I want to know how much the #1 attack hits for. That is the deciding factor of whether this is a good kit or not. If the #1 attack hits like a wet noodle, then this kit will be next to useless for a power build.
According to napkin math, mortar #1 hits about 47% harder than rifle 1. The rest of the mortar skills do less damage but have more utility.
thanks for poking into the prof subred—forums josh
yall dont post here like ever and i got no proof of anything whatsoever (nor do i care to) but after seeing the “finalized” engi changes im pretty sure anet had eyes in here and its pretty satisfying at least to me.
except st®eamlined kits. thats gonna be a sore spot for… until next time. even if the awesomer name sticks and you leave out the r forever.
Stay tuned for details on Streamlined kits tomorrow.
Can you confirm some of the questions about how the projectile finisher will work? The livestream made a point of talking about deploying the light field and condi cleansing, but given the way projectile finishers currently work it relies on the projectile making contact with a target. Or, is Mortar Kit 1 an AoE projectile so as long as it hits a field the finisher fires?
As long as the projectile lands in the field or goes through it will give the combo pop-up – it doesn’t have to hit the target.
My only question about mortar is: is it going to act like a kit? Using it and stowing it whenever you want?
Yup
Curious, will it have minimum ranges like the old Mortar? If not, sounds pretty sweet, one more thing to add to rotations. 5kit Engi ftw.
No minimum range. Shoot it at your feet!
Also, is MK#3 just a light field or is the intention for it to be a pulsing blind as well?
The #4 is a light field and pulses blind with a 4s field duration.
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
I think the question was really more about the effect “launch” or “blowout” (not sure which name is the one ANet is now supporting). It appears to throw you into the air. Are you actually in midair, and thus unable to stunbreak, or is this merely a visual thing and we’ll still be able to stunbreak stuff like updraft/banish normally?
This is unrelated, but while you’re here could you just tell us if you know whether the rest of the spec livestream that got cut off is going to go up on the anet youtube? I’d really love to watch the rest but I don’t know if you guys kept recording or what.
Yep – we’ll be getting them on Youtube very shortly. We actually postponed the guardian/thief segment until the following day so we could involve Karl himself. ^^
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
then the change sucks, i thought it was 2 years back that you guys specifically changed stun-breakers to break cc mid animation otherwise what’s the point of stun-breakers at all?
That’s…what it does. Knockbacks and blowouts don’t count you as “in air”. What I’m saying is – if you jump off a cliff, and someone stuns you right as you jump – you can’t stunbreak until your feet touch the ground. However, if your Spectral Recall is ready you can pop it at any time since you’re allowed to use them in air.
Edit: For uber clarity – yes, you can stunbreak launches and knockbacks.
Thanks dude, that’s good to know.
I’m curious, does this mean Spectral Walk (first activation) won’t be able to break stuns that occur mid-air, so things like knockbacks/launches?
If you’re knocked-back in air you won’t be able to use Spectral Walk until you touch the ground. If you get knocked back while jumping, as soon as you hit the ground you can break it, just like other stunbreaks. However, if you already used Spectral Walk and then get cc’d in air, you can return back with Spectral Recall.
That said, as long as you’re on the ground you can stunbreak at any time. Hope I understood your question correctly.
Clarification: the only thing that was changed was that you can’t use “Spectral Walk” in air. You can still use “Spectral Recall” which is the skill that returns you to your original location. This means you can still use Spectral Walk, jump off a cliff and teleport back.
What you can’t do is jump off a cliff, double tap Spectral Walk (and then Spectral Recall) just before hitting the ground to nullify falling damage.
If you take inventions, Cleansing Pulse will be nice too. Though the range of the skill has yet to be revealed.
Cleansing Pulse is 300 range, but it only triggers off of “heal” skills, not skills that happen to do some healing. This is confusing – sorry. :P
Med blaster heals only 91?
Depends on how you look at it. I read this post, crafted a build in about 5 mins on our dev branch in PvP (clerics, monk runes, etc), and it does pretty well. The skill pulses the heal 3x in one channel. I was doing 159 ticks with no boons on my target, which is 477 healing in one channel. I applied 5 boons to my target, and that turns into 243 ticks (729 over one channel).
It’s a kit. All of the skills can be used while moving.
Edit: “To the Limit” now heals for 6500~ and does not scale with adrenaline.
Does it give adrenaline?
Thanks, Josh
Yup
Pretty sure it was an error and it was ‘Heal as One’ being renamed to ‘We Heal as One’
Healing Spring keeps its name and becomes a trap
This. I updated the notes.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
Can you tell us how much healing it provides and what the cast time of it is? Also the cooldown.
“To the Limit” is a 30s CD and the healing is now set at 6,450 base. It does not scale with adrenaline. However, it now is affected by shout CD redux so it can go down to 24s CD. This also means you get the 1k~ heal from Vigorous Shouts.
Edit: “To the Limit” now heals for 6500~ and does not scale with adrenaline.
(edited by Josh Davis.6015)
broken promises, empty promises everywhere!
said mending would be physical, then never happened.
As we mentioned nearly every other breath during the initial livestream, things are subject to change.
Broke the thread. Fixing.
Keep an eye on the change list post at the top of this thread. Still making adjustments here and there and things pop-up.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
Ofc lets buff shoutbow to its TOP!! because thats all warrior is?
What about other builds?? why cant zerker wars be a thing in pvp?
Why are we forced into shoutbow?
Sorry, I must have accidentally replied to this thread.
Let me know if anyone wants to converse in a civil manner.
I mentioned Healing Surge in the other thread. It’s been renamed to “To the Limit” and is categorized as a shout. It also gives a flat 25 endurance to yourself and nearby allies (600 radius).
Healing Signet now gives 6 seconds of Resistance on activation.
What is the question? Mending is not skill grouped and has no changes, as far as I can tell. Zerker stance did not get converted to resistance for 6/23 (still on the table, but hasn’t been decided yet).
Edit: Frenzy is converted to Quickness and the negative effect has been removed. Also gives 5 might on activation. Will update notes.
(edited by Josh Davis.6015)
Adding it to the notes now.
Will Engineer’s Launch Personal Battering Ram be fixed with this update? The daze portion of the skill that was ‘added’ a while back does nothing currently. Static Discharge would be a bit more viable if it worked.
Seems to be working for me on our dev branch. Let me know if it seems borked after this goes release goes out.
OP is correct. You can still use two burst skills from two different weapon sets back to back assuming you have adrenaline. The change prevents you from using the same weapon’s burst skill back to back.
Trait functionality has not changed. It will still require landing a strike to proc Cleansing Ire, just as it does now on the live game.
Added:
- Heal as One: This skill is now categorized as a shout skill.
- Troll Unguent: This skill is now categorized as a survival skill.
- Healing Spring: This skill is now categorized as a trap skill. (Also renamed to “We Heal as One”.
- Rampage as One: This skill is now categorized as a shout skill. (Also renamed to “Strength of the Pack”.)
- Elementalist: Blasting Staff is now baseline.
(edited by Josh Davis.6015)
How about this?
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
Added to the release notes maintained in General Discussion.
Edit: For clarification, the shield recharge trait is still there on top of this. It brings the cooldowns from 24>19s, and 20>16s.
Going to add a change list at the top of the bottom post for updates that I make to the list. Here’s one change we forgot to document:
Guardian
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
The above skills will still be affected by the shield recharge trait and will go to 19s for Shield of Absorption, and 16s for Shield of Judgement.
Ye what about Shelter as Mora asked? Is it going to be under the meditations category or consecrations category?
Shelter will not be getting a skill category. It would probably need to be adjusted in someway if we did do it – and it’s fine where it is right now.
Note Updates:
6/16/2015:
Guardian
- Shield of Absorption cooldown goes from 30s to 24s baseline.
- Shield of Judgement cooldown goes from 25s to 20s baseline.
6/17/2015:
Ranger
- Heal as One: This skill is now categorized as a shout skill. (Also renamed to “We Heal as One”.
- Troll Unguent: This skill is now categorized as a survival skill.
- Healing Spring: This skill is now categorized as a trap skill.
- Rampage as One: This skill is now categorized as a shout skill. (Also renamed to “Strength of the Pack”.)
Warrior
- Edited Cleansing Ire description for clarity.
- Healing Surge: This skill is now classified as a shout. (Also renamed to “To the Limit”.) This skill now grants 25 endurance to yourself and nearby allies on activation.
- Frenzy: Now applies the quickness boon. Negative effects of the skill have been removed. Also grants 5 might on activation.
- Healing Signet now applies 6 seconds of Resistance on activation.
Elementalist
- Blasting Staff’s radius boost is now baseline.
(edited by Josh Davis.6015)
THIEF
General:
- Steal: This ability has now been split between F1 and F2. The steal button remains at its default F1 position, where stolen items are now located in the F2 slot. Stealing while the F2 slot is filled will overwrite the currently existing stolen item, if the slot already has an item in it.
- Steal has had its base range increased from 900 to 1200.
- Steal recharge reduced from 35s to 30s
Skills
- Haste: This ability no longer removes endurance. Gain Fury in addition to Quickness when activating this ability.
- Withdraw: This ability is now a Trick. Increased the recharge of this ability from 15 to 18. Healing (both base and healing power) coefficients have been increased by 10%.
- Daggerstorm: This ability is now classified as a Trick.
- Hide In Shadows: This ability is now classified as a Deception.
- Thieve’s Guild: This ability is now classified as a Deception.
- Tripwire: This trap no longer deals strike damage, which would previously bring the thief out of stealth.
- Needle Trap: This trap no longer deals minimal strike damage, which would previously bring the thief out of stealth.
- Cloak An Dagger: This ability has been un-split and its damage normalized. Damage of this ability has decreased by ~17% in PvE and increased by 25% in PvP.
- Combined Training: This trait was rolled in baseline. All skills categorized as ‘Dual Wield’ have received a 5% damage increase.
- Residual Venom: This trait has been merged in baseline. All venoms now naturally have one additional charge.
- Basilisk Venom: Stun duration reduced from 1.5 seconds to 1 second.
- Devourer Venom: Immobilize duration reduced from 2 seconds to 1 second.
- Needle Trap: Increased the poison duration from 6 seconds to 10 seconds.
- Lotus Strike: Increased the poison duration from 4 seconds to 6 seconds.
- Venomous Knife: This skill now applies 2 stacks of poison for 8 seconds.
- Escape: Increased the poison duration from 1 second to 2 seconds. Movement speed adjustments no longer affect the intended travel distance.
- Serpent’s Touch: This skill now applies 2 stacks of poison for 10 seconds.
- Choking Gas: Decreased the poison duration from 3 seconds to 2 seconds.
- Disabling Shot: Movement speed adjustments no longer affect the intended travel distance.
- Flanking Strike: Movement speed adjustments no longer affect the intended travel distance.
- Heartseeker: Movement speed adjustments no longer affect the intended travel distance.
- Withdraw: Movement speed adjustments no longer affect the intended travel distance.
- Roll for Initiative: Movement speed adjustments no longer affect the intended travel distance.
Thief stolen bundles: - Healing Seed (stolen from Ranger): The duration of this ability has been reduced from 10 seconds to 5. Pulses now occur every 1 second, down from every 2 seconds.
- Skull Fear (stolen from Necromancer): The duration of fear has been reduced from 3/2/1 seconds to 2/1.5/1 seconds.
- Mace Head Crack (stolen from Guardian): The duration of Daze from this ability has been reduced from 4 seconds to 3 seconds.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Deadly Arts:
Minor:
- Serpent’s Touch: Stealing inflicts 2 stacks of poison for 10 seconds. Your attacks while in the downed state apply 2 seconds of poison.
- Lotus Poison: Weaken targets for 4 seconds when you poison them.
- Exposed Weakness: Deal 10% more damage if your target has a condition.
Adept:
- Dagger Training: Dagger attacks have a 33% chance to poison enemies for 2 seconds.
- Mug: Deal damage and gain life when stealing. This attack cannot critically hit enemies.
- Trappers Respite: Traps cause 5 stacks of vulnerability for 10 seconds to enemies affected, while granting you 5 stacks of might for 8 seconds. Trap recharges are reduced by 20%.
Master:
- Resourceful Trapper: Stealing reduces the cooldown of currently recharging traps.
- Panic Strike: Striking a foe that is below the health threshold immobilizes them for 2.5 seconds. This trait has a 20 second internal cooldown.
- Revealed Training: Gain up to 200 extra power while you are revealed, based on current level.
Grandmaster:
- Potent Poison: Poison you apply has a 33% increased duration and deals 10% more damage.
- Improvisation: One random skill category is immediate recharged when you steal. You can use stolen items twice.
- Executioner: Deal 20% extra damage when your target is below the health threshold. (Formerly Critical Strikes)
Critical Strikes:
Minor:
- Keen Observer: Critical-hit chance is increased by 5% while your health is above the 90% threshold.
- Unrelenting Strikes: Gain fury for 4 seconds when striking a foe whose health is below 50% health. This effect has a 10 second internal cooldown.
- Ferocious Strikes: Critical damage is increased by 10% to foes above the 50% health threshold.
Adept:
- Side Strike: Gain 7% bonus critical-hit chance when hitting a foe from behind or the side.
- Signets of Power: Activating a signet grants 5 stacks of might for 10 seconds. Signet recharges are reduced by 20%.
- Flawless Strike: Critical damage is increased by 7% when your health is above the 90% threshold.
Master:
- Sundering Strikes: Critical hits have a chance to cause 6 seconds of vulnerability. (Formerly from Deadly Arts)
- Practiced Tolerance: Gain ferocity based on your precision at a rate of 10%.
- Ankle Shots: Critical hits with pistols and harpoon guns have a 60% chance to cripple foes, with an 8 second cooldown. Pistol and harpoon gun attacks deal 10% increased damage to crippled foes.
Grandmaster:
- No Quarter: Landing a critical hit while under the effect of fury extends the duration of fury by 2 seconds (this effect has a 2 second internal cooldown). Gain up to 250 ferocity (based on level) while under the effects of fury.
- Hidden Killer: Gain 100% bonus critical-hit chance while in stealth.
- Invigorating Precision: You are healed for 15% of outgoing critical hit damage.
Shadow Arts
Minor:
- Merciful Ambush: Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster. (Former Adept Trickery trait)
- Meld with Shadows: Stealth from your abilities last 1 second longer.
- Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 25%. (Former Shadow Arts Grandmaster)
Adept:
- Last Refuge: Use Blinding Powder when you are struck while below 25% health.
- Concealed Defeat: Create a Smoke Screen when downed. Deception abilities recharge 20% faster. (Former Adept Critical Strikes trait)
- Shadow’s Embrace: Remove 1 condition every 3 seconds while in stealth.
Master:
- Shadow Protector: When you grant stealth to an ally, they gain 3 seconds of regeneration. This effect no longer has an internal cooldown.
- Hidden Thief: Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows).
- Leeching Venoms: Siphon life from your foes when triggering a venom. This can only occur once per strike. Gain 2 stacks of might for 20 seconds when activating a venom.
Grandmaster:
- Cloaked in Shadows: Gaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when take falling damage. You take 50% less damage from falling.
- Shadow’s Rejuvenation: Regenerate health and initiative while in stealth.
- Venomous Auras: When you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.
Acrobatics:
Minor:
- Expeditious Dodger: Gain 2 seconds of swiftness upon dodging.
- Feline Grace: Gain 2 seconds of vigor upon successfully evading an attack. This effect has a 1 second internal cooldown.
- Endless Stamina: The effects of vigor on you are enhanced by 50%.
Adept:
- Fleet Shadow: Move 50% faster while in stealth.
- Vigorous Recovery: Gain vigor for 5 seconds when using a healing skill.
- Pain Response: Gain regeneration for 10 seconds and remove damaging conditions when struck while below 75% health.
Master:
- Guarded Initiation: Remove vulnerability, weakness and slow from yourself when striking an enemy while above the 90% health threshold.
- Swindler’s Equilibrium: Successfully evading an attack while wielding a sword recharges steal by 1 second. This effect has a 1 second internal cooldown.
- Hard to Catch: Break stun and refill endurance when you are disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, taunt, or launch)
Grandmaster:
- Assassin’s Reward: Heal yourself whenever you use a skill that uses initiative. Heal yourself for each point of initiative spent.
- Upper Hand: Gain one initiative when you evade an attack. This effect has a 3 second internal cooldown.
- Don’t Stop: The effects of cripple and chill on you are reduced by 50%, meaning your movement is decreased by 25% and 33% respectively, rather than 50% and 66%. If you would become immobilized, you are instead crippled for 4 seconds. This effect can only occur once every 10 seconds.
Trickery:
Minor:
- Kleptomaniac: Stealing gives you 2 initiative.
- Preparedness: Increases maximum initiative by 3.
- Lead Attacks: Increases damage by 1% per initiative. Steal recharges 15% faster.
Adept:
- Uncatchable: Leave behind caltrops when you dodge.
- Flanking Strike: Gain haste when attacking a foe from behind or the side.
- Thrill of the Crime: When you Steal, you and all nearby allies gain fury, might, and swiftness for ten seconds.
Master:
- Bountiful Theft: Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies.
- This trait now affects the slow and resistance boons.
- Trickster: Reduce recharge on tricks. Tricks remove 1 condition when used.
- Pressure Striking: Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds.
Grandmaster:
- Quick Pockets: Gain 3 initiative when swapping weapons while in combat.
- Sleight of Hand: Daze enemies for 1 second when stealing. Steal’s recharge is reduced by 20%.
- Bewildering Ambush: Stealing also applies 5 stacks of confusion for 5 seconds.
WARRIOR
General
- Using a burst skill for your equipped weapon will now set the recharge of all adrenaline tiers of that burst skill.
- All burst skills recharge reduced from 10s to 8s
- Starting PvE heal has been changed to Mending
Skills
- Longbow weapon skill range increased to 1200
- Burst skill recharge reduced to 8 seconds.
- Fan of Fire: Increased the burning duration from 1 second to 2 seconds.
- Combustive Shot: Increased the burning duration from 3 seconds to 5 seconds.
- Whirlwind Attack: Movement speed adjustments no longer affect the intended travel distance.
- Rush: Movement speed adjustments no longer affect the intended travel distance.
- Earthshaker: Movement speed adjustments no longer affect the intended travel distance.
- Savage Leap: Movement speed adjustments no longer affect the intended travel distance.
- Tsunami Slash: Movement speed adjustments no longer affect the intended travel distance.
- Bull’s Charge: Movement speed adjustments no longer affect the intended travel distance.
- Kick: Movement speed adjustments no longer affect the intended travel distance.
- Rampage – Kick: Movement speed adjustments no longer affect the intended travel distance.
- Rampage – Dash: Movement speed adjustments no longer affect the intended travel distance.
- Rampage – Seismic Leap: Movement speed adjustments no longer affect the intended travel distance.
- Shield Stance – Fixed a bug that caused this skill to show 2 icons for the block effect when traited.
- Defiant Stance: Decreased the recharge from 35 seconds to 30 seconds.
- Rampage: Decreased the pulsing stability from 3 stacks for 3 seconds to 2 stacks for 3 seconds.
- Charge: Decreased the number of targets from 10 to 5.
- Healing Surge: This skill is now classified as a shout. (Also renamed to “To the Limit”.) This skill now grants 25 endurance to yourself and nearby allies on activation.
- Frenzy: Now applies the quickness boon. Negative effects of the skill have been removed. Also grants 5 might on activation.
- Healing Signet now applies 6 seconds of Resistance on activation.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Strength
Minor
- Reckless Dodge: Deal damage to foes at the end of your dodge roll.
- Building Momentum: Burst skills restore 15 endurance if they hit.
- Stick and Move: Deal 10% more damage while your endurance is not full.
Adept
- Death from Above: Falling damage reduced by 50%. When you take falling damage launch foes away from your point of impact.
- Restorative Strength: Gain 5 stacks of might for 6 seconds when you use a healing skill.
- Peak Performance: Reduces the recharge of Physical skills by 20%. Physical skills deal 10% more damage for each bar of adrenaline you have accrued.
Master
- Body Blow: Stuns, dazes, knockbacks and knockdowns inflict weakness for 3 seconds and 2 stacks of bleeding for 6 seconds.
- Forceful Greatsword: Reduces the recharge of Greatsword and spear skills by 20% and increases damage of greatsword and spear skills by 10%. Additionally when you land a critical hit with these weapons you gain 1 stack of might for 5 seconds.
- Great Fortitude: Gain vitality equal to 10% of your power.
Grandmaster
- Berserker’s Power: Gain a 10/15/20% damage boost for 8 seconds after using a burst skill based on how much adrenaline was spent.
- Distracting Strikes: Interrupts inflict 4 stacks of confusion for 8 seconds.
- Axe Mastery: Recharge on axe skills is reduced by 20% and gain 150 ferocity for each axe you are wielding. When you critical hit with an axe you gain 2 additional adrenaline.
Arms
Minor
- Precise Strikes: Your critical hits have a 33% chance to inflict 1 stack of bleeding for 4 seconds.
- Rending Strikes: Your critical hits have a 33% chance to inflict 1 stack of vulnerability for 8 seconds.
- Bloodlust: Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.
Adept
- Berserker’s Fury: Gain 2 adrenaline every 3 seconds while in combat. Striking a foe below 25% health grants fury for 5 seconds (can only trigger once every 10 seconds).
- Signet Mastery: Reduces recharge on signet skills by 20%. When you activate a signet gain a stacking 100 precision buff for 1 minute (maximum 5 stacks). Striking a foe below 50% health activates Signet of Might.
- Opportunist: Immobilizing a target grants fury for 5 seconds (10s ICD).
Master
- Unuspecting Foe: Gain 50% increased critical hit chance against stunned foes.
- Deep Strike: Fury you apply also gives 150 condition damage.
- Blademaster: Reduces recharge on sword skills by 20%. Sword skills have a 20% increased critical hit chance against bleeding foes.
Grandmaster
- Burst Precision: Burst skills have a 100% critical hit chance.
- Furious: Gain 1 additional adrenaline when you critical hit. Additionally, you gain 8 seconds of Furious Surge whenever you critical hit which increases condition damage by 10 per stack (maximum 25 stacks).
- Dual Wielding: Increases attack speed by 15% while wielding a sword, axe or mace in your offhand.
Defense
Minor
- Thick Skin: Gain 120 toughness while you are above 90% health.
- Adrenal Health: Heal every 3 seconds based on your current adrenaline level.
- Spiked Armor: Gain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
Adept
- Shield Master: Reduces recharge on shield skills by 20%. Blocking an attack grants 1 stack of might for 8 seconds. If you block a missile attack you reflect it instead.
- Dogged March: Chill, cripple and immobilize have their duration reduced by 33% when applied to you. Gain regeneration for 3 seconds whenever one of these conditions is applied to you (10s ICD).
- Cull the Weak: Deal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
Master
- Defy Pain: Cast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
- Armored Attack: Gain power equal to 10% of your toughness.
- Sundering Mace: Reduces recharge on mace weapon skills by 20%. Mace skills apply 1 stack of vulnerability for 10 seconds whenever they hit a foe that is dazed, launched, knocked down or stunned.
Grandmaster
- Last Stand: Gain vigor for 6 seconds whenever you activate a stance. Stance durations last 25% longer. If you are affected by a crowd control skill cast Balanced Stance.
- Cleansing Ire: Gain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when you land a burst skill.
- Rousing Resilience: Gain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.
Tactics
Minor
- Determined Revival: Gain 400 toughness while reviving an ally.
- Reviver’s Might: When you successfully revive an ally, nearby allies gain 3 stacks of might for 10 seconds.
- Inspiring Presence: Might you apply grants 10 healing power per stack.
Adept
- Leg Specialist: Inflicting cripple on a foe also inflicts immobilize for 1 second (5s ICD)
- Quick Breathing: Reduces recharge of warhorn skills by 20% and causes warhorn skills to convert 1 condition on affected allies to a boon.
- Empowered: Deal 1% additional damage for each boon on you.
Master
- Shrug it Off: Cast “Shake it Off!” when you have at least 1 condition on you. This trait benefits from the bonuses provided by Vigorous Shouts.
- Burning Arrows: Reduces recharge of longbow skills by 20%. Dual Shot inflicts 2 stacks of burning for 1 second.
- Empower Allies: Nearby allies gain 150 power (combat only). Reduced radius of this effect to 300.
Grandmaster
- Powerful Synergy: Whenever you activate a leap finisher it activates twice.
- Vigorous Shouts: Reduces recharge of shout skills by 20%. Shouts heal allies in their radius and grant you 5 adrenaline.
- Phalanx Strength: Whenever you give yourself might you also apply 1 stack of might for 6
seconds to nearby allies.
Discipline
Minor
- Versatile Rage: Gain 5 adrenaline when you swap weapons.
- Fast Hands: Reduces recharge of weapon swap by 5 seconds.
- Versatile Power: Gain 2 stacks of might for 10 seconds whenever you swap weapons (combat only). Burst skill recharge is reduced by 15%.
Adept
- Crack Shot: Reduces recharge of rifle and harpoon gun weapon skills by 20%. Rifle and harpoon gun shots pierce.
- Warrior’s Sprint: Move 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.
- Vengeful Return: The Vengeance downed skill has a 100% chance to rally you if you kill a foe while it is active. When you rally you regain 25% additional health and 100 endurance.
Master
- Inspiring Battle Standard: Banners apply regeneration for 3 seconds every 3 seconds to allies in their radius while they are active.
- Destruction of the Empowered: Deal 3% additional damage to foes for each boon they have on them.
- Brawler’s Recovery: Remove 1 condition whenever you swap weapons (combat only).
Grandmaster
- Merciless Hammer: Reduces recharge of hammer weapon skills by 20%. Hammer skills deal 20% more damage to stunned, dazed, knocked down, or launched foes.
- Heightened Focus: Striking a foe below 50% health grants quickness for 4 seconds (15s ICD).
- Burst Mastery: Burst skills deal 7% more damage. Regain 3/7/10 adrenaline when using a burst skill based on the amount of adrenaline spent.
(edited by Josh Davis.6015)
(Necro continued)
Death Magic:
Minor:
- Armored Shroud: Gain 180 toughness while in shroud.
- Soul Comprehension: Increases life force gain from nearby deaths by 20%. Fixed a bug that caused this trait to affect all lifeforce gain instead of only lifeforce gain from deaths.
- Beyond the Veil: When you exit shroud you and all your minions gain protection for 3 seconds.
Adept:
- Flesh of the Master: Minions have 50% more health and grant you 20 toughness for each one you control. All your minions are destroyed if this trait is reassigned while you have active minions.
- Shrouded Removal: Remove a condition when you enter shroud and every 3 seconds that you remain in shroud.
- Putrid Defense: Poisoned foes deal 10% less damage to you.
Master:
- Necromantic Corruption: Increases minion damage by 25%. Every 10 seconds your minions will take one condition from you. Minions transfer conditions when they hit with attacks (this can only occur once every 10 seconds per minion).
- Reaper’s Protection: If you are inflicted by a crowd control effect you inflict fear for 2 seconds on nearby foes (60s ICD). Added taunt to the list of crowd control effects that trigger this trait.
- Deadly Strength: Gain power equal to 7% of your toughness. If you are in shroud this value is doubled.
Grandmaster:
- Death Nova: Minions explode when they die in a cloud of poison. This effect also occurs if you are downed. When you kill a foe summon a jagged horror (this effect can only occur once every 15 seconds).
- Corrupter’s Fervor: Whenever you apply a condition to a foe gain a stack of Corrupter’s Fervor for 8 seconds which grants 30 toughness and 2% reduced incoming condition damage per stack (maximum 10 stacks).
- Unholy Sanctuary: Heal every second while you are in shroud. If you would take fatal damage and you have at least 10% lifeforce you enter shroud instead (30s ICD).
Blood Magic:
Minor:
- Mark of Evasion: Cast Mark of Blood when you dodge roll. (8s ICD)
- Vampiric: You siphon health with your attacks. Your minions siphon health and give it to you.
- Last Rites: Gain increasing healing power based on how low your health is. Other allies near you do not bleed out while downed (combat only).
Adept:
- Ritual of Life: Revive allies 10% faster. When you start reviving an ally cast Well of Blood. This trait benefits from the recharge bonus of Vampiric Wells.
- Quickening Thirst: Reduces recharge of dagger skills by 33% if used while you are over 75% health. Move 25% faster while wielding at least one dagger.
- Blood Bond: When you inflict at least 4 stacks of bleeding to a single target cast Lesser Signet of Vampirism on them. This trait benefits from the recharge bonus of Signets of Suffering.
Master:
- Life from Death: When you exit shroud you heal and partially revive allies around you.
- Banshee’s Wail: Reduces recharge of warhorn skills by 20% and increases effect durations for warhorn skills by 50%.
- Vampiric Presense: You and allies near you siphon health with attacks (combat only). This effect stacks with the siphoning granted by Vampiric.
Grandmaster:
- Vampiric Rituals: Reduces recharge of well skills by 20%. Wells siphon health for you every pulse and grant protection to allies when cast.
- Unholy Martyr: When you first enter shroud and every 3 seconds afterwards, draw 1 condition from a nearby ally to yourself. Whenever a condition is drawn in this way gain 10% lifeforce. Fixed a bug that caused this trait to function inconsistently with multiple allies.
- Transfusion: Shroud skill 4 heals and partially revives nearby allies. Additionally you teleport up to 5 nearby downed allies to your location while channeling this skill.
Soul Reaping:
Minor:
- Gluttony: Increases life force gain from skills by 10%.
- Last Gasp: When you take damage while below 50% health cast Spectral Armor on yourself. This trait benefits from the recharge bonus of Spectral Mastery.
- Strength of Undeath: Increases maximum life force pool by 15%. While above 50% lifeforce you deal 5% additional damage.
Adept:
- Unyielding Blast: Shroud skill 1 pierces an inflicts 2 stacks of vulnerability for 10 seconds to targets it hits. Increased number of targets pierced to 5 from 4.
- Soul Marks: Mark skills are now unblockable and generate 3% life force when triggered.
- Speed of Shadows: Increases movement speed while in shroud by 25% and decreases recharge of shroud by 30%.
Master:
- Spectral Mastery: Reduces recharge of spectral skills by 20% and increases duration by 50%. Additionally, when you activate a spectral skill you gain 5% life force.
- Vital Persistence: Life force drains 50% slower while in shroud and the recharge of shroud skills is reduced by 15%.
- Fear of Death: Fear duration is 50% longer. When you are downed, fear foes around you for 1s.
Grandmaster:
- Foot in the Grave: When you enter shroud gain 1 stack of stability for 3 seconds and break out of stun.
- Death Perception: While you are in shroud you have an additional 50% chance to critical hit.
- Dhuumfire: Shroud skill 1 inflicts 1 stack of burning for 3 seconds when it hits.
RANGER
General
- All Ranger pets now gain an additional 150 Power, Vitality, Toughness and Precision at level 80.
Skills - All Ranger Longbow skills have had their velocity increased 100%. Longbow range is now 1500 baseline.
- Stalkers Strike: This skill now applies 3 stacks of poison for 8 seconds.
- Poison Volley: Increased the poison duration from 2 seconds to 4 seconds.
- Serpents Strike: Increased the number of poison stacks from 1 stack for 6 seconds to 2 stacks for 6 seconds. Movement speed adjustments no longer affect the intended travel distance.
- All Ranger Traps now have a 0.5s arming time.
- All Ranger Traps now have a 180 trigger radius and a 240 effect radius.
- Viper’s Nest: This skill now applies 3 stacks of poison for 5 seconds every pulse. The pulse strike damage on this skill has been increased.
- Flame Trap: Increased the duration from 1 seconds to 2.5 seconds per pulse.
- Spike Trap: Now has a knockdown component on initial trap trigger. Bleed stacks increased to 6 and duration increased to 6.25s. Cripple duration increased to 2.66s.
- Frost Trap: Trap duration once triggered has been decreased from 5s to 3s. The chill duration per pulse has been increased to 3s. This skill has gained a pulse damage component.
- All Ranger Spirits have had their chance on hit buffs increased to 75%.
- All Ranger Spirits now have a 30s cooldown.
- All Ranger Spirit active abilities have had their maximum targets increased to 5.
- All Ranger Spirit active abilities are more potent and sacrifice the spirit.
- Water Spirit: The cast time from the water spirit’s active ability has been removed.
- Sun Spirit: This spirit’s buff now applies 2 stacks of burning for 3 seconds. The activate ability now inflicts 3 stacks of burning for 5s and itsbind duration has been increased to 8s.
- Frost Spirit: The activate ability now inflicts 3s of chill initially.
- Storm Spirit: This spirit’s buff now applies 9.5s of swiftness. The activate ability now inflicts a 3s daze.
- Throw Torch: This skill now applies 2 stacks of burning for 6 seconds.
- Bonfire: Increased the burning from 1 second to 3 seconds per pulse.
- Swoop: Movement speed adjustments no longer affect the intended travel distance.
- Kick: Movement speed adjustments no longer affect the intended travel distance.
- Pounce: Movement speed adjustments no longer affect the intended travel distance.
- Hornet Sting: Movement speed adjustments no longer affect the intended travel distance.
- Monarch’s Leap: Movement speed adjustments no longer affect the intended travel distance.
- Ink Blast: Movement speed adjustments no longer affect the intended travel distance.
- Dart: Movement speed adjustments no longer affect the intended travel distance.
- Guard! no longer has a cast time.
- Quickening Zephyr no longer reduces healing by 50%. Gain Super Speed in addition to quickness when activating this ability.
- Lightning Reflexes: Movement speed adjustments no longer affect the intended travel distance.
- Heal as One: This skill is now categorized as a shout skill. (Also renamed to “We Heal as One”.)
- Troll Unguent: This skill is now categorized as a survival skill.
- Healing Spring: This skill is now categorized as a trap skill.
- Rampage as One: This skill is now categorized as a shout skill. (Also renamed to “Strength of the Pack”.)
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Marksmanship:
Minors:
- Opening Strike: Cause 5 stacks of vulnerability for 5 seconds with your first strike on entering combat.
- Alpha Training: Your pets gains Opening Strike.
- Precise Strike: Your opening strike always critically hits.
Adept:
- Enlargement: When your health drops below 50%, you cast Signet of the Wild.
- Predator’s Instinct: Apply 10 seconds of Cripple to foes below 50% when you strike them. This trait has a 30 second internal cooldown.
- Clarion Bond: Cast Call of the Wild when you swap pets.
Master:
- Brutish Seals: Activating a signet grants 3 stacks of might for 15 seconds to you and your pet. Your signets gain 20% recharge reduction.
- Steady Focus: Deal 10% increased damage when at full endurance.
- Moment of Clarity: When you interrupt a foe, you and your pets’ next attack deal 50% more damage. Your daze and stun durations are increased by 100%.
Grandmaster:
- Predator’s Onslaught: You and your pet deal 10% increased damage to foes affected by disables or movement impairing abilities.
- Remorseless: Regain opening strike whenever you gain fury. Your opening strike deals 25% more damage.
- Lead the Wind: While wielding a longbow your attack speed is increased by 10% and your arrows pierce. Longbow and Harpoon gun skills recharge 20% faster.
Skirmishing:
Minor:
- Tail Wind: Gain 9s of swiftness by switching your weapons in combat. This trait has a 9 second internal cooldown.
- Furious Grip: Gain 5s of fury by switching your weapons in combat. This trait has a 9 second internal cooldown.
- Hunter’s Tactics: Increase your chance to critically strike by 10% when attacking from behind or the side.
Adept:
- Sharpened Edges: You and your pet have a 66% chance to cause 3s of bleeding when you critically strike.
- Primal Reflexes: When you successfully evade an attack gain 5s of Vigor. This trait has a 8 second internal cooldown.
- Trapper’s Expertise: Boons and conditions caused by your traps last 60% longer. Your traps recharge 20% faster and your offensive traps cause 2s of cripple.
Master:
- Spotter: Nearby allies gain up to 150 precision.
- Strider’s Defense: Your melee attacks have a 25% chance to destroy projectiles. Your sword skills recharge 20% faster.
- Hidden Barbs: Bleeding you cause deals 33% more damage.
Grandmaster:
- Quick Draw: Combat only. Upon swapping weapons, your next ranger weapon skill used has 66% reduced recharge. This trait has a 9 second internal cooldown.
- Light on your Feet: After dodging your damage and condition duration is increased by 5% for the next 4 seconds. Short bow skills recharge 20% faster and pierce.
- Most Dangerous Game: While your health is below 50% you gain a stack might for 8 seconds every second.
Wilderness Survival:
Minor:
- Natural Vigor: Increases your endurance regeneration by 20%.
- Companion’s Defense: Combat Only. You and your pet gain 2s of protection when you dodge roll.
- Bark Skin: You take 33% less damage and your pet takes 50% less damage while your health is above 90%.
Adept:
- Soften the Fall: You take 50% less damage from falling. When you take falling damage create muddy ground.
- Oakheart Salve: Gain 5s of regeneration when you suffer from bleeding, poison or burning. While under the effects of regeneration you take 5% less damage. This trait has a 10 second internal cooldown.
- Expertise Training: Your pet gains up to 300 condition damage, based on level and their conditions last 20% longer.
Master:
- Ambidexterity: Gain up to 150 condition damage when wielding a torch or dagger. Your torch and dagger skills recharge 20% faster.
- Refined Toxins: While you are above 90% health your strikes inflict 6s of poison. While your pet’s health is above 90% its strikes inflict 6s of poison. This trait has a 10 second internal cooldown.
- Shared Anguish: Incoming disables (Stun, Taunt, Daze, Knockdown, Knockback, Pull, Sink, Float, Fear or Launch) are transferred to your pet. This trait has a 60 second internal cooldown.
Grandmaster:
- Empathic Bond: Pets take 3 conditions from you every 10 seconds.
- Wilderness Knowledge: Survival skills have 20% reduced recharge, grant 6s of fury and remove 2 conditions.
- Poison Master: When you swap pets your pet’s next attack will inflict 2 stacks of poison for 8 seconds. Your poison damage is increased by 25%.
Nature Magic:
Minor:
- Rejuvenation: When you receive damage while below 50%, gain 6s of regeneration. This trait has a 18 second internal cooldown.
- Fortifying Bond: Any boon you gain is shared with your pet.
- Lingering Magic: Boons you apply last 20% longer. Boons your pet apply last 50% longer.
Adept:
- Bountiful Hunter: You and your pet deal 1% more damage per boon on you.
- Instinctive Reaction: When your health drops below 50% gain 3s of quickness. Gain 7% of your Healing Power as Power.
- Allies’ Aid: When you begin reviving an ally cast search and rescue on them. You gain 10% increased revive speed.
Master: - Evasive Purity: Dodging removes blindness, crippling and poison from you. This trait has a 10 second internal cooldown.
- Vigorous Training: Your pets grant 6s of vigor to allies near them when you swap pets.
- Windborne Notes: Call of the wild also grants 10s of regeneration. Your warhorn skills recharge 20% faster.
Grandmaster:
- Nature’s Vengeance: Each of your spirits pulses 1s of a particular boon every 3s. Your spirits gain 100% increased health. The range of spirit activated abilities is increased by 50%.
- Protective Ward: When you receive damage inflict 6s of weakness on foes near you and you gain 4s of protection. This trait has a 15 second internal cooldown.
- Invigorating Bond: Your pet heals allies in an area around them. This trait has a 20 second internal cooldown.
Beastmastery:
Minor:
- Pack Alpha: Your pet gains up to 150 power, precision, toughness and vitality and their skills recharge 20% faster.
- Loud Whistle: While your health is above 90% your pet deals 10% more damage. Your pet swap recharges 20% faster.
- Pet’s Prowess: Your pets move 30 faster and gain up to 300 ferocity.
Adept:
- Go For The Eyes: Your pet gains up to 300 toughness. Your pet’s command [[f2]] ability causes 5s of blindness to foes around it.
- Companion’s Might: Your critical hits grant 5s of might to your pet. Critical strikes from your pet’s basic attack cause 6s of bleeding.
- Resounding Timbre: Your shouts apply 10s of Regeneration and 10s of Swiftness to nearby allies. You shouts recharge 20% faster.
Master:
- Wilting Strike: Your pet inflicts 4s weakness when you activate its command [[f2]] ability.
- Two-Handed Training: Greatsword and spear damage is increased by 5% and those skills recharge 20% faster. Greatsword and spear hits have a 50% chance to gain 3s of fury. This trait has a 10 second internal cooldown.
- Natural Regeneration: Your pet gains natural health recovery and their healing power is increased by up to 450.
Grandmaster:
- Beastly Warden: Your pet’s command [[f2]] ability causes 2s of taunt to foes around it. This trait has a 15 second internal cooldown.
- Zephyr’s Speed: Combat Only. When you swap pets you and your pet gain 3 stacks of might for 15 seconds and 3 seconds of quickness.
- Honed Axes: Gain up to 150 ferocity while wielding an axe in your main hand. Winter’s Bite is now inflicts its effects in an area at your target’s location.
Pets
- Forest Spider – Deadly Venom: Increase the poison duration from 6 seconds to 12 seconds.
- Juvenile Carrion Devourer – Poison Cloud: Increased the poison duration from 2 seconds to 4 seconds.
- Devourer Pet: Twin Darts: Increased the poison duration from 3 seconds to 6 seconds.
- Juvenile Murellow – Poisonous Maul: This skill now applies 3 stacks of poison for 6 seconds.
(edited by Josh Davis.6015)
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)
0/10, would not get baited again.
On a more serious note, locking this thread until ESL can investigate this.
Fixed!
Tournament of Legends 3 prizes for both regions has been distributed. Here’s a few things to note:
- Gems from for the top 4 teams per region were distributed directly to your account balance – there will not be a code this time.
- The prize scheme has to be updated to reflect 128 teams vs 64. You can find the new scheme below. If you receive a chest with the incorrect item name – that’s OK! Just check what you got against the below list and everything should be fine.
- A few names bounced back. Check the bottom of this thread to see if your name was is on the list.
- No, other tournaments have not yet been distributed, and yes, they will be done asap. I wanted to get this one out of the way as it was a bigger task.
Prizes:
- 1st Place: Choice of legendary weapon (Eternity excluded), 4000 gems, 2 Black Lion Claim Tickets, choice of a permanent finisher, 1 Mini Llama
- 2nd Place: Choice of precursor weapon, choice of Gift of Mastery or Gift of Fortune, 2000 gems, 2 Black Lion Claim Tickets, choice of a permanent finisher, 1 Mini Llama
- 3rd Place: Choice of Gift of Mastery or Gift of Fortune, 2 Black Lion Claim Tickets, choice of a permanent finisher, 1 Mini Llama, 2000 gems
- 4th: Choice of Gift of Mastery or Gift of Fortune, 2 Black Lion Claim Tickets, choice of a permanent finisher, 1 Mini Llama, 77 Mystic Clovers, 800 gems
- 5th – 8th: Choice of Gift of Mastery or Gift of Fortune, 1 Black Lion Claim Tickets, 77 Mystic Clovers, choice of a permanent finisher, 1 Mini Llama
- 9th – 16th Place: Choice of Gift of Magic or Gift of Might, 1 Black Lion Claim Ticket, choice of a permanent finisher, 1 Mini Llama
- 32nd – 17th: Choice of a permanent finisher, 1 Mini Llama
- 64th – 33rd: 1 Mini Llama
Failed Display Names
azor.8420
No Fuuin Jutsu.4907
Player Inni.9716
(edited by Josh Davis.6015)
I need to make a copy/pasta for this. :P
- Tournament organizers can regularly take 1-2 weeks to report the winners to me. From there it can take 1-2 additional weeks to distribute prizes depending on the specific day I receive the results.
That said, the past two weeks have been particularly hectic for me with WTS taking place. I’ll have everything sent out this week that I have requests for.
After a thorough internal investigation it has become very clear that the players who signed up to play on the roster of “Majestic Capricorns” in the European World Tournament Series Invitational Qualifiers were not the ones who actually participated in the event, violating a number of rules regarding eligibility as well as Section 9 of the Guild Wars 2 User Agreement (players may not share accounts).
Additionally, the Majestic Capricorns have also violated the following World Tournament Series rules:
- Players who engage in unsportsmanlike, disruptive, annoying, harassing or threatening conduct or violate any rule, gain unfair advantage, or attempt to obtain winner status using fraudulent means, including, without limitation, cheating, hacking, deception, or other unfair practices, in Tournament Organizer/Administrator’s reasonable discretion, will be disqualified.
- By participating, players understand and acknowledge that the Tournament Entities are responsible for all aspects of this Tournament, and that the Guild Wars 2 User Agreement and Rules of Conduct shall apply.
As a result of the aforementioned rule violations, the following actions will be taken:
- Effective immediately, team “Majestic Capricorns” and all players directly involved in the deception described above are hereby disqualified from the World Tournament Series 2015.
- Majestic Capricorns forfeit all pending rewards for tournament participation.
- The Majestic Capricorns forfeit their match against team Orange Logo. Orange Logo will move on to the World Tournament Series Finals in Cologne.
- Additional penalties for players involved will be handled after an investigation for each individual case.
Fairness in competitive play is something we believe in very strongly at ArenaNet and as such we are taking this violation very seriously. Our investigation into this matter will be ongoing and additional penalties may be levied at our sole discretion.
Thanks,
Joshua Davis
ArenaNet Competitive Events Manager
(edited by Josh Davis.6015)
Hi all,
As a reminder, the WTSIQ for Cologne is live tomorrow at 8am Pacific (15:00 UTC) beginning with the Europe, followed by the North American event at 2pm Pacific (21:00 UTC).
Brackets:
Livestreams:
English, hosted by Jebro and ChroNick: http://www.twitch.tv/guildwars2
German, hosted by Sputti and Blackmoa: http://www.twitch.tv/guildnews
French, hosted by Waffle and Audio: http://www.twitch.tv/fureurwebtv
Spanish, hosted by FariFariNos and Reihn: http://www.twitch.tv/farifarinos
You can check out our recent blog regarding the event, or head over to the official World Tournament Series Event page for more information.
For previous World Tournament Series events we have required that players be in possession of a passport at the time they play in the WTSIQ. For the WTS – Cologne, this will not be the case – as long as you can prove your age/nationality, you can compete.
In the event that your team wins the qualifier you will have adequate time to purchase a passport before travelling to Germany. This should make it a lot easier for many of you to compete, and you don’t need to worry about dropping cash on something you might not need.
The normal age/country restrictions still apply.
As a reminder, the World Tournament Series Invitational Qualifier will take place on June 6. More information coming soon.
Rewards generally take up to two weeks to distribute. For clarity, here’s the process:
1. You play in a tournament. You place well.
2. You submit your information to the tournament organizer.
3. Organizer compiles all information from that cup. Once the organizer has collected all of the tournament winner’s information, they send it to me. This can take anywhere from a day to over a week, depending on which organizer is doing it and how many people they had sign-up. The amount of time it takes for an organizer to collect/send the info is dependent on them and the winners. This is out of my control.
4. Once I have the reward request, I then send out gems/llamas. This generally happens same week, but can go to the week after in the event that the request was sent to me after I did that week’s distribution.
tl;dr – two weeks is a normal amount of time to wait. For example, Academy Gaming #11 was submitted to me on May 18th (7 days after the event) and will make it into this week’s distribution.
Thanks.
(edited by Josh Davis.6015)
FYI, the Call of the Mists bonus will be enabled this weekend.
+10% PvP Rank Points
+15% Reward Track Progress
+100% Magic Find (PvP Only)
I don’t think this is intended, but I’ll need to follow-up with the skills team in the morning to be sure. Either way, I started an email chain about this. Thanks for the reports.
I decided to stay late and send everything. I’m caught up to any event that had been submitted to me before today.
I have a list of about 10~ individuals that had incorrect emails/accounts, but I’ll follow-up on those next week.
Have a great weekend, and enjoy your llamas.
Rewards for the Ladder Test Season 2 and all tournament results submitted to me up until 5/7/2015 have been distributed.
As a reminder, once tournament results are submitted to me it can take up to 2 weeks for distribution. I’ll knock out the rest of the prizes next week.
Peters and I discussed the chronomancer traits thing today. We’ll try to get something out to you guys as soon as we can (next week at the earliest, obviously).
To add on to what Xanatos mentioned, we will be extending prizes to top 64 instead of top 32 with this change. I’ll need to go over the rewards on Monday, but at a minimum, you can expect a Llama Mini for making it to the second round.
The amulets will be rebalanced to compensate for the loss of stats originally gained from trait lines.
This is probably as good of a place as any to mention that we’ll also be using this opportunity to rebalance PvP’s celestial amulet to be slightly less effective. We’re probably looking at a 10%~ decrease in overall stats, but this number can change as we draw closer to releasing the core specialization changes.
Not quite a record, but pretty fast! I think ToL1 or ToL2 had something like 312 teams sign-up over the course of a month (so we have plenty of time to get there).
For ToL1, we were planning for 8 total teams and a contingency plan to extend to 16, haha.
Congrats fellow engineers. ^^