.
  • Elixir Gun—Healing Mist: Recharge reduced from 40 seconds to 35 seconds.
  • Elixir B—Toss Elixir B: Recharge reduced from 30 seconds to 25 seconds.
  • Elixir C—Toss Elixir C: Recharge reduced from 30 seconds to 25 seconds.
  • Elixir R—Toss Elixir R: Recharge reduced from 120 seconds to 100 seconds.
  • Elixir S—Toss Elixir S: Recharge reduced from 60 seconds to 50 seconds.
  • Elixir U—Toss Elixir U: Recharge reduced from 60 seconds to 50 seconds.
  • Flamethrower—Incendiary Ammo recharge reduced from 60 seconds to 50 seconds.
  • Personal Battering Ram—Launch Personal Battering Ram: Recharge reduced from 15 seconds to 12 seconds.
  • Rocket Boots—Rocket Kick: Recharge reduced from 20 seconds to 17 seconds.
  • Slick Shoes—Super Speed: Recharge reduced from 30 seconds to 25 seconds.
  • Mine—Mine Field: Recharge reduced from 20 seconds to 17 seconds.
  • Utility Goggles—Analyze: Recharge reduced from 30 seconds to 25 seconds.
  • Grenade Kit—Grenade Barrage: Recharge reduced from 30 seconds to 25 seconds.
  • Tool Kit—Throw Wrench: Recharge reduced from 20 seconds to 17 seconds.
  • Flame Turret—Throw Napalm: Recharge reduced from 30 seconds to 25 seconds.
  • Harpoon Turret—Harpoon: Recharge reduced from 10 seconds to 8 seconds.
  • Net Turret—Net Attack: Recharge reduced from 45 seconds to 38 seconds.
  • Rifle Turret—Surprise Shot: Recharge reduced from 10 seconds to 8 seconds.
  • Rocket Turret—Rocket: Recharge reduced from 30 seconds to 25 seconds.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Explosives:
Minor:

  • Evasive Powder Keg: Create a bomb when you dodge.
  • Steel-Packed Powder: Your explosions cause 5 seconds of vulnerability.
  • Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.

Adept:

  • Grenadier: Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
  • Explosive Descent: You take 50% decreased damage from falling. When you take fall damage, you release a barrage of grenades.
  • Glass Cannon: Deal 5% increased damage while above 90% health.

Master:

  • Aim-Assisted Rocket: You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10-second internal cooldown.
  • Shaped Charge: You deal 5% increased damage to foes affected by vulnerability.
  • Short Fuse: Your bombs explode faster, and bomb skills recharge 20% faster.

Grandmaster:

  • Siege Rounds: Orbital Strike hits an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
  • Shrapnel: Your explosions have a 15% chance to cause 12 seconds of bleeding and 2 seconds of crippled.
  • Thermobaric Detonation: Evasive Powder Keg is now a blast finisher.

Firearms:
Minor:

  • Sharpshooter: Your critical hits have a 33% chance to cause 3 seconds of bleeding.
  • Hematic Focus: You have a 10% increased chance to critically strike foes affected by bleeding.
  • Serrated Steel: Bleeding you apply lasts 33% longer.

Adept:

  • Chemical Rounds: Your pistol skills have 50% increased condition duration.
  • Heavy Armor Exploit: Your critical hits have a 50% chance to grant you 3 seconds of swiftness and cause 3 seconds of vulnerability.
  • High Caliber: You have a 10% increased chance to critically strike nearby foes.

Master:

  • Pinpoint Distribution: You gain 10% of your precision attribute as condition damage.
  • Skilled Marksman: You attack 10% faster with a rifle or harpoon gun, and those skills recharge 20% faster.
  • No Scope: Your critical hits on nearby foes grant you 4 seconds of fury. This trait has a 10-second internal cooldown.

Grandmaster:

  • Juggernaut: Gain a stack of might for 15 seconds and a stack of stability for 3 seconds every 3 seconds.
  • Modified Ammunition: Deal 2% additional damage per condition on your foe.
  • Incendiary Powder: Your critical hits inflict 4 seconds of burning. Burning you apply lasts 33% longer. This trait has a 10-second internal cooldown.

Inventions:
Minor:

  • Cleansing Synergy: When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10-second internal cooldown.
  • Heal Resonator: When you use a healing skill you grant 6 seconds of regeneration to nearby allies.
  • Energy Amplifier: While under the effects of regeneration you gain up to 250 healing power.

Adept:

  • Over Shield: Shield skills recharge 20% faster and grant 4 seconds of protection to nearby allies.
  • Automated Medical Response: All heal skills recharge when you are struck while below the health threshold.
  • Autodefense Bomb Dispenser: Drop a smoke bomb when you are disabled. This trait has a 30-second internal cooldown.

Master:

  • Experimental Turrets: Turrets apply boons to allies around them every 10 seconds.
  • Soothing Detonation: When you combo a blast finisher nearby allies are healed.
  • Mecha Legs: Your movement speed is increased by 25%. The duration of crippled, chilled and immobilized on you is reduced by 33%.

Grandmaster:

  • Advanced Turrets: Turrets receive 33% less damage. Turrets reflect missiles for 4 seconds after they’re created.
  • Bunker Down: When you critically hit, create a mine and a med pack (approximately 500 healing and 4 seconds of regeneration) at your location. This trait has a 2-second internal cooldown.
  • Medical Dispersion Field: You heal nearby allies for 12% of the amount you are healed. This effect has a 5-second internal cooldown.

Alchemy:
Minor:

  • Hidden Flask: Drink an Elixir B when struck while below 75% health.
  • Transmute: Incoming conditions are converted into boons. This trait has a 15-second internal cooldown.
  • Alchemical Tinctures: Elixirs remove a condition from affected allies. Boons you apply last 20% longer.

Adept:

  • Invigorating Speed: When you gain swiftness, you also gain 6 seconds of vigor. This trait has a 5-second internal cooldown.
  • Protection Injection: Gain 3 seconds of protection when you are disabled. This trait has a 5-second internal cooldown.
  • Health Insurance: While using Med Kit, your outgoing healing to others is increased by 15%.

Master:

  • Inversion Enzyme: Elixir Gun abilities which remove conditions now convert them into boons instead.
  • Self-Regulating Defenses: When struck below 25% health, you consume an Elixir S.
  • Backpack Regenerator: While using a kit, you passively recover health.

Grandmaster:

  • HGH: Elixirs grant 2 stacks of might for 20 seconds, and their other effect durations are increased by 20%. Elixirs also have a reduced recharge.
  • Stimulant Supplier: Drop a stimulant when you use a heal skill. This trait has a 10-second internal cooldown.
  • Iron Blooded: Incoming damage is reduced by 2% for every boon on you.

Tools:
Minor:

  • Optimized Activation: Using a tool belt skill grants 2 seconds of vigor.
  • Mechanized Deployment: Your tool belt skills recharge 15% faster.
  • Excessive Energy: Deal 10% more damage while your endurance is above 90%.

Adept:

  • Static Discharge: Discharge a bolt of lightning when you activate a tool belt skill.
  • Reactive Lenses: When blinded or disabled, you activate utility goggles.
  • Power Wrench: Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.

Master:

  • Streamlined Kits: Equipping a kit creates an attack or spell and grants you 20 seconds of swiftness. This trait has a 20-second internal cooldown.
  • Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20-second internal cooldown.
  • Takedown Round: Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10-second internal cooldown.

Grandmaster:

  • Kinetic Charge: After evading a strike, the next tool belt skill you use is recharged instantly. This trait has a 40-second internal cooldown.
  • Adrenal Implant: Endurance regeneration is increased by 50%.
  • Gadgeteer: Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.

Guardian
Skills

  • Healing Breeze: This ability is now a shout and has been renamed “Receive the Light!” It maintains the same cast time and radial effects, but it will now be affected by shout-modifying traits and items.
  • Tome of Courage: This ability has been replaced by a new ability, Signet of Courage.
  • Signet of Courage—Passive: While in combat, heal allies around you every 10 seconds. Active: Fully heal nearby allies. Cooldown: 180 seconds.
  • Tome of Wrath: This ability has been replaced by a new shout, “Feel My Wrath!”
  • “Feel My Wrath!”: Grant fury for 10 seconds and quickness for 5 seconds to nearby allies. Cooldown: 30 seconds.
  • Litany of Wrath: Reduced the casting time of this ability from 0.75 seconds to 0.25 seconds.
  • Virtue of Justice: The recharge of this ability has been reduced from 30 seconds to 25 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
  • Virtue of Resolve: The recharge of this ability has been reduced from 60 seconds to 50 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
  • Virtue of Courage: The recharge of this ability has been reduced from 90 to 75 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
  • Wrathful Grasp: This skill now applies 3 stacks of burning for 5 seconds.
  • Zealot’s Flame: Increased the burning duration from 3 seconds to 6 seconds.
  • Zealot’s Fire: This skill now applies 3 stacks of burning for 3 seconds.
  • Judge’s Intervention: This skill now applies 3 stacks of burning for 3 seconds.
  • Purging Flames: This skill now applies 3 stacks of burning for 5 seconds.
  • Virtue of Justice—Passive: Increased the burning duration from 1 second to 2 seconds.
  • Leap of Faith: Movement-speed adjustments no longer affect the intended travel distance.
  • Mighty Blow: Movement-speed adjustments no longer affect the intended travel distance.
  • Shield of Absorption: This skill’s recharge has been reduced from 30 seconds to 24 seconds.
  • Shield of Judgment: This skill’s recharge has been reduced from 25 seconds to 20 seconds.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Zeal:
Minor:

  • Zealot’s Speed: Create a symbol of wrath when you are struck while below the health threshold.
  • Symbolic Exposure: Symbols apply 3 seconds of vulnerability to foes per hit.
  • Symbolic Power: Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.

Adept:

  • Wrathful Spirit: Aegis grants 3 seconds of retaliation when it ends.
  • Fiery Wrath: Damage against burning foes is increased by 7%.
  • Zealous Scepter: While wielding a scepter, gain 10 seconds of might when your passive Virtue of Justice effect triggers.

Master:

  • Binding Jeopardy: Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
  • Zealous Blade: Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
  • Kindled Zeal: Gain condition damage based on 10% your power attribute.

Grandmaster:

  • Expeditious Spirit: Spirit weapons burn foes for 3 seconds when they strike. Spirit weapon summon and command skills have a 20% reduced recharge.
  • Shattered Aegis: When aegis you applied blocks an attack, it damages nearby foes.
  • Symbolic Avenger: You deal more damage to enemies standing in your symbols.

Radiance:
Minor:

  • Justice Is Blind: When activating Virtue of Justice, nearby foes are blinded for 3 seconds.
  • Renewed Justice: Justice is renewed when you kill a foe.
  • Radiant Power: Attacks against burning foes have a 10% increased chance to critically hit.

Adept:

  • Inner Fire: Gain fury for 8 seconds when you strike a foe that has 3 or more stacks of burning. This effect has a 10-second cooldown.
  • Right-Hand Strength: Critical hit chance with one-handed weapons is increased by 15%. Sword abilities have 20% reduced recharge.
  • Healer’s Retribution: Gain retaliation for 5 seconds when using a heal skill.

Master:

  • Wrath of Justice: Striking an enemy with Virtue of Justice’s active effect triggers Signet of Wrath’s active ability.
  • Radiant Fire: Gain Zealot’s Flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster.
  • Retribution: Gain 10% increased damage while under the effects of retaliation.

Grandmaster:

  • Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1-second internal cooldown.
  • Perfect Inscriptions: Gain light aura for 3 seconds when activating a signet. Signets recharge 20% faster and have 20% increased passive effects.
  • Radiant Retaliation: Retaliation damage scales from condition damage instead of power.

Valor:
Minor:

  • Valorous Defense: Gain aegis for 5 seconds when you are struck while below 50% health.
  • Courageous Return: Virtue of Courage is fully recharged when you revive an ally or when you rally. This effect has a 30-second internal cooldown.
  • Might of the Protector: Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1-second internal cooldown.

Adept:

  • Strength of the Fallen: Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
  • Smiter’s Boon: Smite conditions when you use a healing ability.
  • Focus Mastery: Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.

Master:

  • Stalwart Defender: Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
  • Strength in Numbers: Nearby allies gain up to 150 bonus toughness, based on your effective level. Radius of 600.
  • Communal Defenses: Grant 5 seconds of aegis to allies when you block an attack.

Grandmaster:

  • Altruistic Healing: Applying a boon to allies also heals you.
  • Monk’s Focus: Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
  • Retributive Armor: Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.

Honor:
Minor:

  • Vigorous Precision: Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10-second internal cooldown.
  • Selfless Daring: The end of your dodge roll heals nearby allies.
  • Purity of Body: Your Virtue of Resolve passive effect also regenerates endurance by 15%.

Adept:

  • Invigorated Bulwark: Gain increased healing power worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
  • Protective Reviver: Activate a shield of absorption when you begin reviving an ally. Upon successful revival, you and each ally gain aegis, protection, and regeneration for 10 seconds. Cooldown: 24 seconds.
  • Protector’s Impact: Create a symbol of protection when you take falling damage. You take 50% less damage when falling.

Master:

  • Honorable Staff: Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
  • Pure of Heart: Aegis heals when it blocks an attack.
  • Empowering Might: You and nearby allies gain 5 seconds of might when you land a critical hit.

Grandmaster:

  • Pure of Voice: Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharges reduced by 20%.
  • Writ of Persistence: Symbols last 2 seconds longer, are larger, and heal allies.
  • Force of Will: Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased by a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).

Virtues:
Minor:

  • Inspired Virtue: Virtues apply the following boons to allies when activated:
    • Virtue of Justice: 3 stacks of might for 5 seconds.
    • Virtue of Resolve: 5 seconds of regeneration.
    • Virtue of Courage: 5 seconds of protection.
  • Virtue of Retribution: Gain retaliation for 3 seconds when you activate a virtue. Retaliation you apply lasts 25% longer.
  • Power of the Virtuous: Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.

Adept:

  • Unscathed Contender: Deal 20% more damage while under the effects of aegis.
  • Retaliatory Subconscious: Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted, or inflicted with fear.
  • Master of Consecrations: Consecrations last 20% longer and have 20% reduced recharge.

Master:

  • Supreme Justice: Virtue of Justice causes burning with 3 strikes instead of 5. When activating Virtue of Justice, burning duration is increased by 1 second.
  • Absolute Resolution: Activating Virtue of Resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
  • Glacial Heart: Critical hits with the hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.

Grandmaster:

  • Permeating Wrath: Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
  • Battle Presence: Nearby allies gain Virtue of Resolve’s passive effect.
    • This trait no longer functions if Virtue of Resolve is on cooldown.
  • Indomitable Courage: Activating Virtue of Courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of Courage’s passive effect triggers every 30 seconds, down from 40 seconds.

Mesmer
General

  • Phantasm damage has been increased by 15%.
  • Summoned clones will now show your equipped off-hand weapon.
  • Fixed a bug in which underwater clones did not show tridents.
  • Fixed an issue where the Illusionary Rogue’s attack was being listed as “Smoke Bomb” in the combat log. It is now referred to as “Shadow Assault.”

Skills

  • Mesmer skills that create bouncing projectiles will now have them bounce one additional time.
  • Reduced the recharge on glamour skills by 20%.
  • Using any shatter skill now creates the shatter effect on you as well by default.
  • Mantras now give 600 toughness while channeling them.
  • Manipulation skill range has been increased to 1200.
  • Pistol skills used by you and your illusions have had their range increased to 1200.
  • Mind Wrack: Reduced the recharge from 15 seconds to 12 seconds.
  • Cry of Frustration: Reduced the recharge from 30 seconds to 25 seconds.
  • Diversion: Reduced the recharge to 38 seconds. It now shows the number of targets dazed (1) when untraited.
  • Distortion: Reduced the recharge to 50 seconds. When affected by traits such as Maim the Disillusioned and Illusionary Retribution, this skill now strikes 1 target.
  • Chaos Storm: Increased poison duration from 2 seconds to 4 seconds.
  • Confusing Images: Added one additional strike to this skill. Strikes from this skill now display an additive total rather than individual hits. This skill now activates 50% faster.
  • Ether Clone (Scepter skill 1, chain 3): Adjusted the timing of this attack to flow better with the other attacks in the chain. The projectile is now launched sooner, but the attack has slightly longer aftercast. The number of clones generated per second by this chain is unchanged.
  • Feedback: This skill now requires a target. This change addressed an issue that allowed this skill to be cast at an unspecified location if the player did not have a target.
  • Ineptitude (Trident skill 2): This skill has been renamed to “Blinding Tide.”
  • Illusionary Defender: Updated the description of this skill to more accurately convey that it also absorbs damage directed at allies. Functionality has not been changed.
  • Illusionary Leap: Increased the delay before the clone is summoned by about 0.25 seconds to allow players to start casting this skill while moving within range and not have it fail. The speed of attack of Illusion has been increased by about 0.35 seconds to allow for better tracking against moving targets.
  • Mass Invisibility: This skill is now classified as a manipulation.
  • Mimic: Updated functionality of this skill. This skill now causes the next utility-slot skill you use within 10 seconds to recharge in 1 second. Increased recharge to 90 seconds.
  • Mirror: This skill is now classified as a manipulation and has a unique mirror enhancement that can be applied by traits.
  • Polymorph Moa: This skill has been renamed to “Signet of Humility” and is now classified as a signet skill. Its passive effect reduces the duration of stun, daze, fear, and taunt by 20%. Its active effect remains unchanged.
    • Polymorph Moa—Kick: Movement-speed adjustments no longer affect the intended travel distance.
    • Polymorph Moa—Flee: Movement-speed adjustments no longer affect the intended travel distance.
  • Phantasmal Mage: Instead of inflicting confusion on foes and granting retaliation on allies, this phantasm now inflicts 1 stack of burning for 6 seconds on foes and grants 3 seconds of fury to allies. Removed undocumented condition removal from this phantasm.
  • Portal: Attempting to create a second portal entrance while you have an active portal will destroy the active portal.
  • Signet of Illusions: Reduced recharge to 60 seconds. This skill now specifies which skills it recharges.
  • Signet of Inspiration: Reduced recharge of this skill to 30 seconds. The passive effect of this signet now grants 5 seconds of swiftness plus one other random boon every 10 seconds. It no longer grants swiftness as one of its random boons.
  • Signet of Midnight: The passive effect of this signet now grants 20% condition duration instead of 10% boon duration.
  • Spinning Revenge (Trident 3): This skill now applies chaos armor to you when cast.
  • Time Warp: This skill is now classified as a glamour. It now pulses 1 second of slow every second on foes in the affected area, in addition to its previous effect of quickness on allies.

(edited by Mark Katzbach.9084)

June 23 Specialization Changes

in Guild Wars 2 Discussion

Posted by: Josh Davis.6015

Josh Davis.6015

Next

Sorry for the delay. Enjoy.

CONDITION UPDATES
Damaging conditions were all reworked to better ensure damage is properly being delivered in large scale combat. All damaging conditions are changed to intensity stacking and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.

  • All damage conditions will now stack up to 1500 times.
  • Bleeding:
    • The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.
    • New damage over time: 2+(0.3*Level)+(0.075 * Condition Damage)
  • Burning:
    • This condition will now stack in intensity. The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat. Creatures that apply burning have been re-balanced to account for this change.
    • New damage over time: 7.5+(1.55*Level)+(0.155 * Condition Damage)
  • Confusion:
    • This condition now has two damage components. A damage over time, as well as the damage dealt when an ability completes. The damage has also been normalized between all game modes. The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.The skill use damage will also now trigger when the affected target is interrupted during skill activation.
    • New damage over time: 2+(0.3*Level)+(0.04*Condition Damage)
    • New trigger damage: 3.5+(0.575*Level)+(0.0625*Condition Damage)
  • Poison:
    • This condition will now stack in intensity. Poison’s healing reduction will not depend on number of stacks. Any poison will result in a static -33% (same value as live). The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat. Creatures that apply burning have been re-balanced to account for this change.
    • New damage over time: 3.5+(0.375*Level)+(.06*Condition Damage)
  • Torment:
    • The formula for this condition has been re scaled to account for this new behavior.of damaging conditions and to push more focus on the damage onto the condition damage stat.
    • New damage over time: 1.5+(0.225*Level)+(0.055*Condition Damage)
    • New damage while moving: 3+(0.45*Level)+(0.11*Condition Damage)
  • Vulnerability This condition was changed so that it not only increases direct damage, but it will also increase condition damage as well. Each stack will increase direct damage by 1% and condition damage by 1%.
  • Slow: This new condition is now present on some profession abilities and slows the activation of skills by 50% while active.

BOON UPDATES

  • Quickness: This buff is now a boon.
  • Resistance: This new boon is now present on some profession abilities and causes all conditions currently on your character to be ineffective for its duration.
  • Vigor: Decreased the endurance regeneration rate from 100% to 50%.

Boon and Condition Conversion
Boon to condition conversion and condition to boon conversion has been standardized and its functionality changed. Skills which convert boons and conditions now randomly select from all boons and conditions on the target instead of taking the last applied.

  • Boon to Condition Conversion
    • Aegis -> Burning 1 stack for 3 seconds
    • Fury -> Blindness 5 seconds
    • Might -> Weakness 10 seconds
    • Protection -> Vulnerability 3 stacks for 10 seconds
    • Regeneration -> Poison 10 seconds
    • Resistance -> Chilled 3 seconds
    • Retaliation -> Confusion 3 stacks for 5 seconds
    • Stability -> Fear 1 second
    • Swiftness -> Cripple 10 seconds
    • Quickness -> Slow 3 seconds
    • Vigor -> Bleeding 3 stacks for 10 seconds
  • Condition to Boon Conversion
    • Bleeding -> Vigor 10 seconds
    • Blindness -> Fury 5 seconds
    • Burning -> Aegis 5 seconds
    • Chilled -> Resistance 2 seconds
    • Confusion -> Retaliation 5 seconds
    • Cripple -> Swiftness 10 seconds
    • Fear -> Stability 1 stack for 3 seconds
    • Immobilize -> Swiftness 10 seconds
    • Poison -> Regeneration 5 seconds
    • Slow -> Quickness 3 seconds
    • Torment -> Might 3 stacks for 10 seconds
    • Vulnerability -> Protection 3 seconds
    • Weakness -> Might 3 stacks for 10 seconds

ELEMENTALIST
Skills

  • Base attunement recharge reduced from 13s to 10s
  • Base global recharge reduced from 1.65s to 1.5s
  • Ether Renewal: This ability is now a Cantrip. The recharge of this ability has been increased from 15 seconds to 18.
  • Tornado: This ability is now a Cantrip.
  • Whirlpool: This ability is now a Cantrip.
  • Soothing Mist: The radius of this trait has been reduced to 300 radius.
  • Fiery Charge: The damage of this ability has been increased by 60%
  • Ice Bow Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15.
  • Ice Bow Frost Fan: The damage of this ability has been increased by 25%.
  • Glyph of Elemental Power: This skill now applies 2 stacks of burning for 3 seconds when used in fire attunement
  • Drake’s Breath: Increased the burning duration from 2 seconds to 3 seconds.
  • Burning Speed: Increased the burning duration from 1 second to 1.5 seconds per pulse. Movement speed adjustments no longer affect the intended travel distance.
  • Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
  • Ring of Fire: This skill now applies 3 stacks of burning for 5 seconds when a foe crosses the threshold.
  • Flamewall: Increased the burning duration from 1 second to 2.5 seconds per pulse.
  • FlameStrike: Increased the burning duration from 2 seconds to 3 seconds.
  • Dragon’s Rooth: This skill now applies 3 stacks of burning for 3 seconds.
  • Signet of FIre: This skill now applies 2 stacks of burning for 10 seconds.
  • Flame Burst: This skill now applies 2 stacks of burning for 6 seconds.
  • Heat Wave: Increased the burning duration from 2 seconds to 6 seconds.
  • Cleansign Fire: This skill now applies 3 stacks of burning for 4 seconds.
  • Flame Leap: Increased the burning form 7 seconds to 8 seconds.
  • Glyph of Storms – FIrestorm: Increased the burning duration from 1 second to 2 seconds.
  • Ride the Lightning: Movement speed adjustments no longer affect the intended travel distance.
  • Magnetic Leap: Movement speed adjustments no longer affect the intended travel distance.
  • Tidal Wave: Movement speed adjustments no longer affect the intended travel distance.
  • Conjure Fiery Greatsword – Fiery Whirl: Movement speed adjustments no longer affect the intended travel distance.
  • Conjure Fiery Greatsword – Fiery Rush: Movement speed adjustments no longer affect the intended travel distance.
  • Conjure Flame Axe – Burning Retreat: Movement speed adjustments no longer affect the intended travel distance.
  • Conjure Flame Axe – Flame Leap: Movement speed adjustments no longer affect the intended travel distance.
  • Conjure Earth Shield – Magnetic Surge: Movement speed adjustments no longer affect the intended travel distance.
  • Blasting Staff’s radius increase for staff is now baseline.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)

Fire:
Minor:

  • Empowering Flame: Gain 150 power while in fire attunement.
  • Sunspot: Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
  • Burning Rage: Deal 10% more damage to burning foes.
    Adept:
  • Burning Precision: Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%.
  • Conjurer: Gain fire aura for 5 seconds when an ally picks up a conjured weapon; Conjured weapons have 10 more charges.
  • Burning Fire: Use cleansing fire automatically when you have 3 conditions on you. Cantrips grant you 3 stacks of might for 15 seconds when used.
    Master:
  • Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
  • One with Fire: Fire auras you apply last 33% longer and grant 2 stacks of might for 10 second when applied.
  • Power Overwhelming: Gain condition damage based on 10% of your total power attribute.
    Grandmaster:
  • Persisting Flames: Executing blast finishers on fire fields grant 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font on your position when you go down.
  • Pyromancer’s Puissance: Each skill you use while attuned to fire grant you 15 seconds of might. This effect works in combat only.
  • Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 3 second internal cooldown.

Air:
Minor:

  • Zephyr’s Speed: Move 25% faster when attuned to air.
  • Electric Discharge: Strike your target with a bolt of lightning when attuning to air.
  • Weak Spot: You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.

Adept:

  • Zephyr’s Boon: Auras grant Fury and Swiftness for 5 seconds when applied.
  • One with Air: Gain 3 seconds of superspeed when attuning to air.
  • Ferocious Winds: Gain ferocity based on 7% of your precision.

Master:

  • Inscription: Grant a boon associated with your current attunement when you cast a glyph. Glyph ability recharges are reduced by 20%.
  • Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon abilities are reduced by 33%.
  • Tempest Defense: Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.

Grandmaster:

  • Bolt to the Heart: Deal 20% more damage to enemies whose health is below 50%.
  • Fresh Air: Recharge air attunement when you critically hit an enemy.
    • Removed cooldown.
  • Lightning Rod: Disabling an enemy causes them to be struck by a lightning bolt.

Earth:
Minor:

  • Stone Flesh: Gain 150 toughness while attuned to earth.
  • Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth.
  • Geomancer’s Defense: You take 10% less damage from foes within 360 range of you.

Adept:

  • Earth’s Embrace: Gain armor of earth when struck while below 50% health.
  • Serrated Stones: Bleeds you apply last 20% longer. Deal 5% more damage to bleeding foes.
  • Elemental Shielding: Grant 3 seconds of protection when applying an aura to yourself or an ally.

Master:

  • Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
  • Rock Solid: Grant 2 seconds of stability to nearby allies when attuning to earth.
  • Geomancer’s Training: You recover 33% more quickly from chilled, cripple and immobilize. Earth abilities recharge 33% faster.

Grandmaster:

  • Diamond Skin: Conditions cannot be applied to you when your health is above 90%.
  • Written in Stone: Maintain the passive effects of signets when you activate them. Signet recharges are reduced by 20%.
  • Stone Heart: You cannot be critically hit while attuned to earth.

Water:
Minor:

  • Soothing Mist: You and nearby allies regenerate health while you are attuned to water. Radius 300.
  • Healing Ripple: Heal nearby allies when attuning to water.
  • Aquatic Benevolence: Healing done to allies is increased by 15%

Adept:

  • Soothing Ice: Gain regeneration and frost aura for 4 seconds when critically hit.
  • Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
  • Stop, Drop, and Roll: Dodge-rolling removes burning and chilled from you and nearby allies.

Master:

  • Soothing Disruption: Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
  • Cleansing Wave: Remove a condition from you and allies when attuning to water.
  • Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.

Grandmaster:

  • Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
  • Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.
  • Soothing Power: The healing effect of soothing mist is increased by 200%.

Arcane:
Minor:

  • Arcane Fury: Gain 2 seconds of Fury when you switch attunements
  • Elemental Attunement: When attuning to an element, you and nearby allies gain a boon.
  • Elemental Enchantment: Boon duration is increased by 10% and attunements recharge 15% faster.

Adept:

  • Arcane Precision: Skills have a chance to apply a condition, based on your current attunement, on critical hits.
  • Renewing Stamina: Gain vigor when you deliver a critical hit. This effect has a 5 second internal cooldown.
  • Arcane Abatement: Take less damagea from falling. Create a spell when you take falling damage, based on your attunement.

Master:

  • Arcane Resurrection: You have increased 10% revive speed. When you revive an ally, you and the revived ally gain an aura based on your attunement.
  • Elemental Contingency: Gain a boon when you are struck, based on your current attunement.
  • Final Shielding: Create an arcane shield when you are struck while your health is below the threshold.

Grandmaster:

  • Evasive Arcana: Create an attunement-based spell at the end of your dodge roll.
    • Cleansing Wave (Evasive Arcana): This ability has been unsplit between PvE and PvP and now maintains the full healing power effectiveness in all game modes.
  • Elemental Surge: Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
  • Bountiful Power: Deal 2% more damage for each boon on you.

ENGINEER
Skills

  • All skills in the grenade kit have had their range updated from 1200 to 900.
  • All grenade skill now throw 3 grenades by default
  • Poison Grenade: This skill has been redesigned. It will no longer leave pulsing poison fields, The impact of the grenades will now each poison nearby foes for 8 seconds.
  • All kit backpacks were removed and replaced with a weapon that you character holds to distinguish the kit which you are currently using.
  • Med kit has been updated and now includes the following skills:
    • 1) Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.
    • 2) Throw Bandages: Throw out a bandage pack that heals, applies regeneration, and removes a single damage condition.
    • 3) Throw Stimulant: Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability).
    • 4) Throw Accelerant: Throw out an accelerant that heals, grants Swiftness, and removes a movement impariing condition (Immobilize, Chill, Cripple.)
    • 5) Throw Antidote: Throw out an antidote vial that heals, cures a condition, and applies resistance.
  • Engineers gain [f5] toolbelt skills at level 31. The f5 toolbelt skills are linked to your elite skill.
  • Mortar has been converted into a kit and now has the following skills:
    • 1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.
    • 2) Poison Gas Shell: Launch a mortar round that spreads poisonous gas in an area.
    • 3) Flash Shell: Launch a phosphorous mortar round that burns brightly at impact point.
    • 4) Endothermic Shell: Launch a mortar round that chills foes in the target area.
    • 5) Elixir Shell: Launch a mortar round that heals allies in the target area.
    • F5) Orbital Strike: Call down energy from the sky to blast an area.
  • Supply Crate has been converted into a turret and now has the following skills:
    • Drop Supply Crate Request a supply drop of turrets.
    • Overcharge Supply Crate: Overcharge Supply Crate’s turrets
    • Med Pack Drop: Call down a supply drop of med packs into a target area.
    • Detonate Supply Crate Turrets: Detonate your supply crate turrets.
  • Elixir X toolbelt skill created:
    • Toss Elixir X: Toss your Elixir X, transforming enemies at the location into moa.
  • Poison Dart Volley: Increased the poison duration from 2 seconds to 4 seconds.
  • Fumigate: Increased the poison duration from 1 second to 2 seconds per pulse.
  • Incendiary Powder: This skill now applies 2 stacks of burning for 4 seconds.
  • Incendiary Ammo: This skill now applies 2 stacks of burning for 3 seconds.
  • Timed Charge: This skill now applies 2 stacks of burning for 4 seconds.
  • Fire Bomb: Increased the burning duration from 2 seconds to 3 seconds.
  • Throw Napalm: Increased the burning duration from 1 second to 2 seconds per pulse.
  • Flame Jet: Increased the burning duration from 1 second to 2 seconds.
  • Napalm: Increased the burning duration from 1 second to 2.5 seconds.
  • Rocket Kick: This skill now applies 2 stacks of burning for 5 seconds.
  • Overcharged Shot: Movement speed adjustments no longer affect the intended travel distance.
  • Jump Shot: Movement speed adjustments no longer affect the intended travel distance.
  • Retreating Grapple: Movement speed adjustments no longer affect the intended travel distance.
  • Rocket Boots: Movement speed adjustments no longer affect the intended travel distance.
  • Rocket Kick: Movement speed adjustments no longer affect the intended travel distance.
  • AED Toolbelt skill Static Shock recharge reduced from 30s to 25s
  • Healing Turret toolbest skill Regenerating Mist recharge reduced from 25s to 21s
  • Med Kit toolbelt skill Bandage Self recharge reduced from 20s to 17s
  • Elixir H toolbelt skill Toss Elixir H recharge reduced from 30s to 25s
  • Bombkit toolbelt skill Big Ol’Bomb recharge reduced from 30s to 25s
  • Elixir Gun toolbelt skill Healing Mist recharge reduced from 40s to 35s
  • Elixir B toolbelt skill Toss Elixir B recharge reduced from 30s to 25s
  • Elixir C toolbelt skill Toss Elixir C recharge reduced from 30s to 25s
  • Elixir R toolbelt skill Toss Elixir R recharge reduced from 120s to 100s
  • Elixir S toolbelt skill Toss Elixir S recharge reduced from 60s to 50s
  • Elixir U toolbelt skill Toss Elixir U recharge reduced from 60s to 50s
  • Flamethrower toolbest skill Incendiary Ammo recharge reduced from 60s to 50s
  • Personal Battering Ram toolbest skill Launch Personal Battering Ram recharge reduced from 15s to 12s
  • Rocket Boots toolbest skill Rocket Kick recharge reduced from 20s to 17s
  • Slick Shoes toolbest skill Super Speed recharge reduced from 30s to 25s
  • Mine toolbest skill Mine Field recharge reduced from 20s to 17s
  • Utility Googles toolbest skill Analyze recharge reduced from 30s to 25s
  • Grenade Kit toolbest skill Grenade Barrage recharge reduced from 30s to 25s
  • Tool Kit toolbest skill Throw Wrench recharge reduced from 20s to 17s
  • Flame Turret toolbest skill Throw Napalm recharge reduced from 30s to 25s
  • Harpoon Turret toolbest skill Harpoon recharge reduced from 10s to 8s
  • Net Turret toolbest skill Net Attack recharge reduced from kitten to 38s
  • Rifle Turret toolbest skill Surprise Shot recharge reduced from 10s to 8s
  • Rocket Turret toolbest skill Rocket recharge reduced from 30s to 25s

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)

Explosives:
Minor:

  • Evasive Powder Keg: Create a bomb when you dodge.
  • Steel-Packed Powder: Your explosions cause 5s of vulnerability.
  • Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed

Adept:

  • Grenadier: Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
  • Explosive Descent: You take 50% decreased damage from falling. When you take fall damage release a barrage of grenades.
  • Glass Cannon: Deal 5% increased damage while above 90% health

Master:

  • Aim-assisted Rocket: You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10 second internal cooldown.
  • Shaped Charge: You deal 5% increased damage to foes affected by vulnerability.
  • Short Fuse: Your bombs explode faster and bomb skills recharge 20% faster.

Grandmaster:

  • Siege Rounds: Orbital Strike comes down an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
  • Shrapnel: Your explosions have a 15% chance to cause 12s of bleeding and 2s of cripple.
  • Thermobaric Detonation: Evasive Powder Keg is now a blast finisher.

Firearms:
Minor:

  • Sharpershooter: Your critical hits have a 33% chance to cause 4s of bleeding.
  • Hematic Focus: You have a 10% increased chance to critically strike foes affected by bleeding.
  • Serrated Steel: Bleeding you apply lasts 33% longer.

Adept:

  • Chemical Rounds: Your pistol skills have 50% increased condition duration.
  • Heavy Armor Exploit: Your critical hits have a 50% chance to grant you 3s of swiftness and cause 3s of vulnerability.
  • High Caliber: You have a 10% increased chance to critically strike nearby foes.

Master:

  • Pinpoint Distribution: You gain 10% of your precision attribute as condition damage.
  • Skilled Marksman: You attack 10% faster with rifle or harpoon gun and those skills recharge 20% faster.
  • No Scope: Your critical hits on nearby foes have a 100% chance to grant you 4s of fury. This trait has a 10 second internal cooldown.

Grandmaster:

  • Juggernaut: Gain a stack of might for 15s and a stack of stability for 3s every 3 seconds while using the Flamethrower.
  • Modified Ammunition: Deal 2% additional damage per condition on your foe.
  • Incendiary Powder: Your critical hits inflict 4s of burning. Burning you apply lasts 33% longer. This trait has a 10 second internal cooldown.

Inventions:
Minor:

  • Cleansing Synergy: When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10 second internal cooldown.
  • Heal Resonator: When you use a healing skill you grant 6s of regeneration to nearby allies.
  • Energy Amplifier: While under the effects of regeneration you gain up to 250 Healing power.

Adept:

  • Over Shield: Shield skills recharge 20% faster and grant 4s of protection to nearby allies.
  • Automated Medical Response: All heal skills recharge when struck while you are below the health threshold.
  • Autodefense Bomb Dispenser: Drop a smoke bomb when you are disabled. This trait has a 30 second internal cooldown.

Master:

  • Experimental Turrets: Turrets apply boons to allies around them every 10 seconds.
  • Soothing Detonation: When you combo a blast finisher nearby allies are healed.
  • Mecha Legs: Your movement speed is increased by 25%. The duration of cripple, chill and immobilize on you is reduced by 33%.

Grandmaster:

  • Advanced Turrets: Turrets receive 33% less damage. Turrets reflect missiles for 4s after created.
  • Bunker Down: When you critically hit create a mine and a med pack at your location. This trait has a 2 second internal cooldown.
  • Medical Dispersion Field: You heal nearby allies for 12% of whatever you are healed for.

Alchemy:
Minor:

  • Hidden Flask: Drink an elixir B when struck while below 75% health.
  • Transmute: Incoming conditions have a 100% chance of being converted into a boon. This trait has a 15 second internal cooldown.
  • Alchemical Tinctures: Elixirs remove a condition from affected allies. Boons you apply last 20% longer.

Adept:

  • Invigorating Speed: When you gain swiftness you also gain 6s of vigor. This trait has a 5 second internal cooldown.
  • Protection Injection: Gain 3s of protection when you are disabled. This trait has a 5 second internal cooldown.
  • Health Insurance: While using Med Kit your outgoing healing to others is increased by 15%.

Master:

  • Inversion Enzyme: Elixir Gun abilities which remove conditions now convert them into boons instead.
  • Self-regulating Defenses: When struck below 25% health you consume an Elixir S.
  • Backpack Regenerator: While using a kit you passively recover health.

Grandmaster:

  • HGH: Elixirs grant 2 stacks of might for 20s and their other effect durations are increased by 20%.
  • Stimulant Supplier: Drop a stim pack when you use a heal skill. This trait has a 10 second internal cooldown.
  • Iron Blooded: Incoming damage is reduced by 2% for every boon on you.

Tools:
Minor:

  • Optimized Activation: Using a toolbelt skill grants 2s of vigor.
  • Mechanized Deployment: Your toolbelt skills recharge 15% faster.
  • Excessive Energy: Deal 10% more damage while your endurance is above 90%.

Adept:

  • Static Discharge: Discharge a bolt of lightning when you activate a toolbelt skill.
  • Reactive Lenses: When blinded or disabled you activate utility goggles.
  • Power Wrench: Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.

Master:

  • Steamlined Kits: Equipping a kit creates and attack or spell and grants you 10s of swiftness. This trait has a 20 second internal cooldown.
  • Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20 second internal cooldown.
  • Takedown Round: Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10 second internal cooldown.

Grandmaster:

  • Kinetic Charge: After evading a strike the next toolbelt skill you use is recharged instantly. This trait has a 20 second internal cooldown.
  • Adrenal Implant: Endurance regeneration is increased by 50%.
  • Gadgeteer: Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.

GUARDIAN
Skills

  • Healing Breeze: This ability is now a Shout and has been renamed to “Receive the Light”. It maintains the same cast time and radial effects that it had prior, but will now be affected by Shout-modifying traits and items.
  • Tome of Courage: This ability has been replaced by a new ability: Signet of Courage.
  • Signet of Courage: Passive – While in combat, heal allies around you every 10 seconds. Active: Fully heal nearby allies. Cooldown: 180 seconds.
  • Tome of Wrath: This ability has been replaced by a new Shout: “Feel My Wrath!”
  • “Feel My Wrath!”: Grant fury for 10 seconds and quickness for 5 seconds to nearby allies. Cooldown 30 seconds.
  • Litany of Wrath: Reduced the cast time of this ability from 3/4 second to 1/4 second.
  • Virtue of Justice, Resolve, Courage: The radius of the active portion from these abilities have been reduced from 1200 to 600.
  • Virtue of Justice: The recharge of this ability has been reduced from 30 seconds to 25.
  • Virtue of Resolve: The recharge of this ability has been reduced from 60 seconds to 50.
  • Virtue of Courage: The recharge of this ability has been reduced from 90 to 75.
  • Wrathful Grasp: This skill now applies 3 stacks of burning for 5 seconds.
  • Zealot’s Flame: Increased the burning duration from 3 seconds to 6 seconds.
  • Zealot’s Fire: This skill now applies 3 stacks of burning for 3 seconds.
  • Judge’s Intervention: This skill now applies 3 stacks of burning for 3 seconds.
  • Purging Flames: This skill now applies 3 stacks of burning for 5 seconds.
  • Virtue of Justice Passive: Increased the burning duration from 1 second to 2 seconds.
  • Leap of Faith: Movement speed adjustments no longer affect the intended travel distance.
  • Mighty Blow: Movement speed adjustments no longer affect the intended travel distance.
  • Virtue of Justice recharge reduced from 30s to 25s
  • Virtue of Resolve recharge reduced from 60s to 50s
  • Virtue of Courage recharge reduced from 90s to 75s
  • Shield of Absorption cooldown goes from 30s to 24s baseline.
  • Shield of Judgement cooldown goes from 25s to 20s baseline.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)

Zeal:
Minor:

  • Zealot’s Speed: Create a symbol of wrath when you are struck while below the health threshold.
  • Symbolic Exposure: Symbols apply 3 seconds vulnerability to foes on each hit.
  • Symbolic Power: Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.

Adept:

  • Wrathful Spirit: Aegis grants 3 seconds of retaliation when it ends.
  • Fiery Wrath: Damage against burning foes is increased by 7%.
  • Zealous Scepter: While wielding a scepter, gain 10 seconds of might when your justice passive effect triggers.

Master:

  • Binding Jeopardy: Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
  • Zealous Blade: Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
  • Kindled Zeal: Gain condition damage based on 10% your power attribute.

Grandmaster:

  • Expeditious Spirit: Spirit weapons burn foes for 3 seconds when they hit with an attack. Spirit weapon summon and command skills have a 20% reduced recharge.
  • Shattered Aegis: When aegis you applied blocks an attack, it damages nearby foes.
  • Symbolic Avenger: You deal more damage to enemies standing in your symbols.

Radiance:
Minor:

  • Justice is Blind: When activating virtue of justice, nearby foes are blinded for 3 seconds.
  • Renewed Justice: Justice is renewed when you kill a foe.
  • Radiant Power: Attacks against burning foes have a 10% increased chance to critically hit.

Adept:

  • Inner Fire: Gain fury for 8 seconds when you strike a foe that has 3 or more stacks of burning. This effect has a 10 second cooldown.
  • Right-hand strength: Critical hit chance with one-handed weapons is increased by 15%. Sword abilities have 20% reduced rec harge.
  • Healer’s Retribution: Gain retaliation for 5 seconds when using a heal skill.

Master:

  • Wrath of Justice: Striking an enemy with justice’s active effect triggers signet of wrath’s active ability.
  • Radiant Fire: Gain zealot’s flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster.
  • Retribution: Gain 10% increased damage while under the effects of retaliation.

Grandmaster:

  • Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1 second internal cooldown.
  • Perfect Inscriptions: Gain light aura for 3 seconds when activating a signet. Signets recharge 20% faster and have 20% increased passive effects.
  • Radiant Retaliation: Retaliation damage scales from condition damage instead of power.

Valor:
Minor:

  • Valorous Defense: Gain aegis for 5 seconds when you are struck while below 50% health.
  • Courageous Return: Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
  • Might of the Protector: Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.

Adept:

  • Strength of the Fallen: Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
  • Smiter’s Boon: Smite conditions when you use a healing ability.
  • Focus Mastery: Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.

Master:

  • Stalwart Defender: Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
  • Strength in Numbers: Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
  • Communal Defenses: Grant 5 seconds of aegis to allies when you block an attack.

Grandmaster:

  • Altruistic Healing: Applying a boon to allies also heals you.
  • Monk’s Focus: Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
  • Retributive Armor: Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.

Honor:
Minor:

  • Vigorous Precision: Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
  • Selfless Daring: The end of your dodge roll heals nearby allies.
    • This trait has been un-split and now heals for the same amount in competitive PvP as it does elsewhere in the game.
  • Purity of Body: Your virtue of resolve passive effect also regenerates endurance by 15%.

Adept:

  • Invigorated Bulwark: Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
  • Protective Reviver: Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
  • Protector’s Impact: Create a symbol of protection when you take falling damage. You take 50% less damage when falling.

Master:

  • Honorable Staff: Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
  • Pure of Heart: Aegis heals when it blocks an attack.
  • Empowering Might: You and nearby allies gain 5 seconds of might when you land a critical hit.

Grandmaster:

  • Pure of Voice: Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
  • Writ of Persistence: Symbol s last 2 seconds longer, are larger, and heal allies.
  • Force of Will: Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).

Virtues:
Minor:

  • Inspired Virtue: Virtues apply the following boons to allies when activated:
    • Justice: 3 stacks of might for 5 seconds.
    • Resolve: 5 seconds of regeneration.
    • Courage: 5 seconds of protection.
  • Virtue of Retribution: Gain retaliation for 3 seconds when you activate a virtue. Retaliation you applies lasts 25% longer.
  • Power of the Virtuous: Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.

Adept:

  • Unscathed Contender: Deal 20% more damage while under the effects of aegis.
  • Retaliatory Subconscious: Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
  • Master of Consecrations: Consecrations last 20% longer and have 20% reduced recharge.

Master:

  • Supreme Justice: Virtue of Justice causes burning with 3 strikes instead of 5. When activating virtue of justice, burning duration is increased by 1 second.
  • Absolute Resolution: Activating virtue of resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
  • Glacial Heart: Critical hits with hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.

Grandmaster:

  • Permeating Wrath: Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
  • Battle Presence: Nearby allies gain virtue of resolve’s passive effect.
    • This trait no longer functions if Resolution is on cooldown.
  • Indomitable Courage: Activating virtue of courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of courage’s passive effect triggers every 30 seconds, down from 40.

MESMER
General

  • Phantasms damage increased by 15%.
  • Summoned clones will now show your equipped offhand.
  • Fixed a bug which caused underwater clones to not show tridents.
  • Fixed an issue where the Illusionary Rogue’s attack was being listed as “Smoke Bomb” in the combat log. It is now referred to as “Shadow Assault”.
    Skills
  • Mesmer skills which create bouncing projectiles now bounce 1 additional time.
  • Reduced recharge on Glamour skills by 20%.
  • Using any shatter skill now creates the shatter effect on you as well by default.
  • Mantras now give 600 toughness while channeling them.
  • Manipulation skill range increased to 1200
  • Pistol skills used by you and your illusions have had their range increased to 1200
  • Mind Wrack: Reduced recharge to 12 seconds.
  • Cry of Frustration: Reduced recharge to 25 seconds.
  • Diversion: Reduced recharge to 38 seconds. Now shows number of targets dazed (1) when untraited.
  • Distortion: Reduced recharge to 50 seconds. When affected by traits such as Maim the Disillusioned and Illusionary Retribution this skill now strikes 1 target.
  • Chaos Storm – Increased poison duration from 2 seconds to 4 seconds.
  • Confusing Images: Added one additional strike to this skill. Strikes from this skill now display an additive total rather than individual hits. This skill now activates 50% faster.
  • Ether Clone (Scepter skill 1 chain 3): Adjusted the timing of this attack to flow better with the other attacks in the chain. The projectile is now launched sooner, but he attack has slightly longer aftercast. The number of clones generated per second by this chain is unchanged.
  • Feedback: This skill now requires a target. This change address an issue which allowed this skill to be cast at an unspecified location if the player did not have a target.
  • Ineptitude (Trident skill 2): This skill has been renamed to “Blinding Tide”
  • Illusionary Defender: Updated description of this skill to more accurately describe that it also absorbs damage directed at allies. Functionality has not been changed.
  • Illusionary Leap: Increased the delay before the clone is summoned by about 0.25 seconds to allow players to start casting this skill while moving within range and not have it fail. Speed up attack of illusion by about 0.35 seconds to allow better tracking against moving targets.
  • Mass Invisibility: This skill is now classified as a Manipulation.
  • Mimic: Updated functionality of this skill. This skill now causes the next utility slot skill you use within 10 seconds to recharge in 1 second. Increased recharge to 90 seconds.
  • Mirror: This skill is now classified as a manipulation. Additionally it now has a unique “Mirror” buff that can be applied by traits.
  • Polymorph Moa: This skill has been renamed to “Signet of Humility” and is now classified as a signet skill. Its passive effect reduces the duration of stun, daze, fear and taunt by 20%. Its active effect remains unchanged.
    • Polymorph Moa – Kick: Movement speed adjustments no longer affect the intended travel distance.
    • Polymorph Moa – Flee: Movement speed adjustments no longer affect the intended travel distance.
  • Phantasmal Mage: Instead of inflicting confusion on foes an granting retaliation on allies, this phantasm now inflicts 1 stack of burning for 6 seconds on foes an grants 3 seconds of fury to allies. Removed undocumented condition removal from this phantasm
  • Portal: Attempting to create a second portal entrance while you have an active portal will destroy the active portal.
  • Signet of Illusions: Reduced recharge to 60 seconds. This skill now specifies which skills it recharges.
  • Signet of Inspiration: Reduced recharge of this skill to 30 seconds. The passive for this signet now gives 5 seconds of swiftness plus one other random boon every 10 seconds. It no longer gives swiftness as one of it’s random boons.
  • Signet of Midnight: The passive for this signet now gives 20% condition duration instead of 10% boon duration.
  • Spinning Revenge (Trident 3): This still now applies chaos armor to you when cast.
  • Time Warp: This skill is now classified as a Glamour. It now pulses 1 second of slow every second on foes in the affected area in addition to it’s previous effect of quickness on allies.
  • Mind Wrack recharge reduced from 15s to 12s.
  • Cry of Frustration recharge reduced from 30s to 15s
  • Diversion recharge reduced from kitten to 38s
  • Distortion recharge reduced from 60s to 50s

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)

Domination:
Minor

  • Illusion of Vulnerability: Interrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
  • Dazzling: Dazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
  • Fragility: Deal 0.5% more damage to foes for each stack of vulnerability on them.

Adept:

  • Confounding Suggestions: Increases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead (5s ICD). Fixed a bug which caused this trait to not update the skill facts for the racial skills Technobabble and Raven Shriek.
  • Empowered Illusions: Your illusions deal 15% more damage.
  • Rending Shatter: Shatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.

Master:

  • Shattered Concentration: Shatter skills remove 1 boon from foes they hit.
  • Blurred Inscriptions: Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
  • Furious Interruption: Gain quickness for 3 seconds whenever you interrupt a foe (5s ICD).

Grandmaster:

  • Imagined Burden: Reduces recharge of Greatsword skills by 20%. Gain 2 stacks of might for 5 seconds whenever you or an illusion uses Spacial Surge. All of your other greatsword skills inflict cripple for 2s when they hit.
  • Mental Anguish: Shatter skills deal 15% more damage. This bonus damage is doubled on foes that are not activating skills.
  • Power Block: Interrupting a foe inflicts damage and causes weakness for 5s. Additionally if the interrupted skill has a recharge time greater than 0 it is put on a 15 second recharge.

Dueling:
Minor:

  • Critical Infusion: Gain vigor for 5s when you critical hit.
  • Sharper Images: Your illusions inflict 1 stack of bleeding for 5s when they critical hit.
  • Confusing Combatants: You and your illusions inflict 1 stack of confusion for 3 seconds on critical hit (33% chance).

Adept:

  • Phantasmal Fury: Your phantasms gain 10 seconds of fury every 10 seconds.
  • Desperate Decoy: Cast Decoy when you are struck while below 50% health. This trait benefits from the recharge bonus provided by Master of Manipulation.
  • Duelist’s Discipline: Pistol skills recharge 25% of their full recharge when you interrupt a foe. Pistol attacks from you and your illusions have a 33% chance to inflict 2 stacks of bleeding for 5 seconds.

Master:

  • Blinding Dissipation: Whenever you use a shatter skill you blind foes around you for 3 seconds.
  • Evasive Mirror: Whenever you successfully evade an attack, gain a projectile reflecting barrier for 1.5 seconds (1.5s ICD).
  • Fencer’s Finesse: Reduces recharge of sword skills by 20%. Whenever you or an illusion hits with a sword attack you gain a stack of Fencer’s Finesse that gives 15 ferocity for 6 seconds (maximum 10 stacks).

Grandmaster:

  • Harmonious Mantras: Mantra skills can be activated 3 times before needing to be channeled again. Whenever you use a mantra skill gain a stack of Harmonious Mantras for 8 seconds which increases your damage by 4% per stack (maximum 5 stacks).
  • Mistrust: Whenever you interrupt a foe inflict 2 stacks of confusion for 6 seconds to foes in a radius around your target.
  • Deceptive Evasion: Whenever you use a dodge roll you create a clone.

Chaos:
Minor:

  • Metaphysical Rejuvenation: Gain regeneration for 10s when you are struck while below 75% health (15s ICD).
  • Illusionary Membrane: Gain protection for 3 seconds whenever you gain regeneration (15s ICD)
  • Chaotic Persistence: Each unique boon on you increases the duration of your outgoing condition and boon duration by 3%.

Adept:

  • Descent into Madness: Take 50% less falling damage. Cast Chaos Storm when you take falling damage. This trait benefits from the recharge bonus provided by Chaotic Dampening.
  • Illusionary Defense: Each active illusion you control reduces incoming damage to you by 3%.
  • Master of Manipulation: Reduces recharge of Manipulation skills by 20%. Gain Mirror for 2 seconds whenever you activate a Manipulation skill.

Master:

  • Mirror of Anguish: If you are inflicted by a crowd control effect you inflict the same effect on your opponent (60s ICD). Added taunt to the list of crowd control effects that trigger this trait.
  • Chaotic Transference: Gain condition damage equal to 10% of your toughness.
  • Chaotic Dampening: When you gain Chaos Armor you also gain protection for 5 seconds. While you have Chaos Armor your staff and trident skills recharge by 5% of their full recharge every second.

Grandmaster:

  • Chaotic Interruption: Whenever you interrupt a foe you inflict immobilize on them for 2 seconds and gain 5 stacks of might for 10 seconds. Additionally you inflict a second random condition on your foe and apply a second random boon to yourself. Removed might as an option for the second random boon.
  • Prismatic Understanding: Stealth applied by your mesmer skills lasts 100% longer. Additionally every second you are stealthed you randomly gain aegis, might, protection, regeneration or swiftness.
  • Bountiful Disillusionment: Whenever you use a shatter skill you gain 1 stack of stability for 5s. Based on the shatter used allies around you can gain Might, Vigor, Fury or Regeneration.

Inspiration:
Minor:

  • Mender’s Purity: Whenever you use a healing skill you cast Power Cleanse. This trait benefits from Harmonious Mantras.
  • Inspiring Distortion: Whenever you grant distortion to yourself, you also grant it to nearby allies for 1 second (5s ICD)
  • Healing Prism: Each illusion you control grants you 100 healing power. Whenever you heal yourself, you heal nearby allies by a small amount.

Adept:

  • Medic’s Feedback: Revive allies 10% faster. When you start reviving an ally cast Feedback. This trait benefits from the recharge bonus provided by Temporal Enchanter.
  • Restorative Mantras: When you finish preparing a mantra you heal allies around you.
  • Persisting Images: Phantasms you summon spawn with retaliation for 6 seconds and have 20% more health.

Master:

  • Warden’s Feedback: Focus weapon skills reflect projectiles and have their recharge reduced by 20%.
  • Restorative Illusions: Using a shatter skill removes 1 condition from you and heals you based on the number of illusions shattered.
  • Protected Phantasms: Newly summoned phantasms gain distortion for 1 second. When you use a shatter skill, all illusions gain protection for 2 seconds.

Grandmaster:

  • Mental Defense: Whenever you successfully block or evade an attack cast Phantasmal Defender on your attacker. This trait benefits from the recharge bonus provided by Illusionist’s Celerity and Persistence of Memory.
  • llusionary Inspiration: Phantasms grant 3 seconds regeneration to allies near them every 3 seconds. If you have any boons when you summon a phantasm you cast Signet of Inspiration. This trait benefits from the recharge bonus provided by Blurred Inscriptions.
  • Temporal Enchanter: Glamour skills last an additional 2 seconds. When you first create any glamour nearby allies within the glamour radius gain 2 seconds of superspeed and 3 seconds of resistance.

Illusions:
Minor:

  • Illusionary Retribution: All shatter skills inflict 1 stack of confusion for 3 seconds when they hit.
  • Illusionist’s Celerity: Reduces recharge of illusion-summoning skills by 20%.
  • Master of Misdirection: Confusion you inflict lasts 33% longer. Reduces recharge on shatter skills by 15%.

Adept:

  • Compounding Power: Deal 3% increased damage and gain 50 condition damage for each illusion you control. Fixed a bug which caused this trait to be non-functional while downed.
  • Persistence of Memory: When a phantasm shatters all phantasm skills have their recharge reduced by 2 seconds.
  • The Pledge: Torch skills remove 1 condition from you when activated. While you are stealthed torch skills recharge 1.5% of their maximum recharge every second.

Master:

  • Shattered Strength: Gain 1 stack of might for 10 seconds per illusion when you use a shatter skill.
  • Phantasmal Haste: Phantasms attack skill recharge is reduced by 20%, causing them to attack more often. Fixed a bug which cause this trait to have no effect on some phantasms.
  • Maim the Disillusioned. Shatter skills inflict 2 stacks of torment for 6 seconds on foes they hit.

Grandmaster:

  • Ineptitude: Inflict 1 stack of confusion for 4 seconds whenever you blind a foe. Whenever you successfully block or evade an attack your attacker is blinded for 3 seconds (10s ICD per foe).
  • Master of Fragmentation: Enhances the effect of shatter skills. Mind Wrack has a 10% increased critical hit chance. Cry of Frustration inflicts cripple for 3 seconds on struck foes. Diversion hits up to 5 targets. Distortion reflects projectiles.
  • Malicious Sorcery: Reduces recharge of scepter skills by 20%. Increases attack speed by 15% while wielding a scepter.

    NECROMANCER
    General
  • Traits which previously referred to “Death Shroud” now refer to the more ubiquitous “Shroud”.
  • Traits which previously referred to specific skills available while in Death Shroud now refer to specific skills as “Shroud Skill 1”, “Shroud Skill 4” etc.
  • Blood Magic Traits that “siphon” health now heal through shroud. Additionally siphon damage and healing from traits is now called out in the combat log.
  • Fixed a bug which caused the values for skill facts showing the damage of siphon effects to be slightly off from their actual values.
  • The effects of siphoning skills and traits has been increased by 20%.
  • Added new on hit FX for Jagged Horrors to make it more clear when their attacks are connecting.
  • Life force maximum increased by 15%.
  • Starting healing skill for Necromancer is now Consume Conditions.

Skills

  • Focus skill range increased to 1200.
  • Well skills now use ground targeting by default. When used underwater, wells cast at the player’s location.
  • Minion skill recharges have been reduced by 20%.
  • The area of mark skills has been increased to 240. Mark skill recharges have been reduced by 20%. Mark damage has been increased by 10%.
  • Necrotic Traversal: Increased the poison from 1 stack for 5 seconds to 3 stacks for 6 seconds.
  • Fetid Ground: Increase the poison duration from 3 seconds to 5 seconds per pulse.
  • Plague: Increased the poison duration from 1 second to 2 seconds per pulse.
  • Putrid Curse: Increased the poison duration from 4 seconds to 5 seconds.
  • Chillblains: This skill now applies 3 stacks of poison for 5 seconds. Fixed an issue where this skill would not display a combo ring.
  • Dark Water: This skill now applies 2 stacks of poison for 6 seconds.
  • Death Curse: Increased the poison duration from 6 seconds to 8 seconds.
  • Signet of Spite: Increased the number of poison stacks from 1 stack for 10 seconds to 2 stacks for 10 seconds.
  • Corrosive Poison Cloud: Increased the number of poison stacks from 1 stack for 3 seconds to 3 stacks for 3 seconds.
  • Flesh Golem – Charge: Movement speed adjustments no longer affect the intended travel distance.
  • Blood is Power: This skill now applies 8 stacks of might for 8 seconds to nearby allies.
  • Consume Conditions: This skill is now considered a corruption skill and applies 10 stacks of vulnerability to you for 4 seconds after use. Increased recharge to 30 seconds.
  • Epidemic: With the changes to condition stacking, Epidemic now only applies up to 25 stacks of any given condition. Increased recharge to 20 seconds.
  • Lich Form: This skill is now considered a spectral skill and grants 15% life force when it ends. Reduced duration of this skill to 15 seconds (previously 20).
  • Life Blast/Plague Blast: Fixed a bug that caused the projectiles fired from these skills to not deal damage to the caster if they were reflected.
  • Signet of Vampirism: Healing from the active portion of this skill will now heal players while in shroud.
  • Plague: This skill is now considered a corruption skill and applies 1 stack of bleeding for 2 seconds to you every second it is active.
    • Removed extraneous poison skill facts from Withering Plague, Plague of Darkness, and Plague of Pestilence.
  • Plague Signet: Reduced recharge to 30 seconds. Reduced number of conditions transfered by the active component to 5 (previously all).
  • Rending Claws: The animation for this skill no longer hides your offhand.
  • Signet of the Locust: Reduced recharge to 30 seconds. Increased range to 600.
  • Signet of Undeath: This skill now has a small strike of damage to foes within it’s area of effect.
  • Spectral Walk: This skill can no longer be activated while in mid-air.
  • Unholy Feast: Instead of removing a boon, this skill now converts a boon to a condition on struck foes.
  • Mark of Blood: This skill has been unsplit and now applies 2 stacks of bleeding for 8 seconds in all game modes.

Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)

Spite:
Minor:

  • Reaper’s Might: Shroud skill 1 grants 1 stack of might for 15 seconds.
  • Death’s Embrace: Increases damage while downed by 25%. Striking foes below 33% health inflicts 1 stack of vulnerability for 5 seconds.
  • Siphoned Power: Striking a foe below 50% health grants 2 stacks for might for 10 seconds. (1s ICD)

Adept:

  • Spiteful Talisman: Reduces focus skill recharges by 20%. Increase damage to foes with no boons by 5%.
  • Spiteful Renewal: Striking a foe below 25% health consumes a condition from you and heals you when the condition is removed. (ICD 5s)
  • Bitter Chill: Inflicting chill on a foe also inflicts 3 stacks of vulnerability for 8 seconds.

Master:

  • Chill of Death: Cast the focus skill Spinal Shivers when attacking a foe below 50% health. This trait now benefits from the recharge bonus of Spiteful Talisman.
  • Rending Shroud: While in shroud apply 3 stacks of vulnerability for 10 seconds to foes around you.
  • Unholy Fervor: Reduces recharge of axe skills by 20% and deal 10% more damage to vulnerable foes.

Grandmaster:

  • Signets of Suffering: Reduces recharge of signet skills by 20%. Signets grant 3 stacks of might for 15 seconds on cast and convert up to 2 boons on affected foes to conditions.
  • Close to Death: Damage you deal to foes below 50% health is increased by 20%.
  • Spiteful Spirit: Entering shroud casts the axe skill Unholy Feast. This trait benefits from the recharge bonus of Unholy Fervor.

Curses:
Minor:

  • Barbed Precision: Critical hits have a 33% chance to inflict bleeding. The duration of your applied bleeding stacks is increased by 20%.
  • Furious Demise: When you enter shroud, gain fury for 5 seconds.
  • Target the Weak: Your critical hit chance is increased by 2% for each condition on your target. Additionally you gain condition damage equal to 13% of your precision.

Adept:

  • Terrifying Descent: When you take falling damage, inflict fear for 1 second on nearby foes. Reduces fall damage by 50%.
  • Plague Sending: When you have 3 or more conditions on you your next critical hit casts Plague Signet on your target. This trait benefits from the recharge bonus of Signets of Suffering.
  • Chilling Darkness: Blinding a foe inflicts chill on them for 2 seconds.

Master:

  • Master of Corruption: Reduces recharge of corruption skills by 33% but causes corruption skills to apply additional conditions to you when cast. (Condition applied varies per skill.)
  • Path of Corruption: Shroud skill 2 converts boons on struck foes to conditions.
  • Terror: Causes fear to deal damage per second scaling with your condition damage stat. Damage is increased vs foes that have at least one other condition on them.

Grandmaster:

  • Weakening Shroud: Critical hits inflict weakness for 5 seconds (10s ICD). When you enter shroud cast Enfeeble on nearby foes (Enfeeble is functionally identical to the dagger skill Enfeebling Blood.)
  • Parasitic Contagion: You are healed for 10% of your outgoing condition damage.
  • Lingering Curse: Gain 150 condition damage while wielding a scepter. The base duration of all scepter conditions is increased by 100%.

(edited by Josh Davis.6015)