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  1.  
  2.  
  3. April 15 Content Release Notes
  4.  
  5. Jump to the following topics:
  6.  
  7. Wardrobe, Transmutation Changes, Outfits
  8. World Boss Synchronization
  9. Guild World Events, Megaservers, WvW Account Bound XP
  10. Balance, Polish, Bug Fixes – General Bugs, UI Updates, Ferocity, Sigils
  11. Runes Changes
  12. Profession Changes – Traits
  13. Profession Balance and Bug Fixes
  14. Structured Player vs. Player, World vs. World, and Black Lion Trading Company Updates
  15.  
  16. NEW FEATURES AND CONTENT
  17.  
  18. PvP Reward Tracks
  19.  
  20. Added a new reward system to structured PvP. When playing structured PvP, players will select a single reward track to be active at a time and earn a variety of rewards as they progress through the track.
  21. To progress reward tracks, players need play PvP in a match that has progress enabled.
  22. All eight dungeon reward tracks will be available on a biweekly rotation, one at a time. Alternatively, each dungeon reward track can be permanently unlocked on an account-wide basis by completing the corresponding story mode of that dungeon.
  23. The reward track system will have both repeatable and non-repeatable tracks. We will be shipping with five region tracks, eight dungeon tracks, and one Balthazar Back Item track that has a unique back item skin, which can be equipped and used in PvE, PvP, and WvW with the new wardrobe.
  24. Five Repeatable Region Tracks—Shiverpeak Mountains, Ascalonian, Ruins of Orr, Krytan, and Maguuma Jungle.
  25. These tracks contain region-based weapon skins, Dragonite Ore, Empyreal Fragments, Obsidian Shards, and champion bags.
  26. Eight Repeatable Dungeon Tracks—Ascalonian Catacombs, Caudecus’s Manor, Twilight Arbor, Sorrow’s Embrace, Citadel of Flame, Honor of the Waves, Crucible of Eternity, and the Ruined City of Arah.
  27. These tracks contain your choice of dungeon armor and weapons, dungeon tokens, and champion bags.
  28. One Non-Repeatable Balthazar Back Item Track
  29. This track contains the unique Fires of Balthazar back-slot skin, Dragonite Ore, Empyreal Fragments, Obsidian Shards, champion bags, and Mystic Clovers.
  30.  
  31. PvP Gear Unification
  32.  
  33. All PvP equipment (armor, weapons, amulets, etc.) can no longer be obtained or equipped.
  34. Upon entering Heart of the Mists, players will have their PvP items removed from their character inventory, character equipment, PvP locker, and account bank. This includes PvP chests.
  35. All removed items will have their appearance unlocked in the account wardrobe.
  36. Characters in PvP will use the same armor and weapons from PvE.
  37. All items give zero attribute, rune, sigil, or infusion bonuses in PvP.
  38. All items function as level 80 exotic-quality items.
  39. Chest, leg, and boot armor still contribute to the total defense value.
  40. All attribute values are consistent with the old system.
  41. PvP gear now includes unique rune, sigil, and amulet slots.
  42. Players now have access to a new build-editing UI.
  43. While in structured PvP, there is a new quick-launch bar at the top of the screen to access the new PvP Build panel and the game browsers.
  44. There is also a new hotkey option for the PvP Build panel in the Control Options menu.
  45. PvP build components are no longer items but are chosen from a constantly available list of options.
  46. Sigils are selected without having to apply them to weapons.
  47. Runes are selected without having to apply them to armor.
  48. Only one rune set may be chosen at a time, giving the full six-piece bonus.
  49. Players can do a search for specific runes, sigils, amulets, and weapons.
  50. Players can sort by category (attribute or sigil archetype).
  51. Underwater weapons have been removed since underwater aspects of maps, or maps containing a large underwater portion, have been removed from rotation.
  52.  
  53. PvP Ranks Updated
  54.  
  55. Changed the required rank points needed to level for PvP ranks 40 through 80. Each of these ranks now requires 20,000 rank points.
  56. This changes the maximum required rank points needed to obtain a Dragon rank from 8.9 million down to 1.1 million.
  57. Some high-ranking PvP players will be moved up the ranks due to the rank rebalance. These players will receive rank rewards based on their new rank.
  58. With the new PvP rank rebalance, some players will be moved to rank 80. They will be able to get rewards by progressing through rank 80 after they’ve initially achieved it. Each time rank 80 is completed, additional rewards will be awarded.
  59.  
  60. PvP Map Updates
  61.  
  62. New Courtyard Map
  63. This map is a special treat for the PvP community. Player-created spin-offs of the game have been very enjoyable for the team, and this map was created to help support those efforts. The Courtyard is a pure team deathmatch map designed especially for smaller encounters but is still fun with standard-size groups. The Courtyard map is not a fully supported game mode and is only available in player-owned custom arenas. We are really looking forward to seeing this map used for some of the 2v2, 3v3, and other styles of play that the community has come up with.
  64. This is a small map with no capture points.
  65. This map will only be available for custom arena owners.
  66. Players will be able to progress toward ranks and reward tracks in the Courtyard.
  67. Removing Raid on the Capricorn
  68. Raid on the Capricorn was created to test the waters with underwater combat in PvP, but it is not something that the team would like to continue. Raid on the Capricorn has been removed from PvP along with the underwater training areas in Heart of the Mists. Underwater weapons were subsequently removed from the revamped build UI.
  69.  
  70. (edited about 10 hours ago by Moderator)
  71.  
  72. about 22 hours ago
  73.  
  74. Permalink
  75.  
  76. Previous
  77.  
  78. CC Danicia
  79.  
  80. Community Coordinator
  81.  
  82. Next
  83.  
  84. Wardrobe
  85.  
  86. Armor and weapon skins can now be unlocked for account-wide use.
  87. Skins are unlocked by using consumables, equipping items, salvaging equipment, destroying items in the player’s inventory, acquiring weapons and armor that are bound to the player’s account or character, or right-clicking on the equipment and account-binding it.
  88. Items that have gone through skin progression, like legendary weapons or Spinal Blade back items, will unlock all the skins in their direct progression line (e.g., if players have Twilight, they will get access to both Twilight and Dusk across their account.)
  89. Items that players own that have already been transmuted will unlock the appearance for the first (original) item used for stats and the last item used for appearance.
  90. Skins are applied to equipment by clicking the Wardrobe button on the Equipment tab of the Hero panel. All unlocked skins available to the character are shown in the Hero panel and can be applied to the equipment the character is currently wearing for one transmutation charge per item changed.
  91. Players can log in to each character on their account to unlock all skins bound to that character.
  92. The Hero panel now includes more options for character customization and managing gear.
  93. Use the Equipment section of the Equipment tab to manage gear that is currently equipped.
  94. Use the Wardrobe section of the Equipment tab to manage the transmutation of currently equipped gear by selecting and applying skins that have been unlocked.
  95. Use the Dyes section of the Equipment tab to see all dyes that have been unlocked and apply them to currently equipped items.
  96. Changes in the Wardrobe section and the Dyes section can be committed at the same time, allowing players to preview the new look before applying any visual changes to their equipped gear.
  97. Dyes can now be previewed on mouse hover and are not applied until confirmed.
  98. Dyes are now account unlocks.
  99. Each dye unlocked on a character will be unlocked for the player’s entire account the next time they log in with that character.
  100. Duplicate dyes unlocked on multiple characters will be compensated by mailing the player an Unidentified Dye when the second character logs in.
  101. Unidentified Dyes no longer drop as common loot from creatures in the world. They are still available as rewards and as a Mystic Forge result.
  102. Dye packs can still be crafted by cooks.
  103. The laurel cost of Unidentified Dyes has changed to 5 laurels for one dye.
  104. Any four crafted dye packs can now be combined in the Mystic Forge to create an Unidentified Dye.
  105. To account for the increased scarcity of Unidentified Dye, the Gift of Color recipe now only requires 100 Unidentified Dyes.
  106. All armor and weapon skins are now stored in the Wardrobe Storage tab, which is part of the Account Vault in the bank.
  107. Items can be sorted, filtered, and previewed directly from the Account Wardrobe tab.
  108. All skins usable by the current character’s profession and race can also be seen by clicking the Wardrobe button on the Equipment tab of the Hero panel.
  109.  
  110. Transmutation Changes
  111.  
  112. The transmutation system has been replaced with the Wardrobe system. Transmuting items is now done via the Hero panel and applies an unlocked skin to the currently equipped item instead of combining two items into a new item.
  113. Double-click Transmutation Crystals to convert them directly into Transmutation Charges.
  114. Double-click Transmutation Stones to convert them into Transmutation Charges at a 3-to-1 ratio.
  115. With the addition of the Wardrobe system and the removal of the PvP locker, players will receive one Transmutation Charge for every PvP rank they have achieved.
  116.  
  117. Outfits
  118.  
  119. Outfits are a new item type that allows players to set their character’s look without affecting their stats.
  120. Outfits are full-body costumes that hide currently equipped armor.
  121. Players can hide or show an outfit at any time in the Hero panel. This setting will remain set in any game area.
  122. Players can hide or show the helmet of their outfit at any time in the Hero panel by clicking the checkbox on the helmet while the outfit is toggled on.
  123. Each outfit has up to four dye channels to customize colors uniformly across the entire outfit.
  124. Outfits are available in the Style category of the Black Lion Trading Company Gem Store.
  125. Town clothes have been replaced by the wardrobe and outfits as a way to customize characters in and out of combat.
  126. Players can visit a Black Lion Armor Trader in any major city to have their town clothes converted to items compatible with the new wardrobe.
  127. Full outfits such as the Cook’s Outfit and Mad King’s Outfit are now outfits as described above.
  128. Most hats have been converted to helmet skins usable by any class.
  129. Toys have been converted to inventory items, which summon a bundle with all the same functionality as before.
  130. Some single-piece town clothes that are no longer available have been converted to endless tonics that transform the player into a complete casual look, including that single piece of clothing.
  131.  
  132. about 21 hours ago
  133.  
  134. Permalink
  135.  
  136. Previous
  137.  
  138. CC Danicia
  139.  
  140. Community Coordinator
  141.  
  142. Next
  143.  
  144. World Boss Synchronization
  145.  
  146. Many world bosses are now synchronized to activate at the same time across all worlds and instances of the map they occur in.
  147. The following low-level-zone world bosses will activate at 15 minutes and 45 minutes past the hour in this rotation:
  148. Great Jungle Wurm (Caledon Forest)
  149. Shadow Behemoth (Queensdale)
  150. Svanir Shaman Chief (Wayfarer Foothills)
  151. Fire Elemental (Metrica Province)
  152. The following standard world bosses will activate on the hour and 30 minutes past the hour in this rotation:
  153. The Shatterer (Blazeridge Steppes)
  154. Modniir Ulgoth (Harathi Hinterlands)
  155. Golem Mark II (Mount Maelstrom)
  156. Claw of Jormag (Frostgorge Sound)
  157. Admiral Taidha Covington (Bloodtide Coast)
  158. Megadestroyer (Mount Maelstrom)
  159. Fire Shaman (Iron Marches)
  160. TBD / Space Reserved for Future Event
  161. The following extra-hard world bosses will occur at specific times, interrupting the standard rotation:
  162. Karka Queen (Southsun Cove)
  163. 03:30 PDT
  164. 09:00 PDT
  165. 19:00 PDT
  166. Tequatl the Sunless (Sparkfly Fen)
  167. 04:30 PDT
  168. 10:00 PDT
  169. 20:00 PDT
  170. Triple Trouble (Bloodtide Coast)
  171. 05:30 PDT
  172. 11:00 PDT
  173. 21:00 PDT
  174. The standard rotation and low-level rotation will reset every day at midnight (PDT).
  175. To support this feature, most world bosses in these rotations have been modified in various ways.
  176. Karka Queen
  177. Once the boss is activated, players have fifteen minutes to lure out the Karka Queen by capturing all four settlements in the Island Control meta-event. If the timer expires, the Karka Queen will not emerge.
  178. Claw of Jormag
  179. Once the boss is activated, players have fifteen minutes to lure out the Claw of Jormag by completing all five corrupted crystal events. If the timer expires, the corrupted crystal events will fail, the Claw of Jormag will not land, and any remaining corrupted creatures will continue to inhabit the region.
  180. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  181. The Shatterer
  182. Once the boss is activated, players have fifteen minutes to help Vigil and Sentinel forces prepare for their assault on the Shatterer. If the events are not completed when the timer expires, the Shatterer will not land.
  183. The Shatterer’s regen crystals have grown larger and stronger. They are also spread farther apart, making it more difficult to stop the Shatterer from regenerating its health.
  184. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  185. Admiral Taidha Covington
  186. The Lion’s Arch Galleon will appear at Taidha’s base as soon as the boss is activated to draw fire from Taidha’s defenses.
  187. If the Lion’s Arch Galleon is destroyed, the event fails, causing the Lionguard to retreat. Players can help the galleon survive by defeating Taidha’s cannoneers.
  188. Once the north and south towers of Taidha’s base are destroyed, the galleon will begin bombarding the door. Players can assist the bombardment by carrying explosive kegs to the door.
  189. If the door is destroyed, the event to kill Taidha will begin as normal.
  190. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  191. Modniir Ulgoth
  192. The Modniir Ulgoth will immediately appear near the War King’s Greatcamp once the boss is activated to rally his forces.
  193. The Ulgoth is protected by his elemental magikittenil the Seraph advance their forces up to the Greatcamp and force the Ulgoth into battle.
  194. If the players do not help the Seraph forces advance, the Ulgoth will declare victory and retire, causing the event to fail and the centaur forces to push back against the Seraph.
  195. The Seraph will relentlessly assault the centaurs while the Modniir Ulgoth is present, giving the centaurs no time to counterattack (unless an assault fails).
  196. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  197. Megadestroyer
  198. When the boss is activated, the volcano will become violently active, requiring the asuran geological specialists to intervene in order to prevent a catastrophic eruption.
  199. Players will have twenty minutes to push the destroyers and Inquest back into the volcano’s core. If the timer expires, the volcano erupts.
  200. The event to protect the asura and their technology while they quell the unstable volcano will now fail after ten minutes. If the timer expires, the volcano erupts.
  201. If players fail the Megadestroyer event, the volcano still erupts.
  202. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  203. Golem Mark II
  204. Once the boss is activated, players must first complete the event to disable the containers before they release their toxins. The event to defeat the Inquest’s Golem Mark II will begin shortly after this event succeeds.
  205. Several bugs causing the golem’s attacks to occur in the wrong position were fixed.
  206. The golem’s attacks were changed to use more clearly visible AoE warning circles.
  207. Shadow Behemoth
  208. The Monastery Ale event chain will no longer block the Shadow Behemoth event and will fail instead if it is active when the Shadow Behemoth chain is activated.
  209. Once the boss is activated, players have fifteen minutes to complete all four portal events in order to draw out the Shadow Behemoth.
  210. A portal to the center of Godslost Swamp will appear at all three portal events that take place outside of the swamp once they are completed.
  211. The Shadow Behemoth’s portal phase has grown stronger. Additional portals will have to be destroyed before the Shadow Behemoth becomes vulnerable again.
  212. Fixed a bug that prevented the Shadow Behemoth from using all of its skills.
  213. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  214. Fire Elemental
  215. Once the boss is activated, the event to escort the C.L.E.A.N. 5000 golem while it absorbs clouds of chaos magic will begin immediately. Rooba will only wait five minutes for players to assist her, instead of forever.
  216. Players have fifteen minutes to escort the C.L.E.A.N. 5000 golem to the end of its path before it becomes corrupted by chaos magic. If this timer expires or the Inquest captures the golem, the event will fail, causing the Inquest to reprogram the C.L.E.A.N. 5000 golem and have it return as a boss (instead of the Fire Elemental).
  217. The event to destroy six piles of chaotic materials created by the reactor meltdown has become six individual events to destroy a single pile. This eliminates the undesirable effects of counting every player inside the reactor towards the scaling of each chaotic material encounter. All six of these events must be completed for the golem escort event to succeed.
  218. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  219. Great Jungle Wurm (Caledon Forest)
  220. The event to protect Gamarien as he scouts Wychmire Swamp is no longer part of the Great Jungle Wurm event chain, but it now occurs when the boss event chain is not active.
  221. When activated, players have ten minutes to complete the four blighted swamp events in Wychmire Swamp. If the timer expires, the Great Jungle Wurm will not appear, and the blighted creatures will remain in the swamp.
  222. A bug that prevented the Great Jungle Wurm’s poison cloud attacks from attacking the right areas has been fixed.
  223. The poison cloud attacks will now spread more evenly and consistently.
  224. The Great Jungle Wurm’s husk absorption phase has grown stronger. If players allow the wurm to absorb a husk, a significant portion of the wurm’s health will be regenerated.
  225. A bug that prevented the Great Jungle Wurm from summoning minions has been fixed.
  226. Various scaling factors were adjusted to keep difficulty consistent through a wider range of player counts.
  227. Svanir Shaman Chief
  228. Once the boss is activated, a message will appear in the meta-event UI indicating that a powerful Sons of Svanir Shaman has been spotted in the Maw. If the event chain that involves protecting Scholar Brogun as he investigates the grawl tribe is not active at this time, it will begin immediately.
  229. Scholar Brogun will only wait five minutes for player assistance, instead of forever.
  230. If Scholar Brogun dies and is not resurrected by a player for a total of five minutes, the event chain will fail.
  231. If the event to destroy the dragon totem has succeeded when the boss is not activated, Scholar Brogun will declare victory and return to Krennak’s homestead without fighting the shaman.
  232.  
  233. about 21 hours ago
  234.  
  235. Permalink
  236.  
  237. Previous
  238.  
  239. CC Danicia
  240.  
  241. Community Coordinator
  242.  
  243. Next
  244.  
  245. Guild World Events
  246.  
  247. Guilds may now utilize a consumable item to activate certain world bosses at any time up to an hour before the scheduled beginning of a world boss, provided that world boss is not already running.
  248. The Guild World Event unlock has been added to the Guild Upgrade panel.
  249. Prerequisite: Guild Challenges Unlock
  250. Influence Cost: 50,000
  251. Merit Cost: 100
  252. Build Time: 1 week
  253. The Guild World Event consumable has been added to the Guild Upgrade panel.
  254. Prerequisite: Guild World Events Unlock
  255. Influence Cost: 10,000
  256. Merit Cost: 20
  257. Build Time: 24 hours
  258. Cooldown: 45 minutes
  259. Max Storage: 3
  260. The Guild World Event consumable must be used near a Guild World Event marker, which has been added near each of the following bosses:
  261. Karka Queen (Steampipe Steading, Southsun Cove)
  262. Tequatl the Sunless (Fabled Djannor, Sparkfly Fen)
  263. Triple Trouble (Firth of Revanion, Bloodtide Coast)
  264.  
  265. Megaservers
  266.  
  267. This new system introduces an improved way to enjoy Tyria by restructuring the way worlds and players are organized.
  268. Instead of overflow and home world maps, players will now simply end up in the map that makes the most sense for them, depending on their social environment (party, guild, home world, and more).
  269. One of the most visible benefits is that players will have more players at their side to enjoy Guild Wars 2.
  270. This new system will first be enabled in the Heart of the Mists and then progressively rolled out to the rest of the open world, starting with the less populated areas.
  271. The order as well as the speed of the rollout may differ from what was previously announced in the original blog post, as we are adjusting our plans after further testing. It might continue to evolve during the process as we collect data and adjust accordingly.
  272. For more information, please read the Megaserver blog post.
  273.  
  274. World vs. World
  275.  
  276. Account-bound WXP
  277. Players will need to load into a map with every one of their characters to have their WXP added to their account total.
  278. Note that WXP is summed, not ranked. (e.g., having two characters exactly at rank 10 puts the player’s account total at rank 15 and 4/5) See http://wiki.guildwars2.com/wiki/WXP#World_ranks for more information on WXP and ranks.
  279. All characters have the same number of World Ability Points available to spend. Spending World Ability Points on one character doesn’t spend them on any other.
  280. All spent World Ability Points have been refunded to all characters.
  281. Getting from Rank 4 to 5 now requires 1,000 WXP instead of 2,000
  282.  
  283. (edited about 21 hours ago by CC Danicia.1394)
  284.  
  285. about 21 hours ago
  286.  
  287. Permalink
  288.  
  289. Previous
  290.  
  291. CC Danicia
  292.  
  293. Community Coordinator
  294.  
  295. Next
  296.  
  297. BALANCE, BUG-FIXING, POLISH
  298.  
  299. World Polish
  300.  
  301. Triple Trouble
  302. Fixed an issue that was unintentionally causing the Great Jungle Wurm event to scale erratically.
  303. Boss chests in dungeons are now limited to once a day. Champion loot bags and dungeon tokens from the bosses themselves will not be limited in this way.
  304. Event and champion rewards have been changed.
  305. All open world champions have been converted into events to allow for them to scale for large groups, or have had their classification changed to elite or veteran.
  306. Updated the Defend the Pact Interrupter from Risen Attacks event in Cursed Shore to correctly track seven waves of attackers. Added a 10-minute fail timer to put the event in line with other temple hold events.
  307. Reduced volcano event spawns in Mount Maelstrom to put them more in line with expected creature counts, specifically at max scaling.
  308.  
  309. General
  310.  
  311. Fixed a bug that caused the wrong gathering tool to be shown to other players.
  312. Fixed a bug that caused the camera height to not change depending on the scale of the character.
  313. Fixed a bug that prevented watched achievements from being automatically cleared after they were completed.
  314. Fixed a bug that prevented the sort order for watched achievements from being saved between play sessions.
  315. Fixed a bug that prevented the progress displayed in the Achievement panel from matching the selected sort order.
  316. Fixed a bug that caused a jotun’s kick attack to force players to drop whatever bundle they were using.
  317. The wallet information pop-up no longer displays for new characters.
  318. Completing a renown heart now gives a reward splash instead of sending mail.
  319. Various adjustments have been made to the splash notifications that appear in the bottom right of the screen to improve consistency and spacing.
  320. Armor repair costs have been removed.
  321. The guild upgrade that provided a discount to armor repair has been replaced with Disciplined Maneuvers, a buff that increases WXP gained by guild members for a time.
  322. Guild registration costs have increased from 1 silver to 1 gold.
  323. Some Mystic Forge recipes have been updated to provide a wider range of results.
  324. Fixed a bug that caused magic find to be applied erroneously to some reward rolls.
  325.  
  326. Items
  327.  
  328. Fixed numerous bugs with underwater weapons using the wrong weapon skin.
  329. Renamed numerous items to be more appropriate or to be more accurate.
  330. Added many new armor and weapon icons.
  331. The inherent dye properties of some armor pieces have been changed to match their wardrobe unlocks.
  332. Ascended equipment will no longer be soulbound when equipped and will remain account bound.
  333. Legendary weapons will now be account bound on equip instead of soulbound.
  334. All existing ascended and legendary equipment that was soulbound is now account bound.
  335. Fixed a bug that caused the Howler to endlessly loop its trumpet animation at night.
  336. Exotic gear sold by Southsun Economists now has superior upgrades instead of major upgrades.
  337.  
  338. Ferocity and Critical Damage
  339.  
  340. Ferocity
  341.  
  342. Ferocity is a new stat added to the game. This stat will increase critical damage for each point acquired, similar to the way precision increases the character’s critical hit chance. All current items, food, upgrades, traits, and skills that previously provided critical damage have now been converted to providing the ferocity stat. In most cases, these stat values were set to the standard secondary stat value of the item’s level and rarity. At level 80, every 15 points of ferocity increases the critical damage by 1%. The downscaling for critical damage and ferocity has been improved to function similarly to how precision and critical hit are downscaled.
  343.  
  344. UI Updates
  345.  
  346. The ferocity stat will be listed next to the critical damage stat.
  347. Critical damage will now display the character’s base critical damage as well the bonus provided from the ferocity stat.
  348. Each character’s base critical hit damage is 150% of a normal hit.
  349.  
  350. Celestial Gear
  351.  
  352. Increased the stats provided from the celestial stat combination by 6.5% to compensate for the new ferocity changes.
  353. Increased the PvP celestial stat selection so that it will use the proper stat ratios. Previously this stat combination in PvP was providing much lower stats than intended.
  354.  
  355. Sigils
  356. Many sigils have been updated to be more consistent across the game. We’ve eliminated many of the hidden rules that were previously present and simplified how sigils are used. There have been several balance adjustments made, and a new category of sigil has been created.
  357.  
  358. General
  359.  
  360. Sigils of the same name no longer stack together. Example: Sigil of Bloodlust will no longer add bonus stacks if another Sigil of Bloodlust is equipped. Likewise, a Superior Sigil of Fire will not stack with a Superior, Major, or Minor Sigil of Fire to have increased fire activations.
  361. Sigils no longer share the same cooldown. Example: Sigil of Fire no longer shares a cooldown with Sigil of Air.
  362. Two-handed weapons can now have two sigils applied to them instead of one.
  363.  
  364. Weapon-Swap Sigils
  365.  
  366. Sigil of Renewal: This sigil’s healing effect now scales better with healing power at a rate of 40%, up from 10%. Fixed a bug that caused the sigil to have an incorrect radius at the minor and superior levels. Increased the radius of the superior version from 300 to 360. Reduced the cooldown of the minor sigil to 9 seconds from 30 seconds to be consistent with other on-swap functionalities.
  367. Sigil of Doom: Rescaled the poison durations from 3, 4, and 5 seconds to 2, 4, and 6 seconds for the minor, major, and superior versions, respectively.
  368. Sigil of Geomancy: Damage has been reduced and normalized between all versions of the sigil, which is 25% of the superior sigil. Bleeding duration has been rescaled from 3, 5, and 7 seconds to 6, 8, and 10 seconds for the minor, major, and superior versions, respectively.
  369. Sigil of Intelligence: This sigil now grants the next three attacks 100% critical chance.
  370. Sigil of Hydromancy: Chill duration has been rebalanced from 1, 2, and 3 seconds to 1, 1.5, and 2 seconds for the minor, major, and superior versions, respectively.
  371.  
  372. Attack-Activated Sigils
  373.  
  374. Sigil of Fire: This sigil now has a 50% activation chance on critical hit. Damage is now reduced by 15%. Rescaled the cooldown from 5, 5, and 5 seconds to 9, 7, and 5 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  375. Sigil of Air: This sigil now has a 50% activation chance on critical hit. Rescaled the cooldown from 5, 5, and 5 seconds to 5, 4, and 3 seconds for the minor, major, and superior versions, respectively. This sigil remains unable to critically hit.
  376. Sigil of Torment: This sigil now has a 50% activation chance on critical hit. Recharge has been reduced to 5 seconds. Torment duration has been reduced to 5 seconds (in an area).
  377. Sigil of Ice: This sigil’s activation now occurs on hit instead of on critical hit.
  378. Sigil of Blood: Rescaled the activation thresholds from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively. The damage portion of the siphoning effect now scales with power at a rate of 7.5%.
  379. Sigil of Generosity: Fixed a bug that occasionally transferred a different condition than the one removed.
  380. Sigil of Purity: This sigil’s activation now occurs on hit instead of on critical hit, and it will now only activate when the player has a condition on them.
  381. Sigil of Nullification: This sigil now activates only if the target has a boon.
  382. Sigil of Frailty: This sigil’s activation now occurs on hit instead of on critical hit. Rescaled the activation chance from 10%, 20%, and 30% to 10%, 25%, and 50% for the minor, major, and superior versions, respectively.
  383. Sigil of Rage: Reduced the cooldown from 45 seconds to 30 seconds. This sigil will no longer activate if the player already has quickness on them.
  384. Sigil of Strength: Increased the activation chance from 10%, 20%, and 30% to 20%, 40%, 60% for the minor, major, and superior versions, respectively. Updated the description to include the cooldown (1 second).
  385. Sigil of Water: This sigil’s activation now occurs on hit instead of on critical hit. Bonus from healing power has been increased by 50% while the base heal is reduced by 25 points (base activation at level 1 is now about 25 total health with no other attributes). Cooldown for this sigil has been rescaled from 10, 10, and 10 seconds to 10, 7, and 5 seconds for the minor, major, and superior versions, respectively.
  386.  
  387. Duration-Increase Sigils
  388.  
  389. Sigil of Agony: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  390. Sigil of Chilling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  391. Sigil of Debility: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  392. Sigil of Hobbling: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  393. Sigil of Peril: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  394. Sigil of Smoldering: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  395. Sigil of Venom: Rescaled the duration increase from 5%, 7%, and 10% to 10%, 15%, and 20% duration for the minor, major, and superior versions, respectively.
  396. Sigil of Paralyzation: Stun duration has been increased from 5%, 10%, and 15% to 10%, 20%, and 30% for the minor, major, and superior versions, respectively.
  397.  
  398. Always-On Sigils
  399.  
  400. Sigil of Accuracy: Critical chance has been increased from 1%, 3%, and 5% to 3%, 5%, and 7% for the minor, major, and superior versions, respectively.
  401. The following sigils no longer stack with themselves: Agony, Smoldering, Hobbling, Chilling, Venom, Peril, and Debility.
  402. Sigil of Malice: This sigil has been rebalanced to 5%, 7%, and 10% condition duration for the minor, major, and superior versions, respectively.
  403. Sigil of the Night: This sigil now grants its indicated bonus at all levels rather than a flat 10% for all minor, major, and superior versions.
  404.  
  405. On-Kill Sigils
  406.  
  407. Sigils that stack attributes will no longer stack with themselves.
  408. Non-attribute stack-based sigils will now function with one another.
  409. On-kill sigils now gain 5 stacks upon killing a player in all areas of the game.
  410. On-kill sigils that stack attributes now have a unique shared buff icon.
  411. Sigil of Conjuration: Renamed to Sigil of Celerity. This sigil now grants 3, 4, and 5 seconds of quickness at 25 stacks for the minor, major, and superior versions, respectively. This sigil now has its own unique buff icon.
  412. Sigil of Sanctuary: This sigil has been renamed to Sigil of Benevolence.
  413. Sigil of Benevolence: Gain a charge of .3%, .4%, and .5% additional healing effectiveness each time a foe is killed—five for an enemy player—for the minor, major, and superior versions, respectively. Max 25 stacks; ends on down.
  414. Sigil of Demon Summoning: This sigil now activates at 25 stacks instead of 26. This sigil now has its own unique buff icon.
  415. Sigil of Restoration: Increased the major sigil base healing by 33%. Increased the superior sigil base healing by 25%. This sigil now scales with healing power at a rate of 15%, up from 10%.
  416. Sigil of Speed: Increased the swiftness duration from 5, 7, and 10 seconds to 10, 14, 20 seconds for the minor, major, and superior versions, respectively.
  417. Sigil of Luck: Reworked the percentage chances so that all boons have a more equal chance to activate. Added stability to the list (3 seconds). Increased the duration of might from 5 seconds to 15 seconds. Increased the fury duration from 5 seconds to 8 seconds. Chance to activate on kill rescaled from 30%, 40%, and 50% to 25%, 50%, and 75% for the minor, major, and superior versions, respectively.
  418.  
  419. about 21 hours ago
  420.  
  421. Permalink
  422.  
  423. Previous
  424.  
  425. CC Danicia
  426.  
  427. Community Coordinator
  428.  
  429. Next
  430.  
  431. Runes
  432. All rune sets have been reworked and rebalanced. The bonuses have been updated to be much more consistent for each bonus slot. A lot of the power on each rune set has been shifted toward the later bonus slots to promote wearing a full set of runes. Below is the list of the superior version of every rune set, as they were all changed. Please note the following about major and minor runes:
  433.  
  434. All major runes have 60% of the stats and proc chances of the superior version of the rune.
  435. All minor runes have 40% of the stats and proc chances of the superior version of the rune.
  436.  
  437. Power Runes
  438.  
  439. Superior Rune of the Mad King
  440.  
  441. +25 Power
  442. +5% Condition Duration
  443. +50 Power
  444. +15% Bleeding Duration
  445. +100 Power
  446. +20% Bleeding Duration; summon ravens to attack nearby enemies by activating an elite skill. (Cooldown: 45 seconds)
  447.  
  448. Superior Rune of the Baelfire
  449.  
  450. +25 Power
  451. +10% Burning Duration
  452. +50 Power
  453. 25% chance to gain vigor for 5 seconds when hit. Cooldown: 25 seconds.
  454. +100 Power
  455. +20% Burning Duration; 50% chance when struck to cause a fire nova. (Cooldown: 30 seconds)
  456. Increased the radius to 240.
  457. Increased the damage by 100%.
  458.  
  459. Superior Rune of the Centaur
  460.  
  461. +25 Power
  462. +10% Swiftness Duration
  463. +50 Power
  464. -50% Incoming Cripple Duration
  465. +100 Power
  466. +20% Swiftness Duration; when a healing skill is used, the player and all nearby allies gain swiftness for 10 seconds. (Cooldown: 10 seconds)
  467.  
  468. Superior Rune of the Citadel
  469.  
  470. +25 Power
  471. +10% Fury Duration
  472. +50 Power
  473. 25% chance when struck to gain fury for 15 seconds. Cooldown: 30 seconds.
  474. +100 Power
  475. +20% Fury Duration; 50% chance when struck to summon a bomb. (Cooldown: 15 seconds)
  476.  
  477. Superior Rune of the Elementalist
  478.  
  479. +25 Power
  480. +35 Condition Damage
  481. +50 Power
  482. +65 Condition Damage
  483. +100 Power
  484. +20% Burning Duration; +20% Chill Duration.
  485.  
  486. Superior Rune of the Fighter
  487.  
  488. +25 Power
  489. +35 Toughness
  490. +50 Power
  491. +65 Toughness
  492. +100 Power
  493. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
  494.  
  495. Superior Rune of the Fire
  496.  
  497. +25 Power
  498. +10% Might Duration
  499. +50 Power
  500. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  501. +100 Power
  502. +20% Burning Duration; when struck below 80% health, you gain a fire aura for 5 seconds. (Cooldown: 60 seconds)
  503.  
  504. Superior Rune of Hoelbrak
  505.  
  506. +25 Power
  507. +10% Might Duration
  508. +50 Power
  509. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  510. +100 Power
  511. +20% Might Duration; -20% Condition Duration applied to you.
  512.  
  513. Superior Rune of the Mesmer
  514.  
  515. +25 Power
  516. +35 Precision
  517. +50 Power
  518. +65 Precision
  519. +100 Power
  520. +33% Daze Duration
  521.  
  522. Superior Rune of the Ogre
  523.  
  524. +25 Power
  525. +35 Ferocity
  526. +50 Power
  527. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  528. +100 Power
  529. +4% Damage
  530.  
  531. Superior Rune of the Pack
  532.  
  533. +25 Power
  534. +10% Swiftness Duration
  535. +50 Power
  536. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  537. +100 Power
  538. +20% Swiftness Duration; +125 Precision
  539.  
  540. Superior Rune of the Privateer
  541.  
  542. +25 Power
  543. +10% Might Duration
  544. +50 Power
  545. 25% chance when struck to shout “Yarr” and grant 3 stacks of might to nearby allies for 10 seconds. (Cooldown: 20 seconds.)
  546. +100 Power
  547. 50% chance to summon a parrot. (Cooldown: 60 seconds)
  548.  
  549. Superior Rune of the Scholar
  550.  
  551. +25 Power
  552. +35 Ferocity
  553. +50 Power
  554. +65 Ferocity
  555. +100 Power
  556. +10% damage while your health is above 90%.
  557.  
  558. Superior Rune of Strength
  559.  
  560. +25 power
  561. +10% Might Duration
  562. +50 Power
  563. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  564. +100 Power
  565. +20% Might Duration; +7% damage while under the effects of might.
  566.  
  567. Superior Rune of Vampirism
  568.  
  569. +25 Power
  570. 15% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  571. +50 Power
  572. After using a healing skill, your next attack steals health.
  573. +100 Power
  574. When struck below 20% health, you become mist. (Cooldown: 60 seconds)
  575.  
  576. Precision Runes
  577.  
  578. Superior Rune of Lyssa
  579.  
  580. +25 Precision
  581. +5% Condition Duration
  582. +50 Precision
  583. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  584. +100 Precision
  585. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
  586.  
  587. Superior Rune of the Eagle
  588.  
  589. +25 Precision
  590. +35 Ferocity
  591. +50 Precision
  592. +65 Ferocity
  593. +100 Precision
  594. +6% damage against targets with less than 50% health.
  595.  
  596. Superior Rune of the Ranger
  597.  
  598. +25 Precision
  599. +35 Ferocity
  600. +50 Precision
  601. +65 Ferocity
  602. +100 Precision
  603. +7% damage while you have an active companion.
  604.  
  605. Superior Rune of the Rata Sum
  606.  
  607. +25 Precision
  608. +10% Poison Duration
  609. +50 Precision
  610. +15% Weakness Duration
  611. +100 Precision
  612. +20% Poison Duration; 50% chance when struck to summon a radiation field. (Cooldown: 90 seconds)
  613.  
  614. Superior Rune of the Thief
  615.  
  616. +25 Precision
  617. +35 Condition Damage
  618. +50 Precision
  619. +65 Condition Damage
  620. +100 Precision
  621. When striking a foe from behind or the side, gain +10% damage.
  622.  
  623. Toughness Runes
  624.  
  625. Superior Rune of the Dolyak
  626.  
  627. +25 Toughness
  628. +35 Vitality
  629. +50 Toughness
  630. +65 Vitality
  631. +100 Toughness
  632. Regenerate health every second.
  633. This bonus is no longer a static amount. It will scale based on a character’s level, as well as scale slightly with the healing power stat.
  634.  
  635. Superior Rune of the Earth
  636.  
  637. +25 Toughness
  638. +10% Protection Duration
  639. +50 Toughness
  640. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  641. +100 Toughness
  642. +20% Protection Duration; when struck below 20% health, you gain a magnetic aura for 5 seconds. (Cooldown: 90 seconds)
  643.  
  644. Superior Rune of the Engineer
  645.  
  646. +25 Toughness
  647. +35 Condition Damage
  648. +50 Toughness
  649. +65 Condition Damage
  650. +100 Toughness
  651. While wielding a conjured weapon, environmental weapons, kits, banners, and stolen items, gain +7% damage.
  652.  
  653. Superior Rune of the Forgeman
  654.  
  655. +25 Toughness
  656. +10% Burning Duration
  657. +50 Toughness
  658. +15% Protection Duration
  659. +100 Toughness
  660. When struck below 50% health, you gain protection for 10 seconds and burn nearby foes. (Cooldown: 60 seconds)
  661.  
  662. Superior Rune of the Guardian
  663.  
  664. +25 Toughness
  665. +35 Healing
  666. +50 Toughness
  667. +65 Healing
  668. +100 Toughness
  669. When you block a foe’s attack, burn that foe for 1 second.
  670.  
  671. Superior Rune of Melandru
  672.  
  673. +25 Toughness
  674. +35 Vitality
  675. +50 Toughness
  676. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  677. +100 Toughness
  678. -15% Incoming Condition Duration; -15% Incoming Stun Duration
  679.  
  680. Superior Rune of Mercy
  681.  
  682. +25 Toughness
  683. Gain up to 400 toughness while reviving an ally, based on your level.
  684. +50 Toughness
  685. You resurrect allies with 30% more health.
  686. +100 Toughness
  687. You revive allied players 20% faster.
  688.  
  689. Superior Rune of Svanir
  690.  
  691. +25 Toughness
  692. +10% Chill Duration
  693. +50 Toughness
  694. -50% Incoming Chill Duration
  695. +100 Toughness
  696. +20% Chill Duration; When you’re struck below 20% health, become a block of ice for 5 seconds. (Cooldown: 90 seconds)
  697.  
  698. Superior Rune of Resistance
  699.  
  700. +25 Toughness
  701. -5% Incoming Condition Duration
  702. +50 Toughness
  703. -10% Incoming Condition Duration
  704. +100 Toughness
  705. When you activate a signet skill, you gain aegis for 8 seconds. (Cooldown: 30 seconds)
  706.  
  707. Vitality Runes
  708.  
  709. Superior Rune of Exuberance
  710.  
  711. +25 Vitality
  712. 3% of vitality is converted to healing power.
  713. +50 Vitality
  714. 5% of vitality is converted to precision.
  715. +100 Vitality
  716. 7% of vitality is converted to power.
  717.  
  718. Superior Rune of the Ice
  719.  
  720. +25 Vitality
  721. +10% Chill Duration
  722. +50 Vitality
  723. 25% chance when struck to cause an ice nova. (Cooldown: 30 seconds)
  724. +100 Vitality
  725. +20% Chill Duration; +7% damage against chilled foes.
  726.  
  727. Superior Rune of the Lich
  728.  
  729. +25 Vitality
  730. +5% Condition Duration
  731. +50 Vitality
  732. +10% Condition Duration
  733. +100 Vitality
  734. 50% chance when struck to summon a jagged horror. (Cooldown: 60 seconds)
  735.  
  736. Superior Rune of Sanctuary
  737.  
  738. +25 Vitality
  739. +5% Boon Duration
  740. +50 Vitality
  741. 25% chance when struck to gain retaliation for 4 seconds. (Cooldown: 30 seconds)
  742. +100 vitality
  743. When struck below 20% health, gain stability for 5 seconds. (Cooldown: 60 seconds)
  744.  
  745. Superior Rune of the Trooper
  746.  
  747. +25 Vitality
  748. +35 Toughness
  749. +50 Vitality
  750. +65 Toughness
  751. +100 Vitality
  752. Shouts remove a condition from each affected ally.
  753.  
  754. Superior Rune of Speed
  755.  
  756. +25 Vitality
  757. +10% Swiftness Duration
  758. +50 Vitality
  759. 25% chance when struck to gain swiftness for 15 seconds. (Cooldown: 30 seconds)
  760. +100 Vitality
  761. +20% Swiftness Duration; +25% Movement Speed
  762.  
  763. Superior Rune of the Warrior
  764.  
  765. +25 Vitality
  766. +35 Power
  767. +50 Vitality
  768. +65 Power
  769. +100 Vitality
  770. -20% recharge on weapon swap.
  771.  
  772. Superior Rune of the Wurm
  773.  
  774. +25 Vitality
  775. +35 Ferocity
  776. +50 Vitality
  777. +65 Ferocity
  778. +100 Vitality
  779. 7% of vitality is converted to ferocity.
  780.  
  781. Ferocity Runes
  782.  
  783. Superior Rune of the Air
  784.  
  785. +25 Ferocity
  786. +10% Swiftness Duration
  787. +50 Ferocity
  788. When you use a heal skill, you gain swiftness for 5 seconds. (Cooldown: 10 seconds)
  789. +100 Ferocity
  790. +20% Swiftness Duration; 50% chance when struck to hit the foe with a lightning strike. (Cooldown: 20 seconds)
  791.  
  792. Superior Rune of the Golemancer
  793.  
  794. +25 Ferocity
  795. +35 Precision
  796. +50 Ferocity
  797. +65 Precision
  798. +100 Ferocity
  799. 50% chance when struck to summon a golem. (Cooldown: 90 seconds)
  800.  
  801. Superior Rune of Rage
  802.  
  803. +25 Ferocity
  804. +10% Fury Duration
  805. +50 Ferocity
  806. 25% chance when struck to gain fury for 15 seconds. (Cooldown: 30 seconds)
  807. +100 Ferocity
  808. +20% Fury Duration; while under the effects of fury, gain +5% damage.
  809.  
  810. Condition Damage Runes
  811.  
  812. Superior Rune of Balthazar
  813.  
  814. +25 Condition Damage
  815. +10% Burning Duration
  816. +50 Condition Damage
  817. +15% Burning Duration; when you’re struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  818. +100 Condition Damage
  819. +20% Burning Duration; when you use a heal skill, nearby foes are burned for 3 seconds. (Cooldown: 10 seconds)
  820.  
  821. Superior Rune of the Undead
  822.  
  823. +25 Condition Damage
  824. +35 Toughness
  825. +50 Condition Damage
  826. +65 Toughness
  827. +100 Condition Damage
  828. 7% of toughness is converted to condition damage.
  829.  
  830. Superior Rune of Tormenting
  831.  
  832. +25 Condition Damage
  833. +10% Torment Duration
  834. +50 Condition Damage
  835. +15% Torment Duration
  836. +100 Condition Damage
  837. +20% Torment Duration; when you use a heal skill, apply two stacks of torment to nearby foes. (Cooldown: 20 seconds)
  838.  
  839. Superior Rune of the Sunless
  840.  
  841. +25 Condition Damage
  842. -5% Incoming Condition Duration
  843. +50 Condition Damage
  844. -10% Incoming Condition Duration
  845. +100 Condition Damage
  846. When you use an elite skill, you inflict 1 second of fear and 5 seconds of poison to nearby foes. (Cooldown: 45 seconds)
  847.  
  848. Superior Rune of Scavenging
  849.  
  850. +25 Condition Damage
  851. 25% chance when struck to cause your next attack to steal life. (Cooldown: 25 seconds)
  852. +50 Condition Damage
  853. After using a healing skill, your next attack skill will steal health. (Cooldown: 10 seconds)
  854. +100 Condition Damage
  855. 7% of vitality is converted to condition damage.
  856.  
  857. Superior Rune of Perplexity
  858.  
  859. +25 Condition Damage
  860. +10% Confusion Duration
  861. +50 Condition Damage
  862. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  863. +100 Condition Damage
  864. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
  865.  
  866. Superior Rune of Orr
  867.  
  868. +25 Condition Damage
  869. +10% Poison Duration
  870. +50 Condition Damage
  871. 25% chance when struck to inflict poison for 10 seconds. (Cooldown: 20 seconds)
  872. +100 Condition Damage
  873. +20% Poison Duration; when struck below 20% health, gain quickness for 5 seconds. (Cooldown: 90 seconds)
  874.  
  875. Superior Rune of the Aristocracy
  876.  
  877. +25 Condition Damage
  878. +10% Might Duration
  879. +50 Condition Damage
  880. +15% Might Duration
  881. +100 Condition Damage
  882. +20% Might Duration; when you use a healing skill, gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
  883.  
  884. Superior Rune of the Nightmare
  885.  
  886. +25 Condition Damage
  887. +5% Condition Duration
  888. +50 Condition Damage
  889. +10% Condition Duration
  890. +100 Condition Damage
  891. 50% chance when struck to inflict fear for 2 seconds. (Cooldown: 90 seconds)
  892.  
  893. Superior Rune of the Necromancer
  894.  
  895. +25 Condition Damage
  896. +35 Vitality
  897. +50 Condition Damage
  898. +65 Vitality
  899. +100 Condition Damage
  900. +20% Fear Duration
  901.  
  902. Superior Rune of the Krait
  903.  
  904. +25 Condition Damage
  905. +10% Bleeding Duration
  906. +50 Condition Damage
  907. +15% Bleeding Duration; 25% chance when struck to inflict bleeding for 10 seconds. (Cooldown: 15 seconds)
  908. +100 Condition Damage
  909. +20% Bleeding Duration; when you use an elite skill, you inflict bleeding, torment, and poison for 8 seconds to nearby foes. (Cooldown: 30 seconds)
  910.  
  911. Superior Rune of Grenth
  912.  
  913. +25 Condition Damage
  914. +10% Chill Duration
  915. +50 Condition Damage
  916. 25% chance when struck to inflict chill for 3 seconds. (Cooldown: 30 seconds)
  917. +100 Condition Damage
  918. +20% Chill Duration; when you use a healing skill, nearby foes are chilled for 3 seconds. (Cooldown: 10 seconds)
  919.  
  920. Superior Rune of the Afflicted
  921.  
  922. +25 Condition Damage
  923. +10% Bleeding Duration
  924. +50 Condition Damage
  925. +15% Poison Duration
  926. +100 Condition Damage
  927. +20% Bleeding Duration; when you are downed, you create a death nova. (Cooldown: 30 seconds)
  928.  
  929. Superior Rune of the Adventurer
  930.  
  931. +25 Condition Damage
  932. +35 Power
  933. +50 Condition Damage
  934. +65 Power
  935. +100 Condition Damage
  936. When you use a heal skill, you gain 50% endurance. (Cooldown: 10 seconds)
  937.  
  938. Healing Power Runes
  939.  
  940. Superior Rune of Dwayna
  941.  
  942. +25 Healing
  943. +10% Regeneration Duration
  944. +50 Healing
  945. 25% chance when struck to gain regeneration for 10 seconds. (Cooldown: 45 seconds)
  946. +100 Healing
  947. +20% Regeneration Duration; when you use a heal skill, you and all nearby allies gain regeneration for 5 seconds. (Cooldown: 10 seconds)
  948.  
  949. Superior Rune of the Flock
  950.  
  951. +25 Healing
  952. 15% chance when struck to summon a bird to strike the attacking foe. (Cooldown: 10 seconds)
  953. +50 Healing
  954. When the summoned bird strikes a foe, it also inflicts blindness for 5 seconds.
  955. +100 Healing
  956. When you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
  957.  
  958. Superior Rune of the Grove
  959.  
  960. +25 Healing
  961. +10% Protection Duration
  962. +50 Healing
  963. 25% chance when struck to gain protection for 4 seconds. (Cooldown: 30 seconds)
  964. +100 Healing
  965. +20% Protection Duration; 50% chance when struck to root the attacking foe. (Cooldown: 90 seconds)
  966.  
  967. Superior Rune of the Monk
  968.  
  969. +25 Healing
  970. +5% Boon Duration
  971. +50 Healing
  972. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  973. +100 Healing
  974. +10% outgoing heal effectiveness to allies.
  975.  
  976. Superior Rune of the Water
  977.  
  978. +25 Healing
  979. +5% Boon Duration
  980. +50 Healing
  981. 25% chance when struck to remove a condition. (Cooldown: 30 seconds)
  982. +100 Healing
  983. +15% Boon Duration; when you use a heal skill, you and nearby allies are healed for a small amount. (Cooldown: 10 seconds)
  984.  
  985. Superior Rune of Altruism
  986.  
  987. +25 Healing
  988. When using a heal skill, grant 3 stacks of might to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  989. +50 Healing
  990. +10% Boon Duration
  991. +100 Healing
  992. When you use a heal skill, grant fury to nearby allies for 8 seconds. (Cooldown: 10 seconds)
  993.  
  994. Non-primary Stat Runes
  995.  
  996. Superior Rune of Divinity
  997.  
  998. +8 to all stats
  999. +10 to all stats
  1000. +12 to all stats
  1001. +14 to all stats
  1002. +16 to all stats
  1003. +18 to all stats
  1004.  
  1005. Superior Rune of Infiltration
  1006.  
  1007. +2% damage against foes with less than 50% health.
  1008. +35 Precision
  1009. +4% damage against foes with less than 50% health.
  1010. +65 Precision
  1011. +6% damage against foes with less than 50% health.
  1012. When struck below 20% health, cloak for 4 seconds. (Cooldown: 60 seconds)
  1013.  
  1014. Superior Rune of the Traveler
  1015.  
  1016. +8 to all stats
  1017. +5% Boon Duration
  1018. +12 to all stats
  1019. +10% Boon Duration; +10% Condition Duration
  1020. +16 to all stats
  1021. +25% Movement Speed
  1022.  
  1023. about 21 hours ago
  1024.  
  1025. Permalink
  1026.  
  1027. Previous
  1028.  
  1029. CC Danicia
  1030.  
  1031. Community Coordinator
  1032.  
  1033. Next
  1034.  
  1035. Profession Updates
  1036.  
  1037. Trait System
  1038.  
  1039. Changes have been made to the following portions of the trait system: acquisition of specific traits, refunding of traits, and trait tier unlock levels.
  1040.  
  1041. Unlocking Trait Tiers
  1042.  
  1043. Adept trait tier will now unlock at level 30.
  1044. Master trait tier will now unlock at level 60.
  1045. Grandmaster trait tier will now unlock at level 80.
  1046.  
  1047. Acquiring Trait Points
  1048. Trait points have been condensed into 14 points (down from 70), each of which is equivalent to the value of 5 old trait points. This means that instead of granting 10 points of each trait-line-specific stat, each trait point will provide 50 points of the trait-line-specific stats. These will be distributed in the following manner:
  1049.  
  1050. Level 30—1 Trait Point
  1051. Level 36—1 Trait Point
  1052. Level 42—1 Trait Point
  1053. Level 48—1 Trait Point
  1054. Level 54—1 Trait Point
  1055. Level 60—1 Trait Point
  1056. Level 66—2 Trait Points
  1057. Level 72—2 Trait Points
  1058. Level 78—2 Trait Points
  1059. Level 80—2 Trait Points
  1060.  
  1061. Balancing Creature Stats
  1062.  
  1063. Creatures in the level range of 11-79 have had their stats adjusted to account for the player obtaining traits and stats from trait lines later on in the leveling process.
  1064.  
  1065. Unlocking Traits
  1066.  
  1067. Traits will now be locked by default and will require the player to unlock them via Trait Guides.
  1068. All previously created characters will be grandfathered into the current system, which will unlock traits I-XII.
  1069. Any newly created characters will start out with locked traits.
  1070. Any new traits added to the game will be locked.
  1071.  
  1072. Trait Guides can be found in a multitude of different content throughout the world.
  1073.  
  1074. Story dungeons
  1075. Mini dungeons
  1076. World vs. World
  1077. Personal story
  1078. Map completion
  1079. Specific bosses
  1080.  
  1081. Trait Guides can also be purchased from profession trainers in capital cities or the Heart of the Mists at the following prices:
  1082.  
  1083. Adept tier Trait Guides:
  1084. 10 silver and 2 skill points
  1085. Master tier Trait Guides:
  1086. 50 silver and 5 skill points
  1087. Current Grandmaster tier Trait Guides:
  1088. 1 gold, 50 silver, and 10 skill points
  1089. New Grandmaster tier Trait Guides:
  1090. 3 gold and 20 skill points
  1091.  
  1092. Refunding Traits
  1093.  
  1094. The Refund Traits button, which was previously only seen in the PvP areas of the game, has become game-wide. Refunding traits is free.
  1095. A player can refund their traits anytime they are not in combat or a competitive PvP match.
  1096. A minus button has been added directly below the plus button on each trait line to allow players to refund a single point out of a line at a time.
  1097.  
  1098. New Profession Traits
  1099.  
  1100. Elementalist
  1101. Fire
  1102.  
  1103. Blinding Ashes: Blind foes for 4 seconds when you burn them. (Cooldown: 5 seconds)
  1104.  
  1105. Air
  1106.  
  1107. Lightning Rod: Interrupting an enemy causes them to be struck by a lightning bolt that damages them and leaves them weakened for 4 seconds.
  1108.  
  1109. Earth
  1110.  
  1111. Stone Heart: You cannot be critically hit while attuned to earth.
  1112.  
  1113. Water
  1114.  
  1115. Aquatic Benevolence: Healing done to allies (not self) is increased by 25%.
  1116.  
  1117. Arcane
  1118.  
  1119. Elemental Contingency: Gain a boon when you are struck, based on your current attunement. (Cooldown: 10 seconds) The base durations of these boons are as follows:
  1120. Fire: 3.5 seconds of retaliation
  1121. Air: 5 seconds of fury
  1122. Earth: 2.5 seconds of protection
  1123. Water: 3 seconds of vigor
  1124.  
  1125. Engineer
  1126. Explosives
  1127.  
  1128. Synaptic Overload: Gain 3 seconds of quickness when you knock back or launch a foe. (Cooldown: 20 seconds)
  1129.  
  1130. Firearms
  1131.  
  1132. Bunker Down: Create a proximity mine at your location when you critically hit with an attack. Mines have a 10-second duration and a 2-second cooldown.
  1133.  
  1134. Inventions
  1135.  
  1136. Fortified Turrets: Your turrets are surrounded by a reflective shield when created. The shield has a 4-second duration, which is canceled if the turret is picked up or destroyed.
  1137.  
  1138. Alchemy
  1139.  
  1140. Experimental Turrets: Turrets apply boons to allies around them in a 600 radius every 10 seconds.
  1141. Thumper Turret: 3 seconds of protection
  1142. Net Turret: 10 seconds of swiftness
  1143. Rifle Turret: 5 seconds of fury
  1144. Healing Turret: 3 seconds of vigor
  1145. Rocket Turret: 3 seconds of retaliation
  1146. Flame Turret: 3 stacks of might for 10 seconds
  1147.  
  1148. Tools
  1149.  
  1150. Gadgeteer: Gadgets grant additional boons upon use. Boons vary based on the gadget being used.
  1151. A.E.D.: 3 seconds of retaliation
  1152. Personal Battering Ram: 5 seconds of fury
  1153. Rocket Boots: 4 seconds of vigor
  1154. Slick Shoes: 8 seconds of regeneration
  1155. Throw Mine: 6 seconds of aegis
  1156. Utility Goggles: 5 stacks of might for 8 seconds
  1157.  
  1158. Guardian
  1159. Zeal
  1160.  
  1161. Amplified Wrath: Burning damage is increased by 33%.
  1162.  
  1163. Radiance
  1164.  
  1165. Radiant Retaliation: Retaliation damage scales from condition damage instead of power.
  1166.  
  1167. Valor
  1168.  
  1169. Communal Defenses: Grant 5 seconds of aegis to allies in a 360 range when you block an attack.
  1170.  
  1171. Honor
  1172.  
  1173. Force of Will: Gain up to 300 vitality, based on your level.
  1174. Virtues
  1175. Purity of Body: Virtue of Resolve’s passive effects increase endurance regeneration by 15%.
  1176.  
  1177. Mesmer
  1178. Domination
  1179.  
  1180. Power Block: Enemy skills that you interrupt have an increased cooldown of 10 seconds.
  1181.  
  1182. Dueling
  1183.  
  1184. Triumphant Distortion: Gain 3 seconds of distortion upon killing an enemy.
  1185.  
  1186. Chaos
  1187.  
  1188. Bountiful Disillusionment: Gain boons each time a shatter skill is used.
  1189. Mind Wrack: 3 seconds of retaliation
  1190. Cry of Frustration: 3 stacks of might for 15 seconds
  1191. Diversion: 5 seconds of fury
  1192. Distortion: 8 seconds of regeneration
  1193.  
  1194. Inspiration
  1195.  
  1196. Disruptor’s Sustainment: Gain 1000 healing power for 5 seconds upon interrupting an enemy.
  1197.  
  1198. Illusions
  1199.  
  1200. Maim the Disillusioned: Enemies hit by shatter skills are inflicted with torment.
  1201.  
  1202. Necromancer
  1203. Spite
  1204. Parasitic Contagion: 5% of the damage dealt by your conditions heals you. (This is not affected by healing power.)
  1205.  
  1206. Curses
  1207.  
  1208. Path of Corruption: Dark Path now additionally converts 2 boons into conditions.
  1209.  
  1210. Death Magic
  1211.  
  1212. Unholy Sanctuary: Regenerate health while you are in death shroud.
  1213.  
  1214. Blood Magic
  1215.  
  1216. Unholy Martyr: Draw 1 condition from allies every 3 seconds while in death shroud, gaining 5% life force each time a condition is drawn.
  1217.  
  1218. Soul Reaping
  1219.  
  1220. Renewing Blast: Life Blast heals allies that it passes through.
  1221.  
  1222. Thief
  1223. Deadly Arts
  1224.  
  1225. Revealed Training: Gain up to 200 extra power when striking an enemy from stealth, based on your level.
  1226.  
  1227. Critical Strikes
  1228.  
  1229. Invigorating Precision: You are healed for 5% of outgoing critical strike damage.
  1230.  
  1231. Shadow Arts
  1232.  
  1233. Resilience of Shadows: Stealth effects that you apply reduce incoming attack damage by 50%.
  1234.  
  1235. Acrobatics
  1236.  
  1237. Assassin’s Equilibrium: Gain 1.25 seconds of stability when striking an enemy from stealth.
  1238.  
  1239. Trickery
  1240.  
  1241. Bewildering Ambush: Stealing also applies 5 stacks of confusion for 5.25 seconds.
  1242.  
  1243. Ranger
  1244. Marksmanship
  1245.  
  1246. Read the Wind: Longbow and harpoon gun projectile velocity is increased by 100%.
  1247.  
  1248. Skirmishing
  1249.  
  1250. Strider’s Defense: You have a 15% chance to block ranged attacks while engaged in melee combat.
  1251.  
  1252. Wilderness Survival
  1253.  
  1254. Poison Master: When swapping pets, your pet’s first attack will inflict poison. Poison you apply deals 50% extra damage.
  1255.  
  1256. Nature Magic
  1257.  
  1258. Survival of the Fittest: Remove two conditions and gain fury when using a survival skill.
  1259.  
  1260. Beast Mastery
  1261.  
  1262. Invigorating Bond: Your pet heals allies in an area when executing command abilities.
  1263.  
  1264. Warrior
  1265. Strength
  1266.  
  1267. Burst Precision: Burst skills have a 100% chance to critically hit.
  1268.  
  1269. Arms
  1270.  
  1271. Dual Wield Agility: Your attack speed is increased by 10% when wielding a sword, axe, or mace in your offhand.
  1272.  
  1273. Defense
  1274.  
  1275. Rousing Resilience: Gain up to 1000 toughness when you break out of a stun, based on your level.
  1276.  
  1277. Tactics
  1278.  
  1279. Phalanx Strength: When you grant yourself might, you grant 6 seconds of might to nearby allies as well.
  1280.  
  1281. Discipline
  1282.  
  1283. Brawler’s Recovery: Removes 1 stack of blindness when you swap weapons.
  1284.  
  1285. about 21 hours ago
  1286.  
  1287. Permalink
  1288.  
  1289. Previous
  1290.  
  1291. CC Danicia
  1292.  
  1293. Community Coordinator
  1294.  
  1295. Next
  1296.  
  1297. BALANCE AND BUG-FIXING
  1298. General
  1299.  
  1300. Fear: This condition now functions as an interrupt and will trigger on interrupt functionalities.
  1301. Player bundles (kits, conjured weapons, banners, etc.) will now scale damage based on the rarity of the player’s equipped weapon.
  1302. Jezza’s Flamethrower:
  1303. Red Button: Fixed a bug that caused the AoE on this skill to be centered on the player’s target instead of on the player. Reduced the damage of this skill by 70%. Added a 20-second recharge.
  1304. Underwater Net:
  1305. Throw Net: Added a 20-second recharge to this skill.
  1306. Mine Kit: Updated the skill facts for this bundle to display the correct damage and radius.
  1307. Fixed an issue that prevented attributes from scaling correctly when the player’s sidekick level changed within a zone.
  1308. Fixed an issue in which some projectiles wouldn’t respect reflection and blocking bubbles. An example of this is the guardian’s Orb of Wrath.
  1309. Non-targetable entities that cannot be damaged are no longer able to serve as valid attack targets.
  1310. Fixed several server-side bugs that will help reduce skill lag in combat.
  1311. Fixed an issue in which players would occasionally be unable to move if resurrected immediately after being downed.
  1312. PvP rank achievements now use the account’s total accumulated rank points instead of personal score.
  1313. The PvP rank medal on the Character Select screen now matches the in-game rank.
  1314. Removed player rank from the PvP scoreboard at the end of the match.
  1315.  
  1316. Racial Skills
  1317. Human
  1318.  
  1319. Prayer to Lyssa: Reworked the percentage chances so that all boons have a more equal chance to activate. Added 3 seconds of stability. Increased duration of might from 5 to 15 seconds. Fury duration increased from 5 to 8 seconds.
  1320.  
  1321. Asura
  1322.  
  1323. Radiation Field: Added strike damage and unblockable skill facts.
  1324. Elite Power Suit:
  1325. Gatling Fists: Added a strike damage skill fact.
  1326. Power Suit Buff: Added a time left counter.
  1327.  
  1328. Norn
  1329.  
  1330. Become the Wolf:
  1331. Howl: Added a skill fact for number of targets: 10.
  1332. Call Owl: Changed the way this skill’s targeting works in order to make it more intuitive.
  1333.  
  1334. Sylvari
  1335.  
  1336. Healing Seed: Updated the hit box of the turret to better reflect the turret’s appearance.
  1337. Seed Turret: Updated the hit box of the turret to better reflect the turret’s appearance.
  1338. Grasping Vines: Updated the hit box of the vines to better reflect the turret’s appearance.
  1339.  
  1340. Professions
  1341. Elementalist
  1342.  
  1343. Burning Speed: This skill now evades attacks.
  1344. Frozen Burst: This skill is now a blast finisher.
  1345. Water Trident: Added 3 seconds of regeneration to up to 5 allies in the radius.
  1346. Arcane Shield: Reduced the maximum number of targets on the blast to 5. Fixed a bug that caused the skill to not deal damage when underwater.
  1347. Signet of Restoration: Removed the split on this skill so that the signet passive heal amount will be increased in PvP to match the current PvE amount.
  1348. Armor of Earth: Reduced the recharge from 90 seconds to 75 seconds.
  1349. Fiery Greatsword:
  1350. Conjure Fiery Greatsword: Added a skill fact for number of targets: 3.
  1351. Fiery Rush: This skill now aborts if Shadowstep or Teleport is used.
  1352. Fiery Eruption: Added a skill fact for number of targets: 10.
  1353. Firestorm: Added a skill fact for number of targets: 10.
  1354. Cleansing Water: This trait no longer has an internal cooldown while in PvP.
  1355. Static Field: Fixed a bug that allowed players to block the lightning field.
  1356. Tempest Defense: Fixed a bug that prevented this trait from activating when an elementalist was hit by basilisk venom.
  1357. Glyph of Elemental Power: Added a skill fact to indicate the recharge when the skill triggers its effect.
  1358. Tornado: Fixed a bug that caused the area effect ring to persist if the player exited the skill early.
  1359. Ice Spike: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  1360. Dragon’s Tooth: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  1361. Eruption: Fixed a bug that allowed the spell effects to continue even if the skill was canceled early.
  1362. Earth Shield:
  1363. Magnetic Shield: Added a skill fact for number of targets: 3.
  1364. Flamewall: Increased the number of targets from 4 to 5. Added a skill fact for number of targets: 5.
  1365. Lava Font: Added a skill fact for radius: 120.
  1366. Meteor Shower: Updated the skill fact to display the increased endurance regeneration while the player has the Zephyr’s Focus trait. Added a red ring to indicate area of effect for enemy players. Added a white ring for allied players.
  1367. Lightning Cage: Added an unblockable skill fact.
  1368. Lightning Hammer:
  1369. Lightning Storm: Added a skill fact for number of impacts. Updated the description of this skill to be more accurate.
  1370. Cleansing Wave: Updated the skill fact for number of targets to display the correct number of targets.
  1371. Ice Globe: Fixed a bug in which this skill’s explosion could only hit a single target. Added a skill fact for number of targets: 5.
  1372. Signet of Fire: Added a precision increase skill fact.
  1373. Signet of Earth: Added a toughness increase skill fact.
  1374. Signet of Air: Added a movement speed increase skill fact.
  1375. Signet of Water: Added a conditions cured skill fact.
  1376.  
  1377. Engineer
  1378.  
  1379. Engineer Turrets: Fixed a bug causing all turrets to shoot slower than intended. Fixed a bug causing all turrets to have a larger hit box than intended.
  1380. Deployable Turrets:
  1381. Fixed a bug in which engineers could activate overcharge skills before a turret finished deploying, wasting the skill and placing it on cooldown.
  1382. Fixed a bug in which engineers could blow up their turrets before they finished deploying, dealing damage without destroying the turret.
  1383. Fixed a bug in which turrets created with this trait were not benefitting from Rifled Turret Barrels.
  1384. Automatic Fire:
  1385. Fixed a bug in which overcharging a turret with this skill would not increase its rate of fire.
  1386. Updated the skill description to better communicate the skill’s effects.
  1387. Electrified Net: Removed an incorrect skill fact for rate of fire increase.
  1388. Net Turret: Reduced the cooldown on this turret’s basic attack from 13 seconds to 10 seconds. Decreased the immobilize duration from 3 seconds to 2 seconds on the basic attack.
  1389. Rocket Turret: Changed this turret to allow it to benefit from traits that improve explosives.
  1390. Explosive Rockets: Updated the duration skill fact to correctly display 4 seconds.
  1391. Slick Shoes:
  1392. Fixed a bug that caused this skill to have a 30% reduced recharge when traited with Speedy Gadgets.
  1393. Added an unblockable skill fact.
  1394. Updated the oil slick skill fact to display the correct duration.
  1395. Poison Grenade: Reduced the poison duration per pulse from 5 seconds to 3 seconds.
  1396. Box of Nails: Reduced the cast time from 1 second to .75 seconds. Added an unblockable skill fact.
  1397. Box of Piranhas: Reduced the cast time from 1 second to .75 seconds.
  1398. A.E.D.: Reduced the cast time from 1 second to .75 seconds.
  1399. Automated Response: The health threshold of this trait has been increased from 25% to 33%. Condition duration reduction has been reduced from 100% to 50%.
  1400. Rocket: Changed this skill to allow it to benefit from traits that enhance explosive attacks.
  1401. Timed Charge: Changed this skill to allow it to benefit from traits that enhance explosive attacks.
  1402. Autodefense Bomb Dispenser: Fixed a bug that caused the smoke field from this skill to be visually displayed before it took effect.
  1403. Grenade Kit:
  1404. Fixed a bug that caused grenades to explode twice before being destroyed when used under water.
  1405. Added a skill fact for number of grenades to all grenade skills.
  1406. Fixed a bug that sometimes prevented grenades from having any effect if they directly hit certain destructible structures.
  1407. Updated the description of this skill to be more accurate.
  1408. Blowtorch: Added a skill fact for distance scaling.
  1409. Blunderbuss: Added a skill fact for distance scaling.
  1410. Fire Bomb: Added a skill fact for number of pulses.
  1411. Smoke Bomb: Added a skill fact for number of pulses.
  1412. Magnet: Added an unblockable skill fact.
  1413. Mortar: Added a stability skill fact. Fixed a bug that prevented mortar shots from having any effect if they directly hit certain destructible structures.
  1414. Mine Field:
  1415. Added a vulnerability skill fact when the player has the Steel-Packed Powder trait.
  1416. Fixed a bug that prevented trait points in the Tools line from lowering the cooldown of this skill. Added a skill fact to indicate boon removal.
  1417. Throw Mine: Added a vulnerability skill fact when the player has the Steel-Packed Powder trait. Updated the size of the ground-targeting reticle to match the size of the explosion.
  1418. Toss Elixir R: Updated the underwater skill facts to display correctly. Added a skill fact for conditions removed: 1.
  1419. Toss Elixir C: Added a radius skill fact. Updated the skill fact to display the correct number of conditions converted into boons. Updated the description of this skill to be more accurate.
  1420. Toss Elixir S: Removed the chance to gain stability when using this skill under water, making the underwater functionality of this skill the same as the above-water functionality.
  1421. Throw Napalm: Added a skill fact for combo field: fire.
  1422. Acid Bomb:
  1423. Added a skill fact for jump distance: 550.
  1424. Removed a duplicate strike damage skill fact.
  1425. Homing Torpedo: Added a radius skill fact.
  1426. Throw Junk: Updated the damage skill fact to scale with the Always Prepared trait.
  1427. Grappling Line: Updated the damage skill fact to scale with the Always Prepared trait.
  1428. Booby Trap: Updated the damage skill fact to scale with the Always Prepared trait.
  1429. Reserve Mines: Added a fact to indicate this trait’s boon removal functionality.
  1430. Elixir S: Fixed a bug that caused the skill facts to be displayed incorrectly when traited with Fast-Acting Elixirs.
  1431. Elixir X: Fixed a bug in which players would remain in plague or rampage form after entering or exiting water.
  1432. Steel-Packed Powder: Fixed a bug that would add a skill fact for vulnerability to thrown elixir skills when players did not have the Acidic Elixirs trait.
  1433. Drop Antidote: Added a skill fact for number of conditions removed: 1. Updated the description of this skill to be more accurate.
  1434. Toss Elixir:
  1435. Fixed a bug that would prevent these skills from having any effect when thrown against certain destructible structures.
  1436. Fixed a bug that caused the above water and underwater versions of these skills to have separate cooldowns.
  1437. Explosive Shot: Renamed this skill to Fragmentation Shot to clarify that this skill is not affected by traits that enhance explosions.
  1438.  
  1439. Guardian
  1440.  
  1441. Searing Flames: This trait now activates only if the target has a boon on them.
  1442. Vigorous Precision: Increased the recharge from 5 seconds to 10 seconds.
  1443. Healing Breeze: This skill has been rescaled so that the guardian receives 50% of the heal up front, and the remaining healing is distributed over 5 ticks to the caster and up to 5 allies in the cone’s radius.
  1444. Litany of Wrath: Reduced the cast time from 1 second to .75 seconds.
  1445. Zealot’s Flame: Updated the skill fact to correctly display the burning duration. Fixed a bug that caused burning to be applied twice when activated.
  1446. Sanctuary: Updated the skill fact to display the correct healing amount.
  1447. Hallowed Ground: Updated the skill fact to better communicate how the skill works.
  1448. Merciful Intervention: Added a radius skill fact.
  1449. Shield of the Avenger: Updated the skill description to better communicate the skill’s effects.
  1450. Smite Condition: Fixed a bug that caused this skill to occasionally damage enemies outside of its radius.
  1451.  
  1452. Mesmer
  1453.  
  1454. Illusions X—Phantasmal Haste: Fixed a bug that caused the illusions created by Illusionary Mariner, Phantasmal Berserker, Phantasmal Swordsman, and Phantasmal Warden to be unaffected by this trait.
  1455. Phantasmal Warden: Fixed a bug that caused this skill to go on cooldown without being cast. Fixed an issue in which the warden would be in range of an enemy but not begin attacking.
  1456. Masterful Reflection: Fixed a bug that prevented the player from gaining reflection when they gained distortion from activating signets.
  1457. The Prestige: Fixed a bug causing the radius on the blind condition to be smaller than intended.
  1458. Time Warp: Fixed a bug that caused the skill to enter cooldown twice.
  1459. Critical Infusion: Increased the recharge from 5 seconds to 10 seconds.
  1460. Halting Strike: Fixed a bug that occasionally caused this trait to instantly kill targets.
  1461. Illusion of Drowning: Changed the skill from multi-hit to single-hit, increasing damage to compensate. Updated the skill fact to reflect this.
  1462. Illusion of Life:
  1463. Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
  1464. Fixed a bug in which the skill would count the player as one of the max targets.
  1465. Added a skill fact for number of targets: 3.
  1466. Arcane Thievery: Fixed a bug that would reset the cooldown for this skill when Far-Reaching Manipulations was equipped.
  1467. Illusionary Mariner: Added a skill fact for number of hits.
  1468. Mind Spike: Updated the skill facts to correctly display the number of boons removed: 1.
  1469. Phantasmal Disenchanter: Added skills facts for boons removed and conditions removed. Added a skill fact for number of bounces: 5.
  1470. Portal Entre/Exeunt: Added a range threshold skill fact.
  1471.  
  1472. Necromancer
  1473.  
  1474. Reanimator: This trait has been merged into Death Nova.
  1475. New Adept Minor Trait—Armored Shroud: Gain bonus toughness while in death shroud.
  1476. Protection of the Horde: This trait has been merged into Flesh of the Master.
  1477. New Master Minor Trait—Soul Comprehension: Increases the passive life force generation from nearby deaths.
  1478. Plague Signet: The activation of this signet will now transfer blind, instead of causing the skill to miss.
  1479. Reaper’s Touch: This skill no longer uses a longer casting animation when traited with Spiteful Talisman. Updated the skill fact to indicate the correct regeneration duration (5 seconds).
  1480. Vampiric Master: Reduced the effectiveness of this trait by 10%. The healing portion of this trait will now scale with the necromancer’s healing power stat.
  1481. Reaper’s Mark: This skill no longer has a reduced cast time when traited with Greater Marks.
  1482. Death Shroud: Fixed a bug that caused necromancer skills to be locked for 1 second after exiting death shroud. Removed old text from this skill’s description stating that entering Death Shroud removes spectral effects.
  1483. Lich Form: Fixed a bug in which entering Lich Form would not remove all of the effects of Spectral Walk. Fixed a bug in which this skill would occasionally go on full cooldown after being interrupted.
  1484. Quickening Thirst: Fixed a bug in which this trait would not activate if a player only had a dagger in their off-hand.
  1485. Blood to Power: Fixed a bug in which this trait would not correctly update the player’s power stat.
  1486. Death Nova: Fixed a bug that prevented this trait from properly activating when a player is down.
  1487. Putrid Explosion: This skill is no longer unblockable.
  1488. Training of the Master: Reduced the damage increase to minions from 30% to 25%.
  1489. Dhuumfire: This trait has been changed so that it will make Life Blast inflict 3 seconds of burning with a 10-second recharge. This trait is no longer split between PvP and PvE.
  1490. Plague: Fixed a bug that caused the ring effect to persist on the player if they exited the skill early.
  1491. Signet of Vampirism: Fixed a bug that caused downed players to be immune to the signet.
  1492. Corrosive Poison Cloud: Added an unblockable skill fact.
  1493. Chilling Wind: Added a skill fact for number of targets: 3.
  1494. Tainted Shackles: Added a skill fact for immobilize. Added a duration skill fact.
  1495. Putrid Mark: Added a skill fact for number of conditions removed.
  1496. Marks: Added a blast radius skill fact to all marks on the staff weapon (4 total).
  1497. Deadly Feast: Added skill facts for duration and number of impacts.
  1498. Locust Swarm: Added skill facts for duration and number of impacts.
  1499. Signet Mastery: Added might skill facts to all necromancer signet skills while this trait is equipped.
  1500. Life Siphon: Updated the skill fact to scale correctly with healing power.
  1501. Life Leech: Updated the skill fact to scale correctly with healing power.
  1502. Blood Is Power: Fixed a bug that prevented this skill’s self-bleed from activating if the necromancer had no target.
  1503.  
  1504. Ranger
  1505.  
  1506. Pet responsiveness updates:
  1507. F2 command: Pets will now immediately begin using these skills as soon as they are commanded to do so.
  1508. Attack command: This skill will now break the pet out of its current skill and cause the pet to immediately attack the intended target.
  1509. Pets no longer have an initialization time after being summoned, where they would stand around doing nothing.
  1510. A fix was made so that spamming pet commands will no longer cause the pet to freeze and do nothing.
  1511. Ranger pets will now reengage in combat if players toggle their mode from passive to guard while in combat.
  1512. Pet updates:
  1513. Armor Fish:
  1514. Protection: Updated the duration of the protection skill fact to correctly display 10 seconds.
  1515. Snow Leopard:
  1516. Icy Pounce: Fixed a bug causing the chilled effect to be applied four times instead of twice, as originally intended.
  1517. Lashtail Devourer:
  1518. Lashtail Venom: Updated the description of the buff applied by this skill to correctly state that the player’s next two attacks will stun their victims.
  1519. Keen Edge: This trait is now classified as a Survival skill. Fixed a bug that caused the trait to trigger at 50% health rather than the indicated 75%.
  1520. Lightning Reflexes: This skill now removes immobilize.
  1521. Hunter’s Call: Fixed a bug that caused the hawks summoned by this skill to become obstructed if line of sight was broken between the player and their target.
  1522. Call of the Wild: Fixed a bug that caused pets to think that using this skill was a hostile action.
  1523. Flame Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.
  1524. Frost Trap: Fixed a bug so that the combo field radius would properly increase when the Trapper’s Expertise trait is equipped.
  1525. Trapper’s Expertise: Fixed a bug in which thrown traps would not work when placed on certain buildings.
  1526. Empathic Bond: Fixed a bug so conditions will only be transferred when the pet is alive.
  1527. Spirit of Nature: Reduced the healing per second while summoned from 480 to 320.
  1528. Viper’s Nest: This skill is now a poison combo field.
  1529. Sun Spirit: Fixed a bug that caused the spirit to have a 3-second base burn when triggered by a projectile.
  1530. Concentration Training: Added a combat only skill fact.
  1531. Compassion Training: Added a combat only skill fact.
  1532. Expertise Training: Added a combat only skill fact.
  1533. Malicious Training: Added a combat only skill fact.
  1534. Pet’s Prowess: Added a combat only skill fact.
  1535. Man O’ War: Updated the skill fact to display the correct number of attacks.
  1536. “Guard”: Updated the skill description to better reflect the duration of buffs. Updated the skill description to better reflect the skill’s behavior.
  1537. “Search and Rescue”: Added a range skill fact.
  1538. Muddy Terrain: Added skill facts for number of targets (5) and radius (240).
  1539. Stone Spirit: Added a skill fact for number of targets (3) to the spirit’s Quicksand skill.
  1540. Splinter Shot: Added a skill fact for number of targets: 5.
  1541. Whirling Defense: Added a skill fact for number of targets: 3.
  1542. Mercy Shot: Updated the skill facts to correctly display the bonus damage for shooting wounded targets.
  1543. Feeding Frenzy: Added a radius skill fact. Updated the damage skill fact to display the correct number of attacks.
  1544. Nature’s Bounty: This trait now displays the regeneration duration increase on tooltips.
  1545. Furious Grip: This trait has been updated to display the correct duration of fury (5-second base).
  1546. Storm Spirit: Updated the spirit’s buff description to better reflect the buff’s behavior.
  1547. Hide in Plain Sight: Updated the trait description to correctly reference being knocked back instead of pushed back.
  1548. Healing Spring: Fixed a bug in which the regeneration skill fact would not turn blue when affected by Nature’s Bounty.
  1549. Entangle: Updated the hit box of the vines to better reflect their appearance.
  1550.  
  1551. Thief
  1552.  
  1553. Fixed an issue in which initiative would occasionally be removed during the resurrection process.
  1554. Smoke Screen: Fixed a bug that sometimes caused this skill to appear at the target’s position instead of the player’s position.
  1555. Steal: Fixed a bug in which this skill would be obstructed after shadowstepping to the target if there was an obstacle between the thief and the target upon activation.
  1556. Basilisk Venom: Fixed an issue that caused the target to interrupt themselves, instead of the thief being the source of the interrupt.
  1557. Pistol Whip:
  1558. This skill has been split between PvP and PvE. It will now cost 6 initiative in PvP, while maintaining a 5 initiative cost in PvE.
  1559. Updated the skill facts to show the bonus damage from Combined Training.
  1560. Added an evasion skill fact.
  1561. Disabling Shot (Shortbow):
  1562. Reduced the length of this skill’s evasion component from 100% of the skill’s duration to 64% of the skill’s duration—an overall reduction of .3 seconds.
  1563. Evasion is still applied immediately upon using the skill.
  1564. Fixed an issue that caused the player to stop moving momentarily when using this skill on opponents behind the thief.
  1565. Backstab: Updated the skill fact to display the correct damage amount with Dagger Training.
  1566. Black Powder: Added a radius skill fact (120).
  1567. Signet of Agility: Updated the skill fact to display the correct amount of precision gained.
  1568. Signet of Malice: Added a might boon skill fact when the player has the Signets of Power trait.
  1569. Shadow Refuge: Updated the skill fact to display the correct healing amount.
  1570. Choking Gas: Reduced the poison per pulse from 5 seconds to 3 seconds. Added a weakness skill fact when traited with Lotus Poison.
  1571. Cloaked in Shadow: Fixed a bug in which this trait would blind enemies while the thief was already stealthed.
  1572. Venomous Knife: Updated the poison skill fact to scale with the Potent Poison trait.
  1573. Escape: Updated the poison skill fact to scale with the Potent Poison trait.
  1574. Exploding Venom Sack: Updated the poison skill fact to scale with the Potent Poison trait.
  1575. Rusty Scrap Strike: Updated the poison skill fact to scale with the Potent Poison trait.
  1576. Throw Scale: Updated the poison skill fact to scale with the Potent Poison trait.
  1577. Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly.
  1578. Tripwire: Added strike, cripple, and knock down skill facts.
  1579. Twisting Fangs: Updated the skill facts to show damage from multiple hits.
  1580. Flanking Strike (Dual): Updated the skill facts to show the bonus damage from Combined Training.
  1581. Stab (Dual): Updated the skill facts to show the bonus damage from Combined Training.
  1582. Shadow Strike: Updated the damage skill fact for the second strike to display the correct damage amount.
  1583. Infiltrator’s Arrow: Added a skill fact for number of targets: 3.
  1584.  
  1585. Warrior
  1586.  
  1587. Rampage: Fixed a bug in which players would remain in this transformation under water, preventing the use of any skills.
  1588. Arcing Shot: The damage of this skill has been reduced by 15%. Fixed a bug with the skill’s damage fact that displayed a much lower damage amount when traited with Burning Arrows.
  1589. Impale (Sword):
  1590. The time this skill is active has been reduced from 10 seconds to 4 seconds.
  1591. Torment is now applied every second that the skill is active, rather than every 3 seconds.
  1592. Reduced the number of torment stacks when the missile hits from 2 to 1 to compensate for the increase in pulses, so that the number of stacks remains the same.
  1593. This skill will no longer fire at enemies behind the warrior.
  1594. Merciless Hammer: Damage to stunned and knocked down foes has been decreased from 25% to 20%.
  1595. Shrug It Off: Fixed a bug in which this trait required two conditions to trigger.
  1596. Deep Strike: Fixed a bug that caused bonus precision to be calculated incorrectly.
  1597. Building Momentum: This trait now correctly awards 15% endurance on using skills. Fixed a bug that caused this trait to grant additional condition duration to the warrior.
  1598. Adrenal Health: Updated the trait fact to scale with healing power.
  1599. Kick: This skill now correctly functions with Mobile Strikes.
  1600. Dogged March: Added a cooldown trait fact.
  1601. Charge: Fixed the range skill fact to correctly display radius instead (1200).
  1602. Rending Strikes: This trait now displays the amount of vulnerability it applies.
  1603. Healing Signet: Reduced the passive heal by 8%.
  1604. Pin Down: Added a new warm-up effect. Increased the cast time from .25 seconds to .75 seconds.
  1605. Battle Standard: Renamed the Warbanner this skill summons to Battle Standard in order to keep it consistent with the skill’s name and description.
  1606. Whirling Axe: Fixed a bug in which this skill would interact with combo fields incorrectly. Fixed a bug in which duplicate skill facts would be displayed when mousing over this skill.
  1607.  
  1608. about 21 hours ago
  1609.  
  1610. Permalink
  1611.  
  1612. Previous
  1613.  
  1614. CC Danicia
  1615.  
  1616. Community Coordinator
  1617.  
  1618. Structured Player vs. Player
  1619.  
  1620. Glory will be completely phased out and unable to be obtained.
  1621. The 8v8 custom arenas hosted by ArenaNet have been removed.
  1622. Custom arena owners must now have the Autobalance option enabled or the arena will be marked as No Progression.
  1623. Ranks have been changed to be easier to obtain for all players.
  1624. Equipment merge
  1625. All Mystic Forge recipes for crafting PvP items have been removed along with PvP crafting materials.
  1626. Updated achievement text to be more consistent.
  1627. Removed the water from the PvP lobby.
  1628. All PvP maps have had their water combat removed so we also removed the water-combat tutorial area.
  1629. Fixed a bug in which trait selection was available on servers with skill-locking enabled.
  1630. Fixed a bug in which players were not showing their defeated icon on the minimap.
  1631. Fixed a bug in which rank achievement would not be calculated with rank points earned.
  1632. Added new amulets: Cavalier and Magi
  1633. Added a new rune: Traveler
  1634. Added new sigils: Generosity and Renewal
  1635.  
  1636. World vs. World
  1637.  
  1638. Commanders: The Commander buff is now only displayed to friendly players.
  1639. Siege Weapons: Normalized the hit boxes of all siege gadgets.
  1640.  
  1641. BLACK LION TRADING COMPANY GEM STORE
  1642.  
  1643. New Items and Promotions
  1644.  
  1645. Rampart heavy armor skins, Strider’s medium armor skins, and Incarnate light armor skins are now available in the Style category for 800 gems each.
  1646. Wintersday outfits are available for one week only to celebrate the improvements to outfits with the new Wardrobe system. Pick up outfits in the Style category for 800 gems.
  1647.  
  1648. Improvements
  1649.  
  1650. Removed the delay on the first note when playing a harp or drum.
  1651. Transmutation Charges now drop from Black Lion Chests instead of Transmutation Crystals.
  1652. Trade history has been reduced to the most recent 90 days to improve viewing performance.
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