Everyone and their mother things that they have the miracle suggestion that will balance the game. What makes your suggestions worthwhile or credible.
ANet mentioned that they wanted to design GW2 with visual cues in mind. They wanted to make a game in which you could read an opponent by the effects given off by their skills. However, even with this supposed MO for skill design, there are mountains of skills in this game that break this rule leading to ranged burst that has no effective counter-play. I can see this. I can address it.
Have you played for any professional teams in any other games besides GW2?
You’re complaining to a McDonald’s frycook that he’s not making your burger like the guy at Burger King makes it. We’re talking about GW2 here. Other games (aside from maybe GW1) have little relevance.
(edited by Swagg.9236)
First of all, if you consider things such as, say, using warr’s shield 5 to block for three seconds, or using Guard’s Renewed Focus, or whatever, 5 seconds really isn’t that long. More importantly, however, it only prevents one attack, and the simple counter to that is simply to just auto once and then continue doing what you were planning on doing before.
You’re being ridiculous if you think that a single full attack negation isn’t powerful. Moreover, with the levels of blind accessible to the Thief, it’s often possible to temporarily gain immunity to attacks in melee under the right conditions since blind now only goes away after a player strikes with an attack that would have actually hit.
Secondly, as I told you… Meteor Shower deals more damage than SShot. Furthermore, if you think that this is something unique to thief, it’s not. Ranger’s Maul does more damage, as well as (to list out some skills across various professions: Lightning Surge, Eruption, Rush, Fierce Blow, Counterblow, Final Thrust (>50% health), Counterattack, Putrid Mark, Orb of Light, and Faithful Strike, and I neglected to mention skills that either did 1) lots of condition damage as opposed to direct damage or 2) did far more damage than Meteor Shower did. This isn’t some kind of end-all be-all argument that you’re making here; if you were arguing about something doing the damage of at least a level 2 Eviscerate, then that would be an entirely different discussion.
Alright, let me back away from the damage then. While damage is an important factor in a skill, its utility and counter-playability is also crucial. [Shadow Shot] has effectively no counter-play to it. You can block the follow-up stab for high damage, but is that really a win since the Thief still gets free movement to you and you are now blind? The Thief still comes on top in this situation. It’s a free one-up on a target player and there’s no proper counter to it. It needs a nerf. Breaking that into a two-part skill chain will fix it.
Thirdly- and this is probably the most important point for you to take away- Shadow Shot is not unblockable. The blind can’t be blocked, but the damage can. Go test it out yourself. Until you decide to do some actual research (instead of just looking at the wiki or gw2skills.net, I don’t feel much of a need to respond to the rest of your post; honestly, I feel that it would be meaningless to do so.
The blind and teleport is the most powerful part of this skill. The fact that the thief gets free movement to a target on top of blinding that target is why this skill is imbalanced. The projectile can’t be blocked, it can’t be reflected, and it can’t even be destroyed.
Once again, you’re missing the point of these skill changes. These thief skill changes related to [Infiltrator’s Strike] and [Shadow Shot] aren’t necessarily about raw damage, but rather addressing the issue of free, uncounterable movement to a target (that is often followed up by free hits on said target either via immobilize or blind).
There was a reason that shadowsteps in GW1 were given a 3/4-second after-cast. Also, those shadowsteps never had any immediate damage tied to them. Shadowstep mechanics are incredibly strong—borderline broken—and adding anything on top of that simple free direct-to-target movement is asking for balance troubles.
Staff elementalist because you actually have to aim/time your attacks and consistently think ahead of your opponents.
Too bad ArenaNet already said they have no plans to return to Cantha or Elona or to make an actual expansion…
That’s why I feel that current lore can be understood and developed in such a manner to bring the Ritualist to Tyria via the Crystal Desert. Also, I share your feelings about the current GW2 team. It really is rather distressing to see this game stagnate the way that it has over the past many months from both a lore and a game-play stand-point.
I liked ritualist in GW1. This is a good read as well.
However, I will have to staunchly disagree with everything you just said on account of your name.
It was a hastily-made mistake during BWE 1. It seemed a lot more passable 1 and a half years ago, and I was going to make an asura mesmer by the same name because it would technically be within lore bounds. Although I did wise up to making such a character name before the game even released, now I get to sit with this account name forever.
I guess that I can understand your initial reaction, though.
You fail to realize the actual scope of IS’s actual abilities, and its value in the context of sword builds. For instance, many of those no-damage or low-damage immobs also have immobs longer than just 1 second, such as the engi’s Net Shot, which deals 2 seconds of immob at a longer range, and the engi’s rifle also has high-damage attacks which benefit greatly from having an immobilized opponent. Immob does not give Sword builds many benefits
Immobilize gives you a free hit.
(particularly since the aftercast on IS is too long for the immob to be utilized very well, often)
I was able to reliably get [Pistol Whip] off on players. There’s no after-cast. There’s “after-cast” but no more than what you would get from a regular auto-attack. It’s not nearly as bad as you make it sound. You get a free follow-up hit out of it. Given that that free hit is attached to [Savage Leap] damage, has no activation cue and can hit you from 600 range, it’s rather broken.
and the range and technically speaking, the CD, are both worse than those of Net Shot.
[Net Shot] actually has rather poor tracking and the projectile tends to go astray if used at a range of 600 or more. It’s best used against stationary targets or targets that are rather close to you.
Mesmer’s sword’s Illusionary Leap/Swap to Blurred Frenzy combo…
This attack is clone dependent. You can CC the clone or destroy it. You can also see the clone perform a very obvious leap animation toward you. It’s balanced in that it has a blatant cue that can be dodged or even outright stopped in its tracks via CC or raw damage.
Warrior’s Pin Down
I’ve already suggested a skill functionality change for this as a nerf.
Flurry
The player has a walk up to you to perform this skill. That’s the innate balance. Warriors don’t get direct-to-target teleports.
Ele’s Shock Wave
This uses a projectile that can be blocked and reflected. It also as a 3/4-second cast-time which can be difficult to get off in a pinch.
Necro’s Dark Pact
This skill has a long cast-time and a VERY unique animation cue. Despite it having no projectile, I could almost argue that it were balanced.
Guard’s Chain of Light
This is actually a very powerful skill. However, with a 20-second cool-down compounded by the fact that it’s often used as an opener skill when people have most of their free movement and condition removal skills off cool-down, it’s often negated. However, I still won’t discount it as being incredibly powerful and borderline broken since it doesn’t use a projectile and only has a 1/2-second cast-time.
To pin that all down on the fact that they’re projectiles or whatever is simply inaccurate
It is not. Projectiles have to travel. [Infiltrator’s Strike] has no identifiable cast-time, no travel time and also inflicts considerable damage. This is why it’s so imbalanced.
Warrior’s Sword has an extremely good auto attack and an absolutely ridiculous #3 skill.
Again, you have to actually step up to somebody and use that skill. It also has a considerable wind-up and unique activation animation.
That post requires a lot of fairly wild assumptions to even attempt to justify.
Thief with 2,853 power yields a 877 base damage [Crippling Strike] in PvP without any other modifiers. It also inflicts cripple and weakness. Elementalist with 3,310 power yields a 754 base damage [Fireball] in PvP without any other modifiers.
For instance, in WvW, I can deal a heck of a lot more damage with ele’s Fireball than I can with thief’s sword’s auto attack when the ele is standing on a wall.
One doesn’t make comparisons without fixing variables. Your situational circumstances mean nothing.
You’re not making any real arguments against my main point: cue-less ranged attacks without projectiles in GW2 are broken and should be readjusted to balance game-play. There are a lot of skills like this. They all should be looked at critically.
Thanks a lot for your support, Carlos.4371. To be brief, I also agree with your opinion about how Ritualists are by no means irrelevant in the lore of Guild Wars 2, which is really the thesis behind my meager lore introduction at the beginning of this thread.
As for:
I only see one thing to be critized, the “Mana” mechanic. Mana was banned very early in the development of GW2, and the no mana mechanic with skills having cooldowns only is a very strong character of the game which ArenaNet would never change in the sense of adding some kind of “mana” source, doesn’t matter if invisible or not, they would never have “Mana” as a word in the game. Reworking that would make this suggestion perfect in my opinion.
I can understand the aversion to a mana mechanic ala GW1 energy. However, I still defend my personal design as a means to govern three potentially very powerful profession mechanics simultaneously without destroying the their ability to perform on the battlefield. As seen, the only things that really consume mana are the active [Unbind] skills, using an F2 or F3 skill, wielding an [Item Spell] or lingering in [Channeler Mode]. To this effect, there isn’t really a lot of stuff constantly eating up mana energy at all.
Furthermore, I mean, I guess mana could be removed, but then it really sort of cheapens [Channeler Mode] without it being linked to a hard resource. It’d be even shallower than [Death Shroud] which actually requires some sort of effort to charge. Furthermore, even if it were removed on all accounts except for just [Channeler Mode], it would still manage to cheapen the profession mechanic by making it a sort of free-bee thing that no Ritualist would have to worry about managing or charging except maybe after having just used it.
Even further, although I haven’t gotten to them yet, I think it would be a good idea to put some mana management skills even on the weapon skills.
The goal with mana being an energy resource for the Ritualist is to make the Ritualist make choices with his or her skills.
- “Do I really go all out in [Channeler Mode] and risk not being able to use [Unbind] skills directly afterward?”
- “Do I invest most of my time into [Item Spells] knowing that I may not have a lot of Soulbound Spirit hp if I should enter [Channeler Mode]?
- “Do I go spirit spammer route and really capitalize on [Unbind] skills and maybe leave [Channeler Mode] and [Item Spells] by the wayside?
In essence, the goal is sort of what Necromancer has going with [Death Shroud] except it would be as if [Death Shroud] had multiple aspects. Ritualists can specialize via their profession mechanic, spirits and item spells. The goal with mana is to sort of funnel a lot of energy into one or two rather than giving Ritualists full command of all of them simultaneously. I suppose having only 3 utility skills would sort of help to limit this too.
In the end, removing mana would require a lot of rebalancing and skill changes. I guess it could be possible, but it’d require a lot of work. The only way I could see that happening would be if someone actually told me to really help design the Ritualist for GW2. Then the gloves would be off for a round-table discussion.
BS does less damage than a level 2 Eviscerate, and is more predictable than one as well (since it takes longer to prepare the combination). Stealth makes protecting/capping a point exceedingly difficult, and the amount of initiative required for a BS combo and stealth is quite high. Furthermore, you can still deal damage to enemies while they’re stealthed; they can’t without breaking stealth. You can also see when you’ve evaded a BS, which generally allows you to know the thief’s location and makes the combination much more difficult to land. As for the other major stealth attack, Sneak Attack, you just allow yourself to be hit by one, maybe two of the projectiles, evade the rest, and you’ve taken minimal damage while your opponent is revealed.
You’re discussing the wrong thing here. These changes aren’t about raw damage nerfing, it’s about making skills more readable and punishing players for bad play. Quoting damage numbers has no bearing on most of this entire argument.
Stealth-triggered 1 skills are the most broken skills in this game. They’re predictable, yes, but a Thief can miss multiple Stealth-triggered 1 skills yet are instantly forgiven because they have no internal cool-downs. So long as you don’t do damage, you get to endlessly spam them until they hit. That should be fixed.
PW is far from being a “spammable invulnerability”; of the S/P thieves I’ve seen, they say that it is not in fact their main source of damage, but more of an interrupt skill and an occasional burst. Like any other rooting skill, PW makes you extremely vulnerable at the end of your animation, especially with aftercast, because your opponent can basically pin you down. PW also costs a load of initiative.
It’s a [Blurred Frenzy] without a cool-down that stuns. It’s a great way to sit in AoE for a free two seconds. Also, you really do look at these skills without taking other things into scope. Just because the wind-up is a 3/4 second (which really isn’t that much compared to what it gives a player), thieves still get [Shadowstep], [Withdraw], [Infiltrator’s Signet], [Steal], maybe [Disabling Shot] or even [Infiltrator’s Return] to maneuver while invulnerable or as it wears off. This is also not counting Thieves’ reliable access to blind skills.
Since most AoE’s pulse on a 1-second interval, it’s very easy to negate a lot of damage or effects by buying time with [Pistol Whip] and following it up with something else. Since this skill has no cool-down, it often makes hitting with AoE very difficult. Making the invulnerability attack tied to hitting with [Pistol Whip] would fix this.
Infi Strike has an absolutely dismal skill coefficient of .75, less than the auto attack, and while the animation isn’t exactly readable, the times when it’s being used or about to be used is. Also, no reason for such a low-damage attack with a very small immob (small enough that it’s basically over by the time you’ve finished the after cast) that costs a lot of initiative to be considered “unfair”, especially since “unfair” seems more like a personal viewpoint than a logically based one.
Immobilize usually has either no damage attached to it, very low damage attached to it or has a projectile (outside of passive trait procs). [Infiltrator’s Strike] goes against all of these commonalities. It’s an instant-travel, no cast-time [Savage Leap] that inflicts immobilize.
Furthermore, you argue that the sword auto-attack is also balanced. [Crippling Strike]
deals astronomical damage for an auto-attack that complete outclasses every other example in the game. The only auto-attack in near competition is the Necromancer dagger auto-attack, however, the only thing with Necromancer dagger main-hand is that you can see those players coming and thus it’s more balanced.
Shadow Shot has a fairly obvious animation (the blinding shot, which does no damage, comes before the actual damaging animation occurs), and in fact does less damage than Meteor Shower does (coefficient of ~1.25 vs ~1.43). The difference is that Meteor Shower is a fairly obvious skill but still has a large AoE that does decent damage, while Shadow Shot is a lot easier to hit but is only single-target. Furthermore, the blind is fairly short (and will probably end if you swing your sword as soon as the projectile hits you, since your opponent will be teleported to you), and only the movement is unblock able; you can evade the skill entirely and completely ruin the teleport as well. Furthermore, if you lay down an AoE as your opponent hits you with SShot, then your opponent could very well land right where you want him or her to.
Blind is incredibly powerful. It gives the Thief effective impunity for the follow up attack. Five seconds of blind is not short. That’s more than enough to negate a follow up attack and it would be an incredibly poor decision to wait out 5 seconds of blind vs anyone given the typical speed of GW2 combat.
Are you seriously arguing that [Meteor Shower]-tier damage is not a big deal just because it’s single target? And it doesn’t have a cool-down? And it’s unblockable?
Also, are you really sure that you know how [Shadow Shot] works? ANet made the bullet unblockable to prevent players from teleporting to thieves and interrupting their attacks as a result of proper use of reflect. However, instead of really fixing anything, they just gave thief free [Meteor Shower] damage that also blinds and provides free movement to a target.
One should be able to block or reflect the movement-triggering projectile. Breaking this skill down into a two-part chain could help this.
Cluster Bomb has the most obvious animation ever (extremely slow projectile moving in a long, arcing path that’s flashing on and off and lights up the area where it’s about to land), and the time required to wait between shots (unless you blow up the CB every single time you use it, which isn’t necessarily optimal) is more than enough to justify the fact that it does a decent bit of damage for an AoE (but it does fairly low damage for a non-auto attack that doesn’t deal lots of condi damage/remove condis/etc). Maybe a small nerf is required, but certainly not 12.5%. I wouldn’t argue for anything over 5%.
Cluster bomb has effectively no delay when activated within melee range. It works in the same manner as Warrior’s [Arcing Arrow]. People just walk up to a player and use it and it happens. The fact that it can be spammed because it’s a Thief skill is what makes it so broken. By making the skill do less damage at short range, the skill is preserved as a powerful point DPS assist skill as well as a melee-range blast-spam skill, but it no longer works as a super-powerful PBAoE spam. You would actually have to aim it from some distance for it to have high AoE damage.
He posted similar suggestions in the Necromancer forums a little while back. The post here does not include the “functional make over” to fear that he included there and he has modified some of his ideas.
I will not comment on most of these ideas as this was already done in his previous thread: https://forum-en.gw2archive.eu/forum/professions/necromancer/Necromancer-Balance-Suggestions/first#post3315372
There is one thing I cannot avoid commenting on, however. Is the animation for spinal shivers really so unreadable that it requires a projectile? It is one of the more obvious animations in the game and using an offhand focus regularly, I constantly see players recognize the animation and dodge accordingly.
The thing about Necromancer skills is that most of the meta-game Necromancer burst is effectively a ranged backstab. Nobody ever sees it coming because there are 0 tells present at the point at which the effects trigger. A player is just suddenly coated in conditions and running in the opposite direction. In this regard, I’m talking team fights. Necromancers swing team fights like crazy because perfectly identifying range between two players or properly CC’ing a player in the middle of a fight (when most CC is probably on cool-down) is very difficult.
The goal with these changes is to make skills more readable without completely destroying them.
Not gonna lie, the thief changes are absolutely garbage. Better kick thieves further down the hierarchy of classes.
Unreadable offensive skills are unfair. That’s the change to [Infiltrator’s Strike].
Unblockable free movement that has a higher base damage that [Meteor Shower] and also blinds is overtuned. That’s the changed to [Shadow Shot].
Spammable high AoE damage without a real post-cast delay is overpowered. That’s the change to [Cluster Bomb].
Getting to spam powerful attacks with impunity even if someone dodges them, line of sights you or you just start spamming them from outside of range because you can is broken. That is the change to Stealth-triggered 1 skills.
Spammable invulnerability is overpowered. That’s the change to [Pistol Whip].
Not gonna lie, the thief changes are absolutely garbage. Better kick thieves further down the hierarchy of classes.
Adding recharge mechanism on top of initiative is a little bit excessive, I agree.
But I fully support a COMPLETE rebuild of thief class, scrapping the entire stealth and stealth attack mechanism to let it fight head on like other classes.
It’s a real shame that this is what Thief needs. However, ANet will never do it because “it’s too hard.” The entire class is utter garbage and will never truly be both fair and effective at the same time. Truly it is the worst class and ANet will never fix it.
(edited by Swagg.9236)
Alright, that’s all I’ve got for now. Channeler Mode would be next, but I spent forever just retooling what I’ve posted already. I’ll maybe try to get it in in some time, but the jist of Channeler Mode is making one’s Soulbound Spirit into a pet that appears on the field for a period of time and fights with you in high-damage melee against an enemy. Channeler mode can also be a powerful support tool by means of supportive spirits such as Recovery and Recuperation, so the F4 isn’t necessarily always related to raw damage.
reserved for future posts
reserved for future posts
reserved for future posts
reserved for future posts
CHANNELER MODE SKILLS
Spirit of Pain
Painstorm (F3 skill)
- Cast-time: 1¼ seconds
- Recharge: 45 seconds
- Pain rains meteoric punches that plaster the area around it.
- Damage: 418 (1.3)
- Fist damage radius: 120
- Duration: 7 seconds
- Radius: 360
- Pain casts an effective duplicate of [Meteor Shower] directly on top of its location using itself as the center of the radius.
- This skill interrupts Pain’s current skill cue.
Pain Fist
- Cast-time: ½ second
- Punch, casting out a spiritual fist at your foe that damages foes in its path.
- Damage: 179 (0.75)
- Range: 900
- Piercing projectile.
Pain Knuckle
- Cast-time: ½ second
- Punch, casting out a spiritual fist at your foe that damages foes in its path.
- Damage: 179 (0.75)
- Spirit fist range: 900
- Piercing projectile.
Star Finger
- Cast-time: 1¼ seconds
- Focus mana into your finger to release a powerful, piercing bolt of energy at your foe. If this attack strikes a weakened foe, you gain might. This skill is stronger based on how long you channel it.
- ½ second channel: Damage: 229 (0.75)
- 1 second channel: Damage: 314 (1.0)
- Full channel: Damage: 352 (1.2); Weakness: 4 seconds
- Might (2): 8 seconds
- Range: 900
- This skill visually displays a charging bolt of energy in front of the Ritualist while this skill channels. The bolt increases in size each time that the Ritualist reaches another channel threshold.
- Piercing projectile.
Mark of Pain (2-1)
- Cast-time: ¼ second
- Recharge: 15 seconds
- Form a large fist of mana energy above target location. After 1 second, this fist slams into the ground, damaging and marking foes with the mark of pain.
- Delay: 2 seconds
- Damage: 386 (1.0)
- Mark of Pain duration: 8 seconds
- Radius: 180
Star Breaker (2-2)
- Cast-time: 0
- Pain runs to target area and smashes the ground, damaging foes. This attack burns and launches foes with the mark of pain.
- Damage: 318 (1.0)
- Damage radius: 180
- Burning: 3 seconds
- Launch: 400
- Range: 600
- The range limiter is tied to the Ritualist. Pain will attempt to blast directly at the center of the radius reticle.
- Pain uses a 1¼-second long hammer animation when activating its smash attack.
- This attack interrupts Pain’s current skill cue.
Time Stop (3-1)
- Cast-time: ¼ second
- Recharge: 30 seconds
- Whirl in a target direction, immobilizing foes that you strike.
- Damage: 236 (0.75)
- Immobilize: 1 second
- Evasion: ¾ second
- Combo Finisher: Whirl
- Range: 450
Star Crash (3-2)
- Cast-time: 0
- Pain slides forward, burning and blasting foes at the target location.
- Blast damage: 504 (1.2)
- Blast burning: 3 seconds
- Blast radius: 180
- Range: 600
- The range limiter is tied to the Ritualist. Pain will attempt to blast directly at the center of the radius reticle. This may lead Pain to reposition itself if it is too close to the target area when this attack is called.
- This attack interrupts Pain’s current skill cue.
(edited by Swagg.9236)
CHANNELER MODE OVERVIEW
Activating Channeler Mode (base skill-set F4) changes the Ritualist’s Weapon skills and F-skills while also locking the Healing, Utility and Elite skills. While in Channeler Mode, the Ritualist suffers a mana drain of 200 mana every ¼ second which negates the Ritualist’s natural mana regneration. In Channeler Mode, the Ritualist’s Soulbound Spirit manifests itself as a ghost-like, figure at his or her side. The Ritualist fights without weapons while in Channeler Mode.
The first three weapon skills in Channeler Mode are determined by the selected Soulbound Spirit while the last two weapon skills are determined by the weapons that the player was just actively wielding. The 4 skill is determined by the off-hand weapon while the 5 skill is determined by the main-hand. Two-handed weapons provide both a 4 and 5 skill.
A Soulbound Spirit’s attack leash is 1200. To this effect, a Ritualist must stay relatively near his/her active Soulbound Spirit while in Channeler Mode in order to keep attacking in unison.
CHANNELER MODE F-SKILLS
Spirit Leap (F1)
- Cast-time: 0
- Recharge: 10 seconds
- Command your spirit to quickly leap to target area.
- Super Speed: 2 seconds
- Range: 900
- The range indicator is tied to the Ritualist. If the spirit is not within 900 range of the point, it will run to within 900 range and then initiate the leap animation. To that effect, the spirit gains Super Speed for 2 seconds in order to assure that the leap is executed quickly even if the skill is activated while it is outside of range.
- This skill will interrupt the spirit’s current skill queue.
Draw Spirit (F2)
- Cast-time: 0
- Recharge: 10 seconds
- Command your spirit to teleport to you.
- Range: 900
- The range indicator is tied to the Ritualist. If the spirit is not within 900 range of the Ritualist, it will still attempt to teleport to the Ritualist, but it may just not reach the Ritualist entirely; similar to how [Infiltrator’s Signet] can be used to move 900 range to a target even if the target is outside of 900 range.
Unique Soulbound Spirit-based skill (F3)
- This skill changes depending on which Soulbound Spirit is slotted.
Leave Channeler Mode (F4)
- Fade from Channeler Mode and return to your normal skills.
- Channeler Mode enters a 10-second cool-down upon use of this skill.
CHANNELER MODE WEAPON SKILLS
The first 3 are determined by your Soulbound Spirit while the last 2 are determined by the weapons that you are wielding when you enter Channeler mode. The 4 skill is determined by your main-hand weapon while the 5 skill is determined by your off-hand. Two-handed weapons provide both a 4 and 5 skill.
(edited by Swagg.9236)
Mistmarble
- Cast-time: 1½ seconds
- Recharge: 180
- Elite Rift. Create a rift at your location that replaces the weapon skills of all creatures within it.
- Pulse: 4 seconds
- New skill duration: 4 seconds
- Duration: 16 seconds
- Radius: 480
- Skills gained: [Feint]; [Leaping Kick]; [Celestial Fist]; [Hurricane]; [Shoulder Throw]
- This skill overwrites a player’s currrent weapon skills with the skills listed above. The new skills do not interfere with the cool-down timers of the skills that they replace. Once used, a Mistmarble skill will flip back to the respective skill that it originally replaced. Each pulse renews the Mistmarble skills. What this means is that any skills not currently replaced by a Mismarble skill will be replaced respectively (according to its position in the weapon skill bar). To this effect, a player may actively be using Mistmarble skills until most or all of them have flipped back. That player then can wait until the next pulse and have those skills replace his or her weapon skills once again. Mistmarble skills that are still in effect (have not be used) when a pulse occurs are not affected (they do not flip into themselves as this might disrupt play). Mistmarble pulses once on creation and once right as it ends in addition to the three pulses in between these two events. Having a Mistmarble skill re-applied through a pulse does not affect its cool-down timer.
Feint
- Cast-time: ½ second
- Recharge: 4 seconds
- Quickly feign a strike at your foe, dazing and confusing them.
- Daze: ½ second
- Confusion (2): 3 seconds
- Range: 130
Leaping Kick
- Cast-time: ½ second
- Recharge: 4 seconds
- Leap at your foe to deliver a crippling kick.
- Damage: 168 (1.0)
- Cripple: 2 seconds
- Range: 400
- Ranger [Kick]
Celestial Fist
- Cast-time: ½ second
- Recharge: 8
- Unleash a flurry of punches on targets in front of you. Your first strike stuns your foe. Your final strike burns and knocks back your foe.
- Damage (8x): 808 (2.0)
- Stun: ½ second
- Burning: 3 seconds
- Knock-back: 240
- Range: 130
- [Blurred Frenzy]
Hurricane
- Cast-time: ½ second
- Recharge: 12 seconds
- Dash in target direction, knocking back foes in your path.
- Damage: 229 (0.5)
- Knock-back: 240
- Combo Finisher: Whirl
- Range: 450
- [Whirlwind Attack]
Shoulder Throw
- Cast-time: ¼ second
- Recharge: 15 seconds
- Daze and knock your target away from you. If you interrupted a skill, you deal extra damage launch your target instead.
- Damage: 118 (0.3)
- Knock-back: 180
- Interruption damage: 418 (1.5)
- Launch: 300
- Range: 130
(edited by Swagg.9236)
ELITE SKILLS
Ritual Lord
- Cast-time: 1 second
- Recharge: 90 seconds
- Elite Rite. Any active Binding Ritual Spirits that you control die, all of your Binding Rituals instantly recharge and you gain 5 stacks of Attunement. For 15 seconds, you have no limit on the amount of Binding Ritual Spirits that you can maintain at a single time. When this effect ends, all of your Binding Ritual Spirits die.
- Attunement (5): 30 seconds
- Ritual Lord duration: 15 seconds
Staff of Togo
- Mana drain: 1000 every ¼ second
- Elite Item Spell. Channel the weapon of Master Togo, the hero of Cantha, gaining new powers.
- Skills gained: [Rebind]; [Spirit Boon Strike]; [Claw of the Angchu] —> [Sensali Swoop]; [Call to the Spirit Realm]; [Spirit Circle]
Rebind
- Cast-time: 0
- Recharge: 0
- Teleport an active spirit within range that you control to target location.
- Skill radius: 1200
- Range: 1200
Spirit Boon Strike
- Cast-time: ½ second
- Recharge: 10 seconds
- Strike your foe with a surge of spiritual energy and heal all active allied spirits in the area around you.
- Damage: 229 (0.5)
- Spirit healing: 1302 (0.3)
- Skill radius: 1200
- Range: 1200
- The healing radius uses the Ritualist caster as its center point.
Claw of the Angchu (3-1)
- Cast-time: 1 second
- Recharge: 60
- Mark up to 3 enemies at target location with the Claw of the Angchu.
- Radius: 240
- Mark duration: 15 seconds
- Unblockable
- Range: 1200
Sensali Swoop (3-2)
- Cast-time: ½ second
- Mark the target area with a rift. After 1 second, this rift will attempt to pull all enemies marked with Claw of the Angchu to its location.
- Delay: 1 second
- Unblockable
- Rift’s pull range: 1200
- Rift’s placement range: 1200
- This skill is ground-targeted and has a linear “wall” targeting marker. The wall has a placement range of 1200 and serves as a targeting system for the pull. From the location at which it is placed, the wall will attempt to pull all targets within its range that are marked with the debuff “Claw of the Angchu” towards itself using the same vector as the Mesmer skill [Into the Void]. This pull has a maximum range of 1200 range units. If an enemy marked with “Claw of the Angchu” is further than 1200 range units from the epicenter of the [Sensali Swoop] AoE circle, the pull will have no effect.
- Players can dodge the pull effect, but cannot block it.
Call to the Spirit Realm
- Cast-time: 1½ seconds
- Recharge: 120
- Summon three spirits at target location. They attack with bouncing bolts that damage enemies and grant fury to allies.
- Damage: 118 (0.3)
- Fury: 2 seconds
- Rate of attack: 2 seconds
- Number of bounces: 3
- Duration: 15 seconds
- Range: 1200
- These spirits are summons that are not counted as Binding Ritual Spirits and therefore can exist alongside of other active Binding Rituals already under the Ritualist’s control. The spirits each have their own respective health pools.
Spirit Circle
- Cast-time: 1½ seconds
- Recharge: 150 seconds
- Create an enormous rift at your location. Allied spirit creatures inside this rift gain bound armor and retaliation. Allies within this rift regenerate mana energy and gain regeneration.
- Bound armor: 1 second
- Retaliation: 1 second
- Regeneration: 1 second
- Mana energy gained: 1000
- Pulse: 1 second
- Duration: 10 seconds
- Radius: 600
- Bound armor is a unique boon that grants a 99% damage reduction.
- Active Binding Ritual Spirits as well as active Soulbound Spirits (F4 profession mechanic summon) count as spirit creatures according to this skill.
(edited by Swagg.9236)
Blade of Vorizun the Mighty
- Mana drain: 1000 every ¼ second
- Item Spell. Channel the weapon of Vorizun the powerful and uncanny assassin, gaining new powers.
- Weapon Skills: [Draw] —> [Slice] —>[Jagged Strike]; [Lotus Thrust] —> [Entangling Asp]; [Unsuspecting Strike] —> [Fox Fangs]; [Blades of Steel]; [Trampling Ox]
Draw (1-1)
- Cast-time: 0
- Bash your foe with the hilt of your blade.
- Damage: 179 (0.6)
- Range: 150
Slice (1-2)
- Cast-time: ½ second
- Slice your foe’s body, inflicting bleeding.
- Damage: 179 (0.6)
- Bleeding (1): 3 seconds
- Range: 150
Jagged Strike (1-3)
- Cast-time: ½ second
- Lead Attack. Slice your foe again, inflicting bleeding.
- Damage: 286 (0.86)
- Bleeding (2): 5 seconds
- Range: 150
- Upon using a Lead Attack, all other Weapon Skills that are defined as Lead Attacks chain into their subsequent skill.
Lotus Thrust (2-1)
- Cast-time: ½ second
- Recharge: 8 seconds
- Lead Attack. Stab your foe, inflicting weakness and poison.
- Damage: 221 (0.5)
- Weakness: 3 seconds
- Poison: 5 seconds
- Range: 150
Entangling Asp (2-2)
- Cast-time: 1 second
- Recharge: 15 seconds
- Off-hand Attack. Throw a chained dagger that poisons and immobilizes your foe. If you strike a foe that is already suffering from a condition, you also inflict torment.
- Damage: 118 (0.3)
- Poison: 5 seconds
- Immobilize: 2 seconds
- Torment (3): 5 seconds
- Combo Finisher: Physical Projectile (100%)
- Range: 600
Unsuspecting Strike (3-1)
- Cast-time: ¾ second
- Recharge: 15 seconds
- Lead Attack. Leap to your foe and deliver a staggering slice. This attack deals more damage based on how much your target has.
- 100% – 90% hp: 481 (1.3)
- 90% – 50% hp: 336 (1.0)
- 50% – 0% hp: 252 (0.75)
- Range: 600
- Warrior [Savage Leap].
Fox Fangs (3-2)
- Cast-time: ½ second
- Recharge: 10 seconds
- Off-hand Attack. Spin in place, quickly striking adjacent foes.
- Damage (2x): 236 (0.7)
- Radius: 180
- Combo Finisher: Whirl
- Warrior [Cyclone Axe].
Blades of Steel (4-1)
- Cast-time: ¼ second
- Recharge: 30 seconds
- Finisher. Dash in a target direction, slashing foes in your path while evading attacks.
- Damage: 259 (0.7)
- Evasion: ¾ seconds
- Combo Finisher: Leap
- Range: 450
- Warrior [Whirlwind Attack].
- Finishers remain blocked from use until a player uses an Off-hand Attack. Using a Finisher will both re-lock any other active Finisher and flip all active Off-hand Attacks back to their Lead Attack skills.
Blades of Steel (4-2)
- Cast-time: ¼ second
- Dash in a target direction, slashing foes in your path while evading attacks.
- Damage: 259 (0.7)
- Evasion: ¾ seconds
- Combo Finisher: Leap
- Range: 450
- This chain skill will not count as a Finisher and therefore can be used directly after the first [Blades of Steel].
- This chain skill will only remain active for 3 seconds so as to promote fast double-usage.
Trampling Ox
- Cast-time: 1¼ second
- Recharge: 30 seconds
- Finisher. Strike your foe twice. If your foe was suffering from a condition, you also cripple and knock that foe down.
- Damage (2x): 554 (1.0)
- Cripple: 5 seconds
- Knock-down: 2 seconds
- Range: 130
(edited by Swagg.9236)
Longbow of Khanhei the Vengeful
- Mana drain: 700 every ¼ second
- Item Spell. Channel the weapon of Khanhei the spiteful strategist, gaining new powers.
- Weapon Skills: [Sundering Arrow]; [Keen Arrow]; [Savage Shot]; [Spiritwalk Arrow] —> [Spiritwalk]; [Savage Shot]; [Spite]
Sundering Arrow
- Cast-time: ¾ second
- Recharge: 0
- Fire an arrow at your foe that inflicts vulnerability.
- Damage: 179 (0.65)
- Vulnerability (1): 4 seconds
- Combo Finisher: Physical Projectile (20%)
- Range: 1000
Keen Arrow:
- Cast-time: 1¼ second
- Recharge: 10 seconds
- Fire an arrow that bleeds your target. If you strike your target’s flank, you also inflict immobilize and steal health.
- Damage: 221 (0.5)
- Bleeding (3): 4 seconds
- Flank damage: 221 (0.5)
- Flank healing: 370 (0.3)
- Flank immobilize: 2 seconds
- Range: 1000
Savage Shot
- Cast-time: ¼ second
- Recharge: 20
- Fire an arrow that dazes your target. If you interrupted a skill, you also steal health from your target.
- Damage: 118 (0.3)
- Interruption damage: 317 (0.9)
- Interruption healing: 370 (0.9)
- Daze: 1 second
- Combo Finisher: Physical Projectile
- Range: 1000
Spiritwalk Arrow (3-1)
- Cast-time: ½ second
- Recharge: 20 seconds
- Fire an arrow at target location that creates a pulsing field that damages foes and teleports any active spirit within range that you control to its location. You may teleport to the arrow’s location if you wish.
- Pulse damage: 221 (0.5)
- Pulse: 1 second
- Duration: 5 seconds
- Arrow’s spirit teleport radius: 1200
- Field radius: 180
- Combo Field: Ethereal
- Range: 1000
Spiritwalk (3-2)
- Cast-time: 0
- Teleport to your arrow’s location.
- This chain skill stays active as long as the [Spiritwalk Arrow] field is active.
Spite
- Cast-time: 1 second
- Recharge: 35 seconds
- Rift. Fire an arcing arrow at target location that explodes on impact, creating a pulsing rift that damages foes while granting healing and retaliation to allies.
- Damage: 168 (0.9)
- Pulse damage: 168 (0.9)
- Pulse healing: 176 (0.3)
- Retaliation: 1 second
- Pulse: 1 second
- Radius: 180
- Duration: 5 seconds
- Combo Field: Light
- Range: 1000
- Minimum range: 300
(edited by Swagg.9236)
Fan of Lee Sa the Lively
- Mana drain: 200 every ¼ second
- Item Spell. Channel the weapon of Lee Sa the energetic monk, gaining new powers.
- Weapon Skills: [Wind Cutter]; [Mana Tornado]; [Whirlwind Step] —> [Backdraft]; [Vortex] --> [Spirit Pull]; [Clamorgust]
Wind Cutter
- Cast-time: ½ second
- Cast out a wheel of air that bleeds foes and returns to you.
- Damage: 118 (0.3)
- Bleeding (1): 2 seconds
- Range: 900
- Turquoise-tinted [Vapor Blade].
Mana Tornado
- Cast-time: ¼ second
- Recharge: 8 seconds
- Cast out a tornado that grants you mana for each foe that it hits.
- Damage: 229 (0.65)
- Mana gained per hit: 800
- Turquoise-tinted [Dust Devil].
- Pierces targets.
Whirlwind Step (3-1)
- Cast-time: ¼ second
- Recharge: 15 seconds
- Whirl in target direction, evading attacks while crippling and blinding foes in your path.
- Damage: 179 (1.0)
- Cripple: 1 second
- Blind: 2 seconds
- Evasion: ¾ second
- Combo Finisher: Whirl
- Range: 450
- [Whirlwind Attack]
Backdraft (3-2)
- Cast-time: 0
- Evade backwards, leaving behind a line of gusts that knock back foes. Using this ability increases the skill chain’s recharge time by 100%.
- Damage: 176
- Knock-back: 180
- Gust duration: 2 seconds
- Evasion: 1 second
- [Burning Retreat] that leaves tiny [Sandstorm] (Radius: 90) fields in its wake instead of lines of fire. Those fields knock-back foes attempting to cross them.
Vortex (4-1)
- Cast-time: 1¼ second
- Recharge: 30 seconds
- Pull foes to you with a powerful vortex of wind.
- Range: 450
- Old [Flamethrower Kit] [Backdraft] with a cast-time.
- Movement interrupts cast time.
- Produces a series of [Air Blast] animations while casting.
Spirit Pull (4-2)
- Cast-time: ½ second
- Teleport any Bound Spirit in the area that you control to your location.
- Skill range: 1200
Clamorgust
- Cast-time: 1 second
- Recharge: 45 seconds
- Rift. Create a linear rift at target location. Foes that pass through this rift have their first weapon skill replaced by the skill Manic Soul.
- Rift duration: 5 seconds
- Manic Soul duration: 3 seconds
Manic Soul
- Cast-time: 0
- You become confused and leap directly forward, venting your built up energy.
- Self-confusion (3): 5 seconds
- Leap distance: 900
- [Rocket Boots] leap.
(edited by Swagg.9236)
ITEM SPELLS (Utility Skill sub-class #4)
Item Spells are bundles that function akin to Engineer Kits except that Item Spells drain certain amounts of mana energy every ¼ second while active. To this effect, they cause mana degeneration and have a soft-capped time-limit for their skills that depends on your mana energy level. Furthermore, a Ritualist cannot wield an Item Spell while in Channeler mode. If a Ritualist enters Channeler mode while actively wielding an Item Spell, that item spell will be automatically de-equipped so as to activate that Ritualist’s proper Channeler mode weapon skills. There is no limit to the number of Item Spells that a Ritualist can equip. When wielding Item Spells, Ritualists wield different weapons or items to reflect that they are using an Item Spell.
Cutlass of Glaive the Raider
- Mana drain: 700 every ¼ second
- Item Spell. Channel the weapon of Glaive the Elonian corsair, gaining new powers.
- Weapon Skills: [Hack] —> [Slash] --> [Cyclone Slash]; [Give Chase]; [Moor]; [Broadside]; [Bombardment]
Hack (1-1)
- Cast-time: ½ second
- Hack your foe.
- Damage: 202 (0.6)
- Range: 130
Slash (1-2)
- Cast-time: ½ second
- Slash your foe.
- Damage: 202 (0.6)
- Range: 130
Cyclone Slash (1-3)
- Cast-time: ½ second
- Whirl in place and strike adjacent enemies.
- Damage (2x): 236 (0.7)
- Radius: 130
- [Cyclone Axe]
Give Chase
- Cast-time: ¼ second
- Recharge: 8 seconds
- Leap at your foe to deliver a crippling kick.
- Damage: 202 (0.6)
- Cripple: 3 seconds
- Range: 400
- Ranger [Kick].
Moor
- Cast-time: 0
- Recharge: 20
- Moor a summoned Spirit in the area that you control to your current location.
- Spirit effect radius: 600
- Mark duration: 15 seconds
Broadside
- Cast-time: ¼ second
- Recharge: 40 seconds
- Rift. Conjure a rift that resembles a spiritual ship wall with a protruding cannon. Foes cannot cross this rift and it lasts for 3 seconds. After 3 seconds, the wall’s cannon unleashes a powerful blast that damages foes and knocks them back.
- Duration: 3 seconds
- Broadside damage: 418 (1.0)
- Knock-back: 400
- Range: 450
- This skill is a narrower version of [Unsteady Ground] (half the width).
- The blast uses a cone attack pattern originating from the cannon. Foes on the other side of the wall opposite the cannon will not be hit.
Bombardment
- Cast-time: 3¾ seconds
- Recharge: 40 seconds
- Call down spiritual firebombs at the target area.
- Damage: 418 (1.3)
- Duration: 7 seconds
- Firebomb damage radius: 120
- Radius: 360
- Range: 900
(edited by Swagg.9236)
RIFTS (Utility Skill sub-class #3)
Rifts are AoE effects that influence battlefield movement and control space.
Vacuum
- Cast-time: 1 second
- Recharge: 45 seconds
- Create a circular rift at target location. After 1 second, your Vacuum pulses, attempting to pulls foes towards it. When this rift ends, it explodes, damaging foes inside of it.
- Damage: 548 (1.7)
- Pull delay: 1 second
- Duration: 3 seconds
- Pull range: 300
- Radius: 180
- Combo Finisher: Blast
- Range: 900
Spirit Flight
- Cast-time: ¾ second
- Recharge: 30 seconds
- Rift. Create a circular rift at target location. Allies that pass over it jump into the air at a great height. Enemies that attempt to enter the rift are knocked backwards.
- Knock-back: 180
- Duration: 4 seconds
- Radius: 100
- Range: 900
- Same idea behind the vertical jumping pads in the Skyhammer (Cannon) pvp map.
Roilmaw
- Cast-time: 0
- Recharge: 60 seconds
- Rift. Create a circular rift at your location to which enemies will be teleported via your entrance portal.
- Duration: 60 seconds
- Radius: 180
- Range: 900
Hale (Roilmaw’s chain skill)
- Cast-time: 1 second
- Rift. Create an entrance portal for your Roilmaw that spawns at target location after 1 second. Foes that are either caught inside of or cross the border of this portal are stunned and teleported to the epicenter of your Roilmaw.
- Delay: 1 second
- Stun: 2 seconds
- Pull range: 300
- Rift duration: 5 seconds
- Rift radius: 180
- Range: 900
- Uses a turquoise-tinted Tequatl vortex portal (the one that teleports players underwater). During the delay period, it simply remains stagnant. It beings churning like a typical whirlpool during its active period.
Renewing Memories
- Cast-time: 1 second
- Recharge: 75 seconds
- Create a linear rift at target location. Enemies that cross the rift have each of their Utility Skills replaced respectively by the skill Path to Renewal.
- Path to Renewal duration: 7 seconds
- Rift duration: 5 seconds
- Combo Field: Ethereal
- Range: 900
- The skill Path to Renewal does not interfere with the cool-downs of the skills that it replaces.
- Uses a turquoise-tinted [Temporal Curtain] appearance.
- Upon passing through a [Renewing Memories] rift, a player will receive a unique debuff called Recalling the Past for 20 seconds. Players under the effects of Recalling the Past cannot learn the skill [Path to Renewal]. This prevents players from teleporting back into the [Renewing Memories] rift and constantly having their utilities overwritten by [Path to Renewal]. Its duration also prevents multiple Ritualists from repeatedly overwriting a player’s utilities by chaining multiple [Renewing Memories] rifts. Recalling the Past cannot be removed by condition cleanses.
Path to Renewal
- Cast-time: ½ second
- Re-learn your lost skill. You are crippled, confused and teleport back to the location at which you learned Path to Renewal.
- Cripple: 2 seconds
- Confusion (2): 5 seconds
(edited by Swagg.9236)
SIGNETS (Utility Skill sub-class #2)
Death Pact Signet
- Passive effect: You gain mana when using Summon and Unbind skills.
- Mana gain on skill use: 1000
- Active effect
- Cast-time: 2 seconds
- Recharge: 150 seconds
- Revive an ally at the target location. The next time that that ally falls below 1% hp within the next 30 seconds, you suffer extreme damage.
- Radius: 180
- Range: 1200
- Applies a unique debuff to the revived player and the Ritualist called Death Pact. While under the effects of Death Pact, nothing happens. However, if the revived player’s hp falls below 1% of his or her total hp, Death Pact inflicts 30,000 damage to the Ritualist and then ends.
Signet of Binding
- Passive effect: You constantly regenerate extra mana energy.
- Mana gain: 100 points every ¼ second.
- Active effect
- Cast-time: ½ second
- Recharge: 20 seconds
- Teleport an active spirit under your control within range to target location.
- Skill radius: 1200
- Range: 1200
Signet of Ghostly Might
- Passive effect: When you summon a binding ritual spirit, you create a pulsing area around that spirit that damages foes.
- Damage: 185 (0.5)
- Pulse: 1 second
- Duration: 5 seconds
- Radius: 180
- Active effect
- Cast-time: ½ second
- Recharge: 45
- After 1 second, your active spirit within range emits a spiritual energy shockwave around itself that damages and launches foes adjacent to it
- Delay: 1 second
- Damage: 386 (1.0)
- Launch: 200
- Shockwave radius: 180
- Skill radius: 600
- A wide, turquoise-tinted ring (180 radius) of energy appears around the spirit during the delay period. After the delay period, it explodes and inflicts the damage and launch described in the skill.
Signet of Spirits
- Passive effect: Your Binding Ritual Spirits spawn with more health.
- Spirit health bonus: 50%
- Active effect
- Cast-time: 0
- Recharge: 15 seconds
- Heal your active spirit in range and teleport it to your location.
- Spirit healing: 3000 (1.0)
- Skill radius: 1200
(edited by Swagg.9236)
RITES (Utility Skill sub-class #1)
Rites are associated with mana management and taking advantage of Binding Ritual Spirits through positioning and consumption.
- “Consume” is a key word associated with Rites. Skills with “consume” in their description automatically attempt to destroy all active Binding Ritual Spirits within their respective “skill radii” upon activation. Consumption can destroy multiple Binding Ritual Spirits at the same time, so the Ritualist must take care when activating these skills if there are Spirits nearby that he or she does not want to destroy.
Ghostmirror
- Cast-time: 0
- Recharge: 30
- Mana cost: 2500
- Exchange places with your active spirit within range and gain 5000 mana. If you have no active spirit, you instead teleport backwards.
- Skill radius: 900
- Backwards teleport distance: 900
- Breaks stun
- “Skill radius” describes the “spirit within range” part of this skill’s description. In the case of [Ghostmirror], the skill will determine first whether or not there is an active Binding Ritual Spirit within 900 range (using the Ritualist as a focal point). If the skill does indeed detect a spirit, it confirms that it is owned by the spell’s caster. If it is owned by the spell’s caster, [Ghostmirror] swaps the Ritualist with the Binding Ritual Spirit. If [Ghostmirror] determines that there are no Spirits within its effetive radius that are under control of the Ritualist that activated it, it attempts to teleport that Ritualist 900 range units directly backwards (may be impeded by lack of terrain behind the Ritualist resulting in a teleport that is less than 900 range).
Soul Twisting
- Cast-time: 0
- Recharge: 30
- Mana cost: 3000
- Consume an active Spirit that you control. You gain attunement for 30 seconds. If you consumed a Spirit, you also break stun and gain 4000 mana.
- Attunement: 30 seconds
- Skill radius: 180
- Attunement is a key word that describes a unique boon that stacks in intensity. Attunement makes your next Binding Ritual activate instantly.
Feast of Souls
- Cast-time: 0
- Recharge: 60
- Mana cost: 3000
- Consume an active spirit that you control. Break stun, gaining regeneration and vigor. If you consumed a Spirit, you gain both 4000 mana and a skill based on that Spirit’s nature.
- Regeneration: 10 seconds
- Vigor: 10 seconds
- Skill radius: 180
- Breaks stun
- If you consume a Spirit with this skill, it chains into another skill.
- The chain skills stay active for 10 seconds respectively and do not interfere with the cool-down of [Feast of Souls] (as is the case in the [Shadowstep] skill chain).
Channeled Strike (if you destroyed a Channeling Spirit)
- Cast-time: 1½ seconds
- Channel the fury of your destroyed spirit, inflicting heavy damage and launching your target through the air.
- Damage: 548 (1.7)
- Launch: 400
- Range: 1200
- Movement interrupts spell cast.
Tanasen’s Sanctuary (if you destroyed a Communing Spirit)
- Cast-time: ¼ second
- You gain attunement and form a protective shelter at your location. Foes and projectiles cannot enter.
- Attunement: 30 seconds
- Sanctuary duration: 3 seconds
- Sanctuary radius: 180
Spirit Transfer (if you destroyed a Restoration Spirit)
- Cast-time: ¼ second
- Heal and convert up to 3 conditions into boons on allies at target location.
- Healing: 1200
- Radius: 240
- Range: 900
- [Spirit Transfer]’s condition-boon conversions use the [Well of Power] conversion table.
Offering of Spirit
- Cast-time: 0
- Recharge: 30 seconds
- Bleed yourself and gain 5000 mana. If you have an active spirit nearby when you activate this skill, you then cure 3 conditions and break stun.
- Self-bleeding (5): 5 seconds
- Skill radius: 600
(edited by Swagg.9236)
HEALING SKILLS
Mend Body and Soul
- Cast-time: ¾ second
- Recharge: 15 seconds
- Heal yourself. You also cure up to 2 conditions on yourself and nearby allies if you are within range of an active Binding Ritual Spirit.
- Healing: 4850 (0.5)
- Condition removal radius: 360
- Spirit effect radius: 600
Spirit to Flesh
- Cast-time: 3½ seconds
- Recharge: 20 seconds
- Mana cost: 1000 per pulse
- Channel a spell that converts your mana energy into health and conditions on you into boons with every pulse.
- Pulse heal: 808 (0.25)
- Pulse: ¾ second
- Duration: 4 seconds
- Condition-boon conversions use the [Well of Power] conversion chart.
- This skill pulses a total of 5 times over 4 seconds.
Urn of Kaolai the Protector
- Mana drain: 450 every ¼ second
- Item Spell. Channel the urn of Kaolai, the Ritualist who bested Balthazar to defend a village, gaining new powers.
- Weapon skills: [Spiritleech Aura]; [Drop]; [Spiritleech Aura]; [Cut]; [Kekashi]; [Castling]
Drop
- Cast-time: 1 second
- Recharge: 25
- Heal yourself.
- Healing: 5,560 (0.5)
Spiritleech Aura
- Cast-time: 1½ seconds
- Recharge: 15 seconds
- Siphon spirit energy from foes in the area.
- Damage (3x): 354 (2.0)
- Range: 600
- Turquoise-tinted [Life Transfer] with a different audio cue.
- For each target struck by this attack, the caster gains 1 stack of a unique boon called Spirit Leech energy. Each stack lasts 40 seconds. These stacks cannot be stolen or removed by boon steal/removal effects.
- Strikes up to 5 foes.
Cut
- Cast-time: 1¼ seconds
- Recharge: 40 seconds
- Unleash a cone of spiritual energy that damages foes and heals allies. This skill grows stronger based on how much spirit energy you have absorbed.
- 0-4 stacks of energy: Damage: 284 (1.0); Healing: 540 (0.5)
- 5-9 stacks of energy: Damage: 336 (1.3); Healing: 808 (0.5); Knock-back: 240
- 10 or more stacks of energy: Damage: 418 (1.5); Healing: 1302 (0.5); Launch: 400
- Range: 600
- This skill strikes up to 5 allies and 5 foes respectively.
- Using this skill consumes all active stacks of Spirit Leech energy.
Kikashi
- Cast-time: ¼ second
- Recharge: 40 seconds
- Knock back adjacent foes with a blast of spiritual energy. This skill grows stronger based on how much spirit energy you have absorbed.
- 0-4 stacks of energy: Knock-back: 240
- 5-9 stacks of energy: Knock-back: 240; Aegis: 5 seconds
- 10 or more stacks of energy: Launch: 400; Aegis: 5 seconds; Stability: 4 seconds
- Combo Finisher: Blast
- Radius: 180
- Using this skill consumes all active stacks of Spirit Leech energy.
Castling
- Cast-time: 0
- Recharge: 40 seconds
- Reflect projectiles with an aura of spiritual energy. This skill grows stronger based on how much spirit energy you have absorbed.
- 0-4 stacks of energy: Duration: 3 seconds
- 5-9 stacks of energy: Duration: 4 seconds
- 10 or more stacks of energy: Duration: 5 seconds; Protection: 3 seconds
- Using this skill consumes all active stacks of Spirit Leech energy.
(edited by Swagg.9236)
Spirit of Empowerment (Utility Skill and F2/F3 Skill)
- Cast-time: 1¾ second
- Recharge: 50 seconds
- Communing Binding Ritual. Bind a Spirit of Empowerment at target location that you can later summon. Empowerment grants empowering boons to allies in the area. Allies gain might regularly. Allies with might gain vigor. Allies with vigor gain protection.
- Might (2): 6 seconds
- Vigor: 3 seconds
- Protection: 1 second
- Pulse: 3 seconds
- Duration: 20 seconds
- Radius: 360
Summon Spirit of Empowerment
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Zealous Bond (Unbind skill)
- Cast-time: ½ second
- Destroy your spirit, granting allies might, vigor and fury at its location. You gain 5000 mana.
- Might (3): 15 seconds
- Vigor: 10 seconds
- Fury: 10 seconds
- Location radius: 360
Send Empowerment
- Cast-time: 0
- Recharge: 30 seconds
Empowering Presence
- Cast-time: ½ second
- Empowerment leaps to target area and creates a circle of energy that damages foes while granting protection and might to allies.
- Damage: 286 (0.75)
- Might (1): 10 seconds
- Protection: 1 second
- Pulse: 1 second
- Duration: 4 seconds
- Combo Field: Fire
- Range: 700
- Empowerment uses the Engineer [Jump Shot] animation.
Stand Empowerment
- Cast-time: 0
- Recharge: 45 seconds
Empowered Strikes
- Cast-time: 0
- Your attacks grant you might and inflict vulnerability. If you strike a foe with 5 or more stacks of vulnerability, you mark your target with a stored power that explodes after 3 seconds. When this mark explodes, it damages and launches the marked foe as well as any foes adjacent to the marked foe.
- Number of attacks: 5
- Might (1): 10 seconds
- Vulnerability (2): 8 seconds
- Empowered Strikes duration: 10 seconds
- Mark explosion delay: 3 seconds
- Mark damage: 672 (1.2)
- Mark launch: 200
- Mark explosion radius: 180
- Empowered Mark duration: 10 seconds
- When this skill is cast, the caster gains 5 stacks of Empowered Strikes and 1 stack of Empowered Mark. Empowered Strikes stacks decrease with each attack. Empowered Mark stacks decrease with each outgoing attack that hits a target with 5 or more stacks of vulnerability.
- The Thaumanova Anomaly has an attack similar to the mark’s described ability in that it can target a player with a blinking bomb “hex.” After 3 or so seconds, the bomb explodes, dealing high damage to the player. This sort of skill could be adapted for the Empowered Mark function.
Shield of Empowerment
- Cast-time: 0
- Grant aegis and a Shield of Empowerment to yourself and nearby allies. Allies under the effect of Shield of Empowerment gain might when they block an attack.
- Aegis: 5 seconds
- Shield of Empowerment (1): 5 seconds
- Might (3): 10 seconds
- Radius: 360
- Allies affected by this skill gain 1 stack of a unique boon called Shield of Empowerment in addition to gaining aegis. This stack decreases by 1 each time that an ally with it blocks an attack and grants the might in the description when triggered.
Invoke Empowerment
- Cast-time: ¾ second
- Recharge: 30 seconds
- Bind Bloodsong to target location.
- Duration: 6 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Bloodsong (Utility Skill and F2/F3 Skill)
- Cast-time: 1¼ second
- Recharge: 45 seconds
- Channeling Binding Ritual. Bind a Spirit of Bloodsong at target location that you can later summon. It attacks with bolts of energy that bounce between enemies and allies, bleeding enemies and granting regeneration to allies.
- Damage: 129 (0.5)
- Bleeding (1): 5 seconds
- Regeneration: 2 seconds
- Rate of attack: 2 seconds
- Number of bounces: 4
- Attack range: 1000
- Duration: 20 seconds
- Range: 450
Summon Spirit of Bloodsong
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Spiritleech Fury
- Cast-time: 0
- Mana cost: 2000
- Bloodsong enters into a frenzy and attacks your current target with explosive bolts of energy that steal health for you.
- Increased rate of Spirit attack: 100%
- Frenzied Spirit Duration: 5 seconds
- Life steal damage: 251 (0.5)
- Healing per strike: 320
- Projectile explosion radius: 120
- Attack range: 1000
- Healing from this skill is unaffected by healing power.
- This skill uses blue-tinted [Fireball] projectiles.
Send Bloodsong
- Cast-time: 0
- Recharge: 20 seconds
Whirlrend
- Cast-time: ¼ second
- Bloodsong advances directly in front of you, slashing foes in its way. It bleeds and steals health for you from foes that it strikes.
- Life steal damage: 189 (1.0)
- Life steal healing: 204 (0.5)
- Bleeding (3): 7 seconds
- Range: 900
- Bloodsong uses the Elementalist [Fiery Whirl] animation.
Stand Bloodsong
- Cast-time: 0
- Recharge: 0
Blood Whip
- Cast-time: ½ second
- Bleed your foe with a whip of spiritual energy. If you strike a foe that is already bleeding, you inflict torment. If you strike a foe that is already suffering from torment, you cripple your foe.
- Damage: 179 (0.5)
- Bleeding (1): 4 seconds
- Torment: 4 seconds
- Cripple: 2 seconds
- Red-tinted Elementalist [Lightning Whip] with a different audio cue.
Shield of Bloodsong
- Cast-time: 0
- Recharge: 30 seconds
Blood Shield
- Surround yourself and adjacent allies with a blood shield aura that grants protection. Foes suffering from a condition that strike someone under the effects of Blood Shield are weakened.
- Protection: 3 seconds
- Weakness: 3 seconds
- Blood shield duration: 5 seconds
- Radius: 180
- The weakness proc has a 1-second internal cool-down per attacker.
- This skill effects up to 5 allies.
Invoke Bloodsong
- Cast-time: ½ second
- Recharge: 25 seconds
- Bind Bloodsong to target location.
- Duration: 10 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Wanderlust (Utility Skill and F2/F3 Skill)
- Cast-time: 1¾ seconds
- Recharge: 60 seconds
- Communing Binding Ritual. Bind a Spirit of Wanderlust at target location that you can later summon. Wanderlust damages and cripples nearby enemies while granting nearby allies swiftness and reducing slow effects on them.
- Damage: 111 (0.3)
- Cripple: 3 seconds
- Swiftness: 4 seconds
- Wanderlust: 3 seconds
- Spirit Pulse: 3 seconds
- Duration: 20 seconds
- Spirit Radius: 300
- Range: 450
- Wanderlust is a unique boon that reduces cripple, chill and immobilize durations by 33%.
- Wanderlust has a blatant casting animation each time that it affects its abilities on the battlefield.
Summon Spirit of Wanderlust
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Earthbind
- Cast-time: ¾ second
- Mana cost: 2000
- Destroy your spirit. Wanderlust becomes an enormous claw of spiritual energy. After 1 second, this claw slams the ground, knocking down foes in the area that are suffering from cripple, chill or immobilize.
- Knock-down: 2 seconds
- Radius: 300
- The enormous claw has a blatant wind-up animation cue for its slam attack.
Send Wanderlust
- Cast-time: 0
- Recharge: 30 seconds
Mark
- Cast-time: 0
- Mark target area with a mark of wanderlust.
- Range: 900
- This mark remains at target location for up to 20 seconds.
- This skill chains into another skill: [Journey]
Journey
- Cast-time: 0
- Teleport to your mark of wanderlust.
- This chain skill remains active for 20 seconds.
Stand Wanderlust
- Cast-time: 0
- Recharge: 25 seconds
Drift
- Cast-time: 0
- Immobilize foes at your location and evade backwards.
- Immobilize: 2 seconds
- Evade: 1 second
- Immobilize radius: 180
- Elementalist [Burning Retreat].
Shield of Wanderlust
- Cast-time: 0
- Recharge: 40 seconds
Roam
- Wanderlust breaks stun and cures you of chilled, cripple and immobilize. You gain super speed, swiftness and immunity to cripple, chill and immobilize.
- Super speed: 3 seconds
- Immunity to cripple, chill and immobilize: 3 seconds
- Swiftness: 10 seconds
- Breaks stun.
Invoke Wanderlust
- Cast-time: ½ second
- Recharge: 30 seconds
- Bind Wanderlust to target location.
- Duration: 6 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Destruction (Utility Skill and F2/F3 Skill)
- Cast-time: 1 second
- Recharge: 50 seconds (30)
- Channeling Binding Ritual. Bind a Spirit of Destruction at target location that you can later summon. It periodically damages nearby enemies while also inflicting vulnerability.
- Damage: 302 (0.9)
- Vulnerability (3): 8 seconds
- Spirit Pulse: 3 seconds
- Spirit Radius: 240
- Duration: 20 seconds
- Range: 450
- For each second that it is alive, Destruction gains 1 stack of a unique buff called Destructive Power (each stack lasts 20 seconds). This buff is meant to quantify Destruction’s lifespan for its subsequent chain skill.
- At specific stack intervals, Destruction’s unbind skill will automatically chain into another, more powerful version of itself. This effectively makes [Spirit of Destruction] into a 5-part chain skill if the Ritualist allows the spirit to live to its final chain skill stage.
Summon Spirit of Destruction
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Rupture Soul (0-4 stacks of Destructive Power)
- Cast-time: ½ second
- Mana cost: 2000
- Destroy your spirit, converting it into a ball of spiritual energy that explodes after 2 seconds. The explosion damages foes.
- Delay: 2 seconds
- Damage: 368 (1.0)
- Explosion radius: 300
- Combo Finisher: Blast
- The ball of energy summoned by this skill is colored a bright blue.
Rupture Strong Soul (at 5 stacks of Destructive Power)
- Cast-time: ½ second
- Mana cost: 2000
- Destroy your spirit, converting it into a ball of spiritual energy that explodes after 2 seconds. The explosion damages, dazes and weakens foes.
- Delay: 2 seconds
- Damage: 481 (1.3)
- Daze: 1 second
- Weakness: 5 seconds
- Explosion radius: 300
- Combo Finisher: Blast
- The ball of energy summoned by this skill is colored gold.
Rupture Mighty Soul (at 10 stacks of Destructive Power)
- Cast-time: ½ second
- Mana cost: 2000
- Destroy your spirit, converting it into a ball of spiritual energy that explodes after 2 seconds. The explosion damages, weakens, removes boons and launches back foes.
- Delay: 2 seconds
- Damage: 554 (1.5)
- Weakness: 5 seconds
- Boons removed: 2
- Launch: 400
- Explosion radius: 300
- Combo Finisher: Blast
- The ball of energy summoned by this skill is colored a bright magenta.
- The boon ripping comes before the damage and launch are inflicted.
Send Destruction
- Cast-time: 0
- Recharge: 30 seconds
Enchantment Bane Strike
- Cast-time: ½ second
- Destruction charges at target foe to land a leaping strike. This strike destroys up to three boons on its target and deals more damage based on the number of boons that it destroyed.
- Damage: 386 (1.0)
- Additional damage per boon removed: 50%
- Range: 900
- Destruction uses the Elementalist [Fiery Rush] animation.
- This attack hits only 1 target.
Stand Destruction
- Cast-time: 0
- Recharge: 6 seconds
Wailing Pit
- Cast-time: ½ second
- Destruction appears at target location, slams the ground and conjures of a pit of wailing spirits that damages foes and inflicts vulnerability.
- Delay: 1 second
- Damage: 279 (1.0)
- Vulnerability (1): 4 seconds
- Duration: 4 seconds
- Combo Field: Light
- Radius: 180
- Range: 1200
Shield of Destruction
- Cast-time: 0
- Recharge: 45 seconds
Bane Shield
- Cast-time: 0
- Block attacks with a shield made out of destructive energy. If you block 3 attacks, the shield explodes, launching adjacent foes.
- Explosion damage: 672 (1.5)
- Explosion launch: 300
- Explosion radius: 180
- Shield duration: 2 seconds
Invoke Destruction
- Cast-time: ½ second
- Recharge: 20 seconds
- Bind Destruction to target location.
- Duration: 10 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Recovery (Utility Skill and F2/F3 Skill)
- Cast-time: 1¾ seconds
- Recharge: 60 seconds (45)
- Restoration Binding Ritual. Bind a Spirit of Recovery at target location that you can later summon. It reduces the duration of conditions placed on nearby allies. Summoning this spirit cures up to 1 condition from allies in its radius.
- Recovery: 3 seconds
- Spirit Pulse: 3 seconds
- Spirit Radius: 360
- Duration: 12 seconds
- Range: 450
- Recovery is a unique boon that reduces condition duration on a player by 33%.
Summon Spirit of Recovery
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
- Cure condition: 1
- Radius: 360
Spirit Light (Unbind skill)
- Cast-time: ½ second
- Mana cost: 2000
- Destroy your spirit in a blast of light that converts up to 3 conditions on nearby allies into boons.
- Spirit Radius: 360
- All [Spirit of Recovery] condition-boon conversions use the [Well of Power] conversion table.
Send Recovery
- Cast-time: 0
- Recharge: 30 seconds
Resilient Intervention
- Cast-time: ¾ second
- Recovery leaps to target location, converting up to 1 condition on nearby allies into a boon and healing those same allies for each remaining unique condition that they would still have.
- Healing per unique condition: 370 (0.25)
- Radius: 240
- Range: 700
- Recovery uses the Engineer [Jump Shot] animation. This skill affects up to 5 allies.
- All [Spirit of Recovery] condition-boon conversions use the [Well of Power] conversion table.
- Healing occurs after the condition conversion.
Stand Recovery
- Cast-time: 0
- Recharge: 35 seconds
Resilient Weapon
- Cast-time: ½ second
- Apply Resilient Weapon to allies at target area. Allies under the effects of Resilient weapon heal and cure conditions with each attack.
- Number of attacks: 3
- Healing per attack: 370 (0.25)
- Conditions cured per attack: 1
- Resilient Weapon duration: 20 seconds
- Radius: 180
- Range: 900
- Affects up to 5 allies.
- The Resilient Weapon buff is unaffected by boon duration modifiers.
Shield of Recovery
- Cast-time: 0
- Recharge: 60 seconds
Vengeful Remedy
- Cast-time: 1½ seconds
- Apply Vengeful Remedy to allies at target area. Allies under the effect of Vengeful Remedy recover from conditions 50% faster, and each time that an ally under the effects of Vengeful Remedy would gain a condition, foes adjacent to that ally take damage.
- Resilient Recovery duration: 5 seconds
- Vengeful Remedy duration: 5 seconds
- Vengeful Remedy damage: 179 (0.5)
- Vengeful Remedy damage radius: 180
- Radius: 240
- Range: 900
- Affects up to 5 allies.
- Players affected by the [Vengeful Remedy] skill will gain two buffs: one called Resilient Recovery, and 5 stacks of another buff called Vengeful Remedy.
- Resilient Recovery: You recover from conditions 50% faster.
- Vengeful Remedy: Each time you gain a condition, you damage adjacent foes.
- These buffs are unaffected by boon duration modifiers.
- Each time a player with Vengeful Remedy gains a condition, the stack decreases by 1.
- If a player were to be immune to an incoming condition (the condition’s duration would have been reduced beyond a point of it being possible to register with a duration), [Vengeful Remedy] would still trigger its damage and the player would still lose a stack of the Vengeful Remedy buff.
Invoke Recovery
- Cast-time: ¾ second
- Recharge: 30 seconds
- Bind Recovery to target location.
- Duration: 3 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Recuperation (Utility Skill and F2/F3 Skill)
- Cast-time: 1¾ seconds
- Recharge: 50 seconds (35)
- Restoration Binding Ritual. Bind a Spirit of Recuperation at target location that you can later summon. It grants regeneration to allies in the area.
- Regeneration: 3 seconds
- Spirit Pulse: 3 seconds
- Spirit Radius: 360
- Duration: 15 seconds
- Range: 450
Summon Spirit of Recuperation
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Rejuvenation
- Cast-time: ½ second
- Mana cost: 2000
- Destroy your spirit, creating a field that heals allies.
- Initial healing: 740 (0.25)
- Field healing: 204 (0.25)
- Field pulse: 2 seconds
- Field duration: 6 seconds
- Combo Field: Water
- Field radius: 360
Send Recuperation
- Cast-time: 0
- Recharge: 35 seconds
Preservation
- Cast-time: 0
- Recuperation leaps to target area, granting aegis to nearby allies and leaving behind a healing field.
- Aegis: 5 seconds
- Aegis radius: 240
- Field healing: 370 (0.25)
- Field pulse: 1 second
- Field duration: 3 seconds
- Field radius: 240
- Combo Field: Water
- Range: 700
- Recuperation uses the Engineer [Jump Shot] animation. This skill affects up to 5 allies.
Stand Recuperation
- Cast-time: 0
- Recharge: 30 seconds
Preserving Retreat
- Cast-time: 0
- Gain regeneration and evade backwards, leaving behind a line of spiritual energy that foes cannot cross.
- Regeneration: 5 seconds
- Evade: 1 second
- Wall duration: 3 seconds
- Combo Field: Light
- Elementalist [Burning Retreat]. The line created by this skill is similar to the Guardian [Line of Warding] and is created directly in front of the Ritualist just as the backward evade begins.
Shield of Recuperation
- Cast-time: 0
- Recharge: 90 seconds
Reversal of Fortune
- Cast-time: 1¼ seconds
- Rift. Create a rift of protective spiritual energy on the ground at target location. Allies within the rift convert incoming damage into healing.
- Mark duration: 2 seconds
- Mark pulse: 1 second
- Reversal of Fortune duration: 1 second
- Radius: 180
- Range: 900
- The mark pulses twice: once on creation and once one second after creation. Each pulse grants 1 second of the Reversal of Fortune buff which converts incoming damage into healing.
Invoke Recuperation
- Cast-time: ½ second
- Recharge: 30 seconds
- Bind Recuperation to target location.
- Duration: 9 seconds
- Range: 1200
(edited by Swagg.9236)
Spirit of Shadowsong (Utility Skill; F2/F3 Skill) [Binding Ritual]
- Cast-time: 1½ seconds
- Recharge: 45 seconds (25)
- Communing Binding Ritual. Bind a Spirit of Shadowsong at target location that you can later summon. It attacks enemies with blinding bolts of energy.
- Damage: 111 (0.3)
- Blind: 2 seconds
- Rate of attack: 4 seconds
- Attack range: 1000
- Duration: 20 seconds
- Range: 450
- Uses a grey-tinted Mesmer [Ether Bolt] projectile.
Summon Spirit of Shadowsong [Summon]
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Shadowsong [Unbind]
- Cast-time: 0
- Mana cost: 2000
- Destroy your spirit and blind foes at its location. You gain immunity to blindness and create a blinding smoke field at your location.
- Damage: 221 (0.5)
- Blind: 5 seconds
- Spirit blind radius: 240
- Blind immunity duration: 10 seconds
- Smoke Field duration: 3 seconds
- Smoke Field pulse: 1 second
- Smoke Field blind: 3 seconds
- Smoke Field Radius: 120
- The blind immunity functions identically to the [Utility Goggles] boon.
Send Shadowsong
- Cast-time: 0
- Recharge: 25 seconds
Leap into Shadows
- Cast-time: ½ second
- Shadowsong leaps to target location and explodes, blasting adjacent foes with damage and leaving behind a blinding smoke field.
- Blast damage: 159 (1.0)
- Blast radius: 120
- Smoke field duration: 4 seconds
- Smoke field pulses: 4
- Smoke field blind: 3 seconds
- Smoke field radius: 120
- Combo Field: Smoke
- Range: 700
- Shadowsong uses the Engineer [Jump Shot] animation. This skill hits up to 5 targets.
Stand Shadowsong
- Cast-time: 0
- Recharge: 30 seconds
Cone of Shadows
- Cast-time: ½ second
- Shadowsong wails, damaging and blinding foes in front of you in a cone.
- Damage (4x): 122 (0.5)
- Blind (4): 1 second
- Range: 400
- A dark grey-tinted Elementalist [Cone of Cold].
- Hits up to 5 targets.
- This attack pans with the Ritualist. This means that even though [Cone of Shadows] is an independent attack performed by the spirit and the Ritualist can still use other abilities while this attack is active, the Ritualist can also steer [Cone of Shadows] while it is active by moving his or her body in any direction.
Shield of Shadowsong
- Cast-time: 0
- Recharge: 60 seconds
Shadow’s Embrace
- Cast-time: 0
- Shadowsong stealths you and nearby allies in a puff of blinding smoke.
- Blind: 5 seconds
- Stealth: 3 seconds
- Breaks stun.
- Radius: 240
Invoke Shadowsong
- Cast-time: ½ second
- Recharge: 30 seconds
- Bind Shadowsong to target location.
- Duration: 12 seconds
- Range: 1200
(edited by Swagg.9236)
BINDING RITUALS AND THEIR SOULBOUND SPIRIT COMMANDS
Spirit of Pain (Utility Skill; F2/F3 Skill) [Binding Ritual]
- Cast-time: 1 second
- Recharge: 15 seconds (30)
- Communing Binding Ritual. Bind a Spirit of Pain at target location that you can later summon. It attacks enemies with explosive bolts of energy that inflict high damage.
- Damage: 302 (0.9)
- Damage radius: 120
- Rate of attack: 2 seconds
- Attack range: 1000
- Duration: 30 seconds
- Range: 450
- Uses a bright blue-tinted Elementalist [Fireball] projectile.
Summon Spirit of Pain [Summon]
- Cast-time: 0
- Summon your spirit to battle at the location marked by your binding ritual. This destroys any other active spirits that you currently control.
Ancestor’s Rage [Unbind]
- Cast-time: 0
- Mana cost: 2000
- Pain enters into a frenzy and attacks your current target. You gain Fury and Might. Pain dies after executing this skill.
- Increased rate of attack: 100%
- Frenzied Spirit Duration: 4 seconds
- Fury: 5 seconds
- Might (3): 15 seconds
Send Pain
- Cast-time: 0
- Recharge: 20 seconds
Rush of Pain ([Send Pain]’s chain skill)
- Cast-time: ½ second
- Pain charges target foe and blasts damage at your foe’s location.
- Blast damage: 628 (1.7)
- Blast radius: 180
- Combo Finisher: Blast
- Range: 1200
- Pain uses the Warrior [Rush] animation. As such, it can be used without a target, but this will just send Pain charging in a forward direction. This skill’s blast hits up to 5 targets.
Stand Pain
- Cast-time: 0
- Recharge: 25 seconds
Pain Barrage ([Stand Pain]’s chain skill)
- Cast-time: 0
- Pain unleashes a flurry of blows in front of you that destroys projectiles and damages enemies in a line.
- Damage (8x): 888
- Duration: 3 seconds
- Range: 600
- Guardian [Zealot’s Defense].
Shield of Pain
- Cast-time: 0
- Recharge: 35 seconds
Painful Riposte ([Shield of Pain]’s chain skill)
- Cast-time: 2 seconds
- Block incoming attacks. If you block a melee attack, Pain appears at your location and knocks back adjacent enemies.
- Damage: 481 (1.0)
- Knock-back: 240
- Range: 180
- Pain uses the Warrior [Staggering Blow] animation. This attack hits up to 5 targets.
Invoke Pain
- Cast-time: ½ second
- Recharge: 15 seconds
- Bind Pain to target location.
- Duration: 15 seconds
- Range: 1200
(edited by Swagg.9236)
FUNCTIONAL OUTLINE INFOGRAHPIC
See attachment #2 (_v2 as of now)
SOULBOUND SPIRIT COMMANDS
Soulbound Spirit Command (SSC) activation
- Aside from [Invoke], SSCs are chain skills. There is first the [Send (spirit name)] skill which is instant activation. Upon use it chains into the actual skill’s command option and triggers the visual cue associated with it. After the first skill’s activation, there is a 1-second delay period during which the subsequent chain skill is in cool-down (similar to the [Temporal Curtain]’s chain skill pull). This prevents double-tap spam and allows an opponent to see a Ritualist activate an SSC before the effect proper comes down.
- Once an SSC is activated, its respective subsequent chain skill and visual effect linger for 15 seconds. If the SSC is not used within that time-frame, the skill flips back to the original command skill and goes into regular recharge.
- Upon completing an active SSC skill, the associated spirit vanishes from the battlefield.
Send
- Your Soulbound Spirit appears at your side and awaits your command to charge at a target foe.
- Upon activation, a symbol associated with the Soulbound Spirit will appear floating at the right side of the Ritualist.
- [Send] skills all have ranged attacks that involve the Soulbound Spirit leaping or dashing to a target or location. These spirits start at the Ritualist’s location (burst from their body). Therefore, all of the range indicator’s for these skills are tied to the Ritualist’s current position.
Stand
- Your Soulbound Spirit stands directly before you and awaits your command to attack foes in front of you.
- Upon activation, a symbol associated with the Soulbound Spirit will appear floating above the Ritualist’s head.
Shield
- You Soulbound Spirit appears at your side and awaits your command to defend you.
- Upon activation, a symbol associated with the Soulbound Spirit will appear floating at the left side of the Ritualist.
Invoke
- Tie your Soulbound Spirit to target location for a short period of time in its Binding Ritual form.
- Invoke is a carbon copy of a Spirit’s regular [Binding Ritual] presence, but with a shorter duration, longer range, no [Unbind] option and a shorter cast-time. Invoke gives the Ritualist the option to summon out a Soulbound Spirit to battle in its bound form if he or she should desire.
MANA
This is the resource unique to the Ritualist and appears as a turquoise bar located below the F-skills.
- Activating an F2 or F3 skill will consume 1000 mana.
- Since Binding Rituals are a 3-skill chain, this means that a full [Binding Ritual] skill rotation from an F-skill slot will cost 5000 mana (because [Unbind] skills cost 2000 mana to activate already).
BINDING RITUALS
Recharges
- A [Binding Ritual]‘s recharge will begin counting down immediately after the [Binding Ritual] skill is used. The rest of the chain does not interfere with the [Binding Ritual] skill’s recharge.
Using a Binding Ritual
- [Binding Ritual] skill
- A ground-targeted skill that displays the spirit’s stats and abilities. Places a mark on the ground where cast to be triggered later.
- [Summon] skill
- The mark placed by the [Binding Ritual] skill summons the actual spirit to the battlefield.
- A Ritualist cannot have more than one [Binding Ritual] spirit active at the same time. If a new [Binding Ritual] is summoned to the battlefield, it will overwrite any already active [Binding Ritual], instantly destroying the old one and sending it into regular recharge.
- [Unbind] skill
- Prematurely destroys its respective spirit for a special effect and sends the [Binding Ritual] chain into regular recharge. [Unbind] skills cost 2000 mana to activate.
(edited by Swagg.9236)
INTRODUCTION
While its origin’s lie in ancient Cantha, long before the human gods granted magic to Tyria, the Ritualist has adapted over the centuries by merging many of its techniques with the ambient magical energies injected into Tyria. However, with the rise of the elder dragons, Ritualists have begun to turn back to their older techniques while utilizing as little ambient magical energy as possible. To this effect, their techniques have changed greatly over the past 250 years.
Ritualists draw their power from the Mists, a primordial reality separate from Tyria that encapsulates many different existences and personalities. Humans, charr, norn, asura, sylvari: they all exist within the mists in many places and times. As conduits between the Mists and the Tyrian reality, Ritualists capitalize on these existences to amplify and manifest their own will in the form of physical spirits.
As scholars that do not rely heavily on the waning ambient magical energies, their practices have been preserved in Elona and the Crystal Desert where magical energy is at an all-time low thanks to the presence of Kralkatorrik. Ritualists and their practices are slowly slipping into the Tyrian continent as they continue to combat the agents of the elder dragon as well as Palawa Joko. It is only a matter of time before their techniques are fully embraced by a continent that seeks to push into the Crystal Desert to secure their livelihoods from the crystal dragon once and for all.
In other words
Ritualists are eccentric scholars that have an empathetic connection to a veritable Akashic Record of realities that exists just under the fabric of the Tyrian plane. Ritualists draw from the powers of the Mists via emotion, will, spiritual finesse and creativity. To this effect, they employ techniques to which other professions simply have no access.
Furthermore, we see every main race and more dwelling and interacting in the Mists on a daily basis (Heart of the Mists, WvW, Fractals of the Mists). Therefore, Ritualists of any race have no shortage of entities and powers to grasp within their source of power.
In conclusion, it is a poor understanding of lore to attempt to write Ritualists out of relevance in GW2 with how all creatures are connected to the Mists, how the Mists are a power source separate from the elder dragons, and how Ritualist techniques—as a result—are also separate from most modern magical techniques of GW2 Tyria. They are mistwalker spiritualists; not magicians. This difference does not make them any less effective than magicians. Because of the raw power and plethora of existences contained within the Mists, there is no reason why Ritualists would be irrelevant in modern Tyria as combatants against the elder dragons.
(edited by Swagg.9236)
UTILITIES
Arcane Blast
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 20 seconds
- Build up an orb of arcane energy in front of you for 1 second before sending it at your foe. It blasts your target for critical damage.
- Delay: 1 second
- Damage: 363
- Combo Finisher: Physical Projectile (100%)
- Range: 1500
- The delay represents how long the orb remains in front of the caster before flying toward the target.
Arcane Wave
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 30 seconds
- Conjure a ring of arcane energy around target area. After 1 second, the ring explodes, blasting foes in the area for critical damage.
- Delay: 1 second
- Damage: 628
- Combo Finisher: Blast
- Radius: 360
- Range: 900
- The ring floats just off the ground and highlights the area targeted by [Arcane Wave].
- Delay ring shares its coloration with [Arcane Blast]’s projectile.
Arcane Shield
- Recharge lowered from 75 to 50 seconds.
- Duration lowered from 5 to 2 seconds.
- Explosion generated from exhausting blocks now also dazes adjacent enemies (180 radius; 2-second daze).
Glyph of Renewal
- Cast-time reduced from 3¼ to 2½ seconds.
- Recharge reduced from 165 to 150 seconds.
Glyph of Storms
- Recharge reduced from 60 to 50 seconds.
- Damage increased from 122 to 159 (same damage modifier).
Mist Form
- Recharge reduced from 75 to 50 seconds.
- Duration reduced from 3 to 2 seconds.
- Invulnerability reduced from 3 to 2 seconds.
- Now also cures immobilize, crippled and chill upon activation.
- Now chains into another skill upon use: [Cold Front].
Cold Front
- Cast-time: ¼ second
- Recharge: 5 seconds
- Dash in a target direction, chilling foes that you strike along the way.
- Damage: 111 (0.3)
- Chill: 2 seconds
- Evasion: ¾ seconds
- Range: 450
- [Whirlwind Attack]
Armor of Earth
- Recharged reduced from 90 to 50 seconds.
- Stability reduced from 6 to 4 seconds.
- Protection reduced from 6 to 4 seconds.
- Duration reduced from 6 to 4 seconds.
Lightning Flash
- Recharge reduced from 40 to 30 seconds.
Cleansing Fire
- FUNCTIONALITY CHANGED
- Recharge reduced from 40 to 30 seconds.
- Cast-time increased from 0 to 1½ seconds.
- Channel a cleansing fire that pulses around you three times, damaging and burning nearby foes while cleansing 1 condition from yourself and nearby allies with each pulse. The final pulse knocks back nearby enemies.
- Damage (3x): 387 (0.5)
- Burning (3): 1 second
- Knock back: 240
- Radius: 240
(edited by Swagg.9236)
Questions:
Which weapon sets/play-styles of which professions do you see as a solid base-line for balanced, fair pvp combat?
Why have necromancers been allowed to have so many ranged (even AoE ranged) skills that use no projectiles yet have no post-cast delay periods? Is there any plan to address this?
Thief sword, [Shadow Shot], [Cluster Bomb] and [Pistol Whip]? Any plans to nerf these skills? And I don’t mean the usual ANet “arrow button up; arrow button down” nerf, I mean there need to be concrete functionality adjustments to how a lot of thief skills work so as to preserve their original functions without completely compromising them as viable skills. If you want ideas, I can give you some.
Statement:
Staff ele and d/d ele (no arcane skills allowed), warrior (excluding longbow) should serve as a base-line for balanced pvp combat in GW2. This is to say that these play-styles (among others, these are just the few that I’ve named) are effective in combat; yet they deliver enough unique or obvious cues to relay a player’s activities to an opponent with enough time for that opponent to provide counter-play if that opponent can pull it off with raw reflexes or is anticipating an attack.
STABILITY
- Now stacks in intensity and not in duration. Each stack of stability negates one instance of a control effect. Stability can stack up to a maximum of 10 times.
- Using an elite that provides stability ([Tornado], [Rampage as One], [Dagger Storm], etc.) now grants 3 stacks of Stability.
NEW CONDITION – Staggered
- Players afflicted with Staggered cannot gain Stability.
- Staggered does not stack. Any new instance of staggered applied to a creature that is already staggered will simply overwrite the old instance.
THIEF
[Body Shot]
- FUNCTIONALITY CHANGED (again)
- Initiative cost: 3
- Cast-time: ½ second
- Shoot a bullet that inflicts vulnerability. If you strike a foe with at least 10 stacks of vulnerability, you also stagger that foe.
- Damage: 129 (0.3)
- Vulnerability (5): 6 seconds
- Staggered: 3 seconds
- Skill checks for vulnerability stacks before applying vulnerability stacks. To this effect, the Thief would have to use this skill 3 times in order to inflict staggered by him/herself.
[Tactical Strike]
- Recharge increased from 0 to 10 seconds.
- Now inflicts 3 seconds of staggered if you strike your foe from behind.
[Needle Trap]
- Now inflicts 4 seconds of staggered.
[Tripwire]
- Now inflicts 4 seconds of staggered.
[Scorpion Wire]
- Now inflicts 3 seconds of staggered.
WARRIOR
[Crushing Blow]
- Now inflicts 3 seconds of staggered.
[Fierce Blow]
- Cast-time increased from ¾ second to 1 second.
- Now inflicts 2 seconds of staggered.
[Backbreaker]
- Cast-time increased from 1 second to 1¼ second.
- Added a unique visual cue to help further distinguish this skill from [Crushing Blow].
[Kick]
- Now inflicts 3 seconds of staggered.
[Stomp]
- Now inflicts 3 seconds of staggered.
ELEMENTALIST
[Ride the Lightning]
- Recharge reduced from 40 to 30 seconds.
- Recharge reduction on hit reduced from 50% to 33%.
- Now inflicts 3 seconds of staggered.
[Comet]
- Now uses ground-targeting.
- Damage increased from 239 to 386 (1.0).
- Now stuns (1 second) if it strikes a chilled foe.
- Now inflicts 4 seconds of staggered.
[Shockwave]
- Recharge reduced from 30 to 25 seconds.
- Cast-time reduced from ¾ to ½ second.
- Bleed stacks changed from 1 stack for 20 seconds to 3 stacks for 12 seconds.
- Now inflicts 4 seconds of staggered.
[Arcane Wave]
- FUNCTIONALITY CHANGED
- Conjure a ring of arcane energy around target area. After 1 second, the ring explodes, blasting and staggering foes in the area for critical damage.
- Delay: 1 second
- Damage: 628
- Staggered: 3 seconds
- Combo Finisher: Blast
- Radius: 360
- Range: 900
- The ring floats just off the ground and highlights the area targeted by [Arcane Wave].
- Delay ring shares its coloration with [Arcane Blast]’s projectile.
(edited by Swagg.9236)
HEALING SKILLS
Shelter
- FUNCTIONALITY CHANGED
- Cast-time: 2¼ seconds
- Recharge: 30 seconds
- Gain a shield that blocks up to 3 attacks while you channel a spell to heal yourself.
- Healing (5x): 5000 (0.7)
- Channel duration: 2 seconds
- Shield duration: 2 seconds
Healing Breeze
- Recharge lowered from 40 to 25 seconds.
- Self-healing lowered from 6525 (1.0) to 4850 (1.0)
- The final channel pulse now removes up to 2 conditions from the Guardian and allies inside the cone.
Signet of Resolve
- Cast-time increased from 1 second to 1¼ seconds.
- Recharge lowered from 40 to 30 seconds.
- Healing lowered from 8,150 (1.25) to 6,050 (1.25)
Healing Surge
- Cast-time increased from 1 second to 1½ seconds.
Elixir H
- Cast-time increased from 1 second to 1¼ seconds.
Healing Turret
- Cast-time increased from ½ second to 1 second.
Healing Spring
- Cast-time increased from ½ second to 1 second.
Hide in Shadows
- Cast-time increased from 1 second to 1¼ seconds.
Consume Conditions
- Cast-time increased from 1¼ seconds to 1½ seconds.
Well of Blood
- Cast-time increased from 1 second to 1¼ seconds.
- Recharge lowered from 40 to 30 seconds.
- Duration lowed from 10 to 5 seconds.
- Field is now a water field instead of light field.
- Healing per second generated by the field increased from 152 (0.4) to 252 (0.5).
- Now converts up to 2 conditions into boons upon use.
- Well of Blood uses the [Well of Power] condition-into-boon conversion table.
(edited by Swagg.9236)
RANGER
[Crossfire]
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Fire an arrow. Bleed your target if you hit them from behind or from the side.
- Damage: 211 (0.5)
- Bleeding (1): 3 seconds
- Combo Finisher: Physical Projectile (20% chance)
- Range: 900
- After-cast adjusted to 0.25 second.
[Poison Volley (first volley)]
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Recharge: 12 seconds
- Fire an arcing arrow that explodes at target location, leaving behind a cloud that poisons foes.
- Explosion damage: 252 (0.75)
- Explosion radius: 180
- Cloud poison (2): 2 seconds
- Cloud duration: 2 seconds
- Cloud radius: 180
- Minimum range: 180
- Range: 900
- This skill chains into another skill upon completion: [Poison Volley (second volley)]
[Poison Volley (second volley)]
- Cast-time: ¾ second
- Fire an arcing arrow that explodes at target location, leaving behind a cloud that poisons foes.
- Explosion damage: 252 (0.75)
- Explosion radius: 180
- Cloud poison (2): 2 seconds
- Cloud duration: 2 seconds
- Cloud radius: 180
- Minimum range: 180
- Range: 900
- This skill chains into another skill upon completion: [Poison Volley (third volley)]
[Poison Volley (third volley)]
- Cast-time: ¾ second
- Fire an arcing arrow that explodes at target location, leaving behind a cloud that poisons foes.
- Explosion damage: 252 (0.75)
- Explosion radius: 180
- Cloud poison (2): 2 seconds
- Cloud duration: 2 seconds
- Cloud radius: 180
- Range: 900
- This use of this skill sends the skill chain into full recharge.
- This final chain skill has no minimum range.
[Quick Shot]
- Recharge increased from 9 to 12 seconds.
- Swiftness increased from 3 to 5 seconds.
- Retreat distance increased from (current?) to 240 range.
[Crippling Shot]
- FUNTIONALITY CHANGED
- Cast-time: 1½ seconds
- Recharge: 15 seconds
- Charge up a shot that cripples foes. The longer you charge this shot, the more powerful it becomes.
- ½ second channel: Damage: 111 (0.3); Crippled: 2 seconds
- 1 second channel: Damage: 229 (0.5); Crippled: 3 seconds
- Full channel: Damage: 279 (0.75); Crippled: 5 seconds; Your pet’s next three attacks inflict bleeding (5 seconds).
- Combo Finisher: Physical Projectile
- Range: 900
(edited by Swagg.9236)
ENGINEER PISTOL
Explosive Shot
- Damage increased from 118 (0.35) to 169 (0.5).
- Cast-time increased from ½ second to ¾ second.
- After-cast adjusted from (current?) to 0.1 second.
Poison Dart Volley
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Recharge: 15 seconds
- Fire an arcing bomb from your pistol that explodes at target area, leaving a cloud that poisons foes.
- Explosion damage: 418 (1.3)
- Explosion poison: 3 seconds
- Explosion radius: 180
- Cloud duration: 3 seconds
- Cloud poison (3): 2 seconds
- Combo Field: Poison
- Minimum range: 180
- Range: 1200
- This projectile arcs through the air. Projectile speed is 50% faster than that of the Warrior’s [Arcing Arrow].
- This skill chains into another skill upon completion: [Detonate Poison Bomb].
Detonate Poison Bomb
- Cast-time: 1 second
- Detonate your poison bomb in midair, raining down poisonous shrapnel onto the area below it.
- Small explosion: 165 (0.5)
- Poison: 3 seconds
- Number of impacts: 3
- Radius: 240
- Uses the same mechanics as the Thief [Detonate Cluster] skill.
- This skill has an automatic ¾-second long cool-down imposed upon it upon chaining to prevent immediate spam of this skill.
Blowtorch
- FUNCTIONALITY CHANGED
- Cast-time: 2¼ seconds
- Recharge: 15 seconds
- Channel a cone of flames from your pistol. The final burst of flame from this attack deals more damage the closer you are to your targets.
- First 3 hits damage (3x): 495 (0.5)
- Final burst at 200-600 range: Damage: 165 (0.5); Burning: 2 seconds
- Final burst at 0-200 range: Damage: 510 (0.9); Burning: 5 seconds
- Range: 600
- Hits up to 5 foes.
ENGINEER RIFLE
Blunderbuss
- Cast-time increased from ½ second to ¾ second.
Overcharged Shot
- FUNCTIONALITY CHANGED
- Cast-time: 1¼ second
- Recharge: 15 seconds
- Fire a blast so strong that it knocks back both you and your target. You also cure immobilized, crippled and chilled. This blast’s effect is stronger based on how long that you channel it.
- Damage: 386 (1.0)
- Self knock-back distance: 300
- ¼-second channel: Foe knock-back distance: 450
- Full channel: Foe launch distance: 450
- Range: 400
(edited by Swagg.9236)
THIEF
[Surprise Shot]
- Recharge increased from 0 to 10 seconds.
[Tactical Strike]
- Recharge increased from 0 to 10 seconds.
[Backstab]
- Recharge increased from 0 to 10 seconds.
[Sneak Attack]
- Recharge increased from 0 to 5 seconds.
[Crippling Strike]
- Damage reduced from 437 (1.3) to 314 (1.0)
[Infiltrator’s Strike]
- Initiative Cost: 4
- Cast-time: 1¼ second
- Dash at your foe to deliver an immobilizing strike. You gain Super Speed if you are in combat when you use this skill.
- Damage: 252 (0.75)
- Immobilize: 1 second
- Super speed: 1 second
- Range: 600
- Uses the Warrior banner [Sprint] attack animation.
- If you strike a foe with this skill, it chains into another skill upon use: [Infiltrator’s Return]
[Infiltrator’s Return]
- Initiative Cost: 1
- Cast-time: 0
- Evade backwards and lose 1 condition.
- Evasion: ¾ second
- Evasion distance: 600
- Condition removal occurs before the backwards evasion roll.
- This chain skill remains active for 20 seconds.
[Shadow Shot]
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Initiative cost: 4
- Fire a shot that marks your target if it hits.
- Damage: 314 (0.3)
- Mark duration: 3 seconds
- Range: 900
- This skill is no longer unblockable.
- Now chains into another skill: [Shadow Stab]
- A small [Shadow Shot] skill icon appears over top of a target marked by [Shadow Shot].
[Shadow Stab]
- Cast-time: ¼ second
- Initiative cost: 1
- Shadowstep to your marked target and stab your foe, inflicting blindness.
- Damage: 92 (0.25)
- Blind: 5 seconds
- The dagger attack animation is a ½-second long attack animation. The blindness is tied to the dagger strike and not the shadowstep.
- This chain skill remains active for 3 seconds.
[Pistol Whip]
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Initiative cost: 2
- Pistol-whip your target, staggering the foe. If you strike a staggered foe you inflict daze and this skill chains into another skill.
- Damage: 111 (0.3)
- Staggered: 2 seconds
- Daze: ½ second
- Range: 130
- If this skill strikes a staggered foe, it chains into another skill: [Malicious Assault]
[Malicious Assault]
- Cast-time: 1¼ second
- Initiative cost: 3
- Dash at your foe, leaping and delivering a devastating strike with your sword.
- Damage: 718 (2.5)
- Super Speed: 1 second
- Range: 900
- This skill uses the Elementalist [Fiery Rush] attack animation.
- This chain skill remains active for 20 seconds.
[Head Shot]
- Initiative cost increased from 4 to 5.
[Cluster Bomb]
- FUNCTIONALITY CHANGED
- Cast-time: ¾ second
- Initiative cost: 4
- Fire a cluster bomb at target area that deals more damage based on its distance from you.
- Damage inside of 180 range: 179 (0.5)
- Damage outside of 180 range: 487 (1.45)
- Bleeding (1): 4 seconds
- Radius: 240
- Combo Finisher: Blast
- Range: 900
- The damage is determined upon skill activation rather than when it actually lands.
- Range indicator changes color based on its distance from the player: yellow when inside of 180 range; green when outside of 180 range.
[Detonate Cluster]
- This chain skill now has an automatic ¾-second cool-down before it can be activated.
[Disabling Shot]
- Initiative cost increased from 4 to 5.
[Choking Gas]
- Radius reduced from 240 to 180.
[Infiltrator’s Signet]
- Active ability FUNCTIONALTY CHANGED
- Cast-time: 0
- Recharge: 30 seconds
- Dash to your foe from within a cloud of smoke.
- Protection: 2 seconds
- Stability: 2 seconds
- Super Speed: 1 second
- Infiltrator’s Signet duration: 2 seconds
- Breaks stun.
- Range: 1200
- This skill functions like Elementalist [Ride the Lightning] in how it moves the Thief except that it does not strike its target for damage.
- Thief becomes a cloud of smoke while this skill is active similar to how the Elementalist turns into a ball of lightning.
Cloaked in Shadow (Shadow Arts – VI)
- Now has a 10-second internal cool-down.
(edited by Swagg.9236)
ENGINEER
[Gear Shield]
- FUNCTIONALITY CHANGED
- Cast-time: 1½ seconds
- Block attacks with a gear shield. If you block three attacks, your gear shield shatters, crippling and bleeding adjacent foes with metal shrapnel.
- Duration: 2 seconds
- Bleeding (3): 5 seconds
- Crippled: 2 seconds
- Radius: 150
[Elixir S]
- Recharged reduced from 60 to 50 seconds.
- Duration reduced from 3 to 2 seconds.
- Now chains into another skill upon use: [Shoelace Tangle].
[Shoelace Tangle]
- Recharge: 5 seconds
- Cast-time: 1 second
- Tangle up your foe’s feet with wire, knocking your target down.
- Knockdown: 2 seconds
- Range: 100
- This skill is only active while [Elixir S] is in effect.
[Grenade]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Throw a grenade that explodes.
- Damage: 314 (1.0)
- Explosion radius: 120
- Range: 1200
- This skill is now a functional auto-attack. This skill uses the Elementalist [Fireball] projectile arc and speed for its grenade(s).
- Unaffected by the Grenadier trait (Explosives – XI).
[Shrapnel Grenade]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second (channel)
- Recharge: 15 seconds
- Place shrapnel grenades in your hand to throw later. The longer you charge this skill, the more grenades that you throw upon release.
- ½-second channel: 1 grenade
- Full channel: 2 grenades
- Damage per grenade: 179 (0.5)
- Bleeding per grenade (2): 6 seconds
- Explosion radius: 150
- Range: 1200
- Minimum range: 180
- Equipping the Grenadier trait changes the skill into a 1¼-second channel skill with a third channel tier that throws 3 grenades.
[Flash Grenade]
- FUNCTIONALITY CHANGED
- Cast-time: ½ second
- Recharge: 15 seconds
- Throw a grenade that explodes in a blinding flash.
- Damage: 33 (0.1)
- Blind: 5 seconds
- Explosion radius: 150
- Range: 1200
- Equipping the Grenadier trait adds a second grenade to the attack.
[Freeze Grenade]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second (channel)
- Recharge: 20 seconds
- Place freeze grenades in your hand to throw. The longer you charge this skill, the more grenades that you throw upon release.
- ½-second channel: 1 grenade
- Full channel: 2 grenades
- Damage per grenade: 179 (0.5)
- Chill per grenade: 2 seconds
- Explosion radius: 180
- Range: 1200
- Minimum range: 180
- Equipping the Grenadier trait changes the skill into a 1¼-second channel skill with a third channel tier that throws 3 grenades.
[Poison Grenade]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second (channel)
- Recharge: 25 seconds
- Place poison grenades in your hand to throw later. These grenades leave a poisonous cloud behind when they explode.. The longer you charge this skill, the more grenades that you throw upon release.
- ½-second channel: 1 grenade
- Full channel: 2 grenades
- Damage per grenade: 65 (0.2)
- Poison per grenade: 5 seconds
- Poison cloud duration: 5 seconds
- Poison cloud radius: 150
- Combo field: Poison
- Range: 1200
- Minimum range: 180
- Equipping the Grenadier trait changes the skill into a 1¼-second channel skill with a third channel tier that throws 3 grenades.
[Grenade Barrage]
- Cast-time increased from ½ second to 1 second.
- Added a minimum range: 240
Shrapnel (Explosion – II)
- Chance on hit increased from 15% to 100%.
- Bleeding (1 stack; 12 seconds) changed to Bleeding (3 stacks; 6 seconds).
- Now has a 15-second cool-down.
Precise Sights (Firearms – V)
- Chance increased from 50% to 100%.
- Vulnerability (1 stack; 3 seconds) changed to Vulnerability (5 stacks; 8 seconds)
- Now has a 15-second cool-down.
Incendiary Power (Explosives – IX)
- Recharge increased from 10 to 15 seconds.
- Now, when this trait activates, it summons an invulnerable flame turret near the side of the Engineer (possibly using the same summon detection as [Phantasmal Warlock]). The turret arrives on the field using a miniature [Supply Drop] animation. This flame turret then attacks the Engineers current target with a [Fireball] projectile. The projectile deals no damage, but does inflict the burning described in the trait. The turret explodes after shooting the projectile.
(edited by Swagg.9236)
GUARDIAN
[Flashing Blade]
- FUNCTIONALITY CHANGED
- Cast-time: ¼ second
- Recharge: 12 seconds
- Leap to target area, damaging and blinding foes where you land.
- Damage: 211 (0.5)
- Blind: 3 seconds
- Range: 800
[Merciful Intervention]
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 50 seconds
- Teleport to target location. If there was another ally at that location, you create a healing field.
- Healing: 1960
- Radius: 180
- Range: 900
MESMER
[Mirror Blade]
- This skill is no longer unblockable.
[Mimic]
- Recharge lowered from 25 to 20 seconds.
- Duration reduced from 4½ to 2½ seconds.
- Now grants 2 seconds of protection upon activation.
Prismatic Understanding (Chaos – XII)
- Now grants vigor (2 seconds) instead of aegis.
- Now grants swiftness (4 seconds) instead of protection.
- Regeneration granted reduced from 3 to 2 seconds.
WARRIOR
[Healing Signet]
- Recharge reduced from 20 to 15 seconds.
- Passive healing reduced from 392 to 250 (same healing modifier).
- Now, when this skill activates, you gain protection and regeneration based on your adrenaline levels.
- Protection per adrenaline bar: 1 second
- Regeneration per adrenaline bar: 3 seconds
[Arcing Arrow]
- Added a minimum range: 180
[Pin Down]
- FUNCTIONALITY CHANGED
- Cast-time: 1 second
- Recharge: 25 seconds
- Fire a piercing arrow that bleeds and immobilizes your target.
- Damage: 141 (0.4)
- Bleeding (6): 12 seconds
- Immobilized: 3 seconds
- Range: 1500
- Movement interrupts cast-time; uses the same activation animation as [Kill Shot].
[Shield Stance]
- Duration lowered from 3 to 2 seconds.
- Now chains into another skill: [Shield Slam].
[Shield Slam]
- Cast-time: ½ second
- Slam the ground with your shield and blind adjacent foes with the resulting dust cloud.
- Damage: 134 (0.5)
- Blind: 5 seconds
- Radius: 180
- Combo Finisher: Blast
- Using this skill preemptively ends the [Shield Stance] block channel.
[Endure Pain]
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 50 seconds
- Stance. While in this stance, you gain 1500 vitality.
- Duration: 5 seconds
- Breaks stun.
[Berserker’s Stance]
- FUNCTIONALITY CHANGED
- Cast-time: 0
- Recharge: 50 seconds
- Stance. While in this stance, incoming conditions on you have reduced durations. Each time you would be affected by a condition, you gain might and fury.
- Duration: 6 seconds
- Condition duration reduction: 50%
- Fury: 2 seconds
- Might (1): 5 seconds
- Upon using this skill, the Warrior gains two buffs: 1 stack of Berserker’s vitality and 5 stacks of Berserker’s rage. Berserker’s vitality reduces incoming condition duration by 50% for the next 6 seconds. Berserker’s rage grants the warrior fury and might (as described in the skill description) each time that the warrior would come under the effects of a condition. Each time the warrior would be affected by a condition, the stack of Berserker’s rage decreases by 1. If a warrior were to be effected by a condition, but the condition pops up as “immune” due to its duration being reduced beyond the point of being registered, the stack of Berserker’s rage would still decrease by 1 and the warrior would gain the fury and might.
Dogged March (Defense – II)
- Regeneration increased from 3 to 5 seconds.
- The regeneration proc now has a 15-second cool-down.
(edited by Swagg.9236)