WARNING: I WAS NOT KIDDING WHEN I SAID LONG, TO MAKE THIS BETTER, I HAVE MADE A TOC FEATURE. THIS IS SO BIG GURU MADE ME HAVE TO POST TWICE FOR REACHING THE POST SIZE LIMIT
NOTE: All skill balances are with a 0...12 scale.
NOTE: Please do not post "tl;dr". Or anything of the sort. This is a comprehensive update that spawns A TON of content and a lot of thought was put into it.
Table of Contents:
Use CTRL+F, and type the ###'s in [] to find the section you are looking for.
PvE Updates: [001]
PvE Only Skill Updates: [002]
PvE Skill Updates: [003]
-Assassin [003-A]
-Dervish [003-D]
-Elementalist [003-E]
-Mesmer [003-M]
-Monk [003-Mo]
-Necromancer [003-N]
-Paragon [003-P]
-Ranger [003-R]
-Ritualist [003-Rt]
-Warrior [003-W]
PvP Updates: [004]
PvP Skill Updates: [005]
-Assassin [005-A]
-Dervish [005-D]
-Elementalist [005-E]
-Mesmer [005-M]
-Monk [005-Mo]
-Necromancer [005-N]
-Paragon [005-P]
-Ranger [005-R]
-Ritualist [005-Rt]
-Warrior [005-W]
Bug Fixes: [006]
Update - June 1st, 2008
Note: Due to a large amount of changes in this update, we will be monitoring gameplay and making changes as needed. Expect multiple updates to occur in a short period of time!
[001] PvE Updates:
*Five new areas have been added to the game:
-Nature's Gorge (name can be changes obviously), realm of Melandru
-Illusion's Folly, realm of Lyssa
-Divinity Temple, realm of Dwayna
-Truth's Path, a new realm for Kormir
-Destiny's Challenge
The first 4 are accessed just like FoW/UW and are massive areas with many objectives that are similar in scope and challenge to FoW/UW. These areas contain unique, not reskinned awards for beating them, in addition to new items. The last area is a completely new area accessed thru the Hall of Monuments (which takes you to an outpost), when you are partied with 8 level 20 players (no heroes/henchmen). It's a MASSIVE multi-level tower, with many difficult opponents that use human-like bars, and original bosses that use not just human-like bars, but some that use completely original, not overpowered, monster skills. There is two versions of Destiny's Challenge, one that allows PvE only skills, and one that doesn't. The one that doesn't gives triple the rewards. (could possibly be implemented into every elite area)
*FoW/UW changed so they are harder and have more anti-farming skills. (this is to protect the challenge associated with these areas)
*All elite areas are now changed to be even more difficult.
*All elite areas now reward you Tokens of the Gods, a varying amount per area and mode. Tokens of the Gods are not tradeable between characters, but are tradeable between characters of the same account through storage. Tokens of the Gods may be given to Avatars of the Gods that are found in the Destiny's Challenge outpost. You may turn Tokens of the Gods in for new (not reskinned) sets of armor / headgear for every profession, new (not reskinned) sets of weapons for every profession, unique minipets, special item effects, special emotes, etc.
*New title: Favor of the Gods. You get 1 point in it for every Token of the Gods you acquire. This is a way to show skill in the elite areas.
*When you first vanquish an area, a Vanquisher's Chest spawns, which can drop many rare items! (Only happens first time per character. Retroactively, if you've already vanquished an area, the first time you enter it, the chest will spawn.) This chest also gives you 5 points to your Treasure Hunter title.
*When you first 100% cartographer an area, a Cartographer's Chest spawns, which can drop many rare items! (Only happens first time per character. Retroactively, if you've already cartographered an area, the first time you enter it, the chest will spawn. This chest also gives you 5 points to your Treasure Hunter title.
*You may now choose an option in the F11 menu to let a % based "buff" appear in your effects monitor, that displays the % of the map you've cartographered successfully.
*In Hard Mode, skill bars across Tyria, Cantha, and Elona have been reconfigured to provide a tougher challenge and promote teamwork amongst similar monsters. In addition many attributes have been changed as well. This will make Hard Mode actually a challenge for people, with monster groups no longer restricted to using skills from their own campaign, allowing teams of monsters similar to the Jade Brotherhood, except harder, and with better AI.
*Numerous AI fixes so monsters aren't so dumb.
*A series of quests have been added to Cantha, Elona, and Northern Tyria, that can only be gotten after beating Shiro/Abaddon/The Great Destroyer. To access these quests, you must kneel before a dragon's statue added to the following places: Kaineng City, Kamadan, and Eye of the North. These quests each add more to the story of that chapter, and in the case of Eye of the North, adds a better preclude to what is to come in Guild Wars 2, with the various races. These quests reward tons of XP, and gold for completion.
*The Northlands in Pre-Searing have been expanded, adding more content, and some higher level enemies. Adds a couple of unique rewards in weapons.
*The Xunlai Marketplace is now open. You may trade many items on the marketplace, with other players. Just pay a small fee, and your item goes up with a pre-chosen price based on the items worth. When someone buys, you instantly reap the profits! A message will display in chat, telling you someone has bought your items next time you sign in. Talk to a Xunlai Marketplace Merchant to collect your money.
*NEW: A new area has been added known as the Gorge of Eternity. The Gorge has a NM and a HM and is considered an elite area. In NM, you are allowed to use PvE skills & Consumables. In HM, PvE skills and consumables are not allowed, and the PvP versions of skills are used for players. Each day, 10 teams are randomly picked from a list of 400, with ~50 teams special to the HM version. In NM, these teams have weaker skill bars. Each team is made up of 8 AI characters who follow human character rules, and they are all level 20. Winning vs a team in NM gives a chest that gives you 2 random drops (per player). Winning vs a team in HM gives a chest that gives you 6 random drops (per player), and winning the entire series in HM gives you a Token of the Gods.
[002] PvE-Only Skill Balance:
*[Signet of Capture]: No longer counts towards the PvE only skill limit.
*["Save Yourselves!"]: Now has a 20 seconds recharge time.
*[Triple Shot]: Buffed, new % less damage is 50...30%.
*[Selfless Spirit]: Recharge time is now 30s.
*[Signet of Corruption]: Recharge time lowered to 10, no more maximum.
*[Ether Nightmare]: Functionality changed to: "Target foe loses 10...24 energy. For every 4 points of energy lost, that foe and all foes in the area suffer -1 Health and Energy degeneration for 10 seconds." Now has a 30 second recharge time.
*[Elemental Lord]: +2 attribute bonus. Costs 5 energy.
*[Shadow Sanctuary]: Now 6...10 Health regeneration. Recharge lowered to 15s.
*[Summon Spirits]: Now 50...100 Health regained.
*[Spear of Fury]: Recharge lowered to 4s, adrenaline gained is now 1...4.
*[Aura of Holy Might]: Damage % boost is now 25...50%. Holy damage is now 40...80. Now costs 15e, and has a 20 second recharge.
These changes to the K/L skills should give better synergy to other skills, make them all better balanced, and what not.
*[Whirlwind Attack]: Recharge removed. Adrenaline cost is now 10. Functionality added, "If Whirlwind Attack hits more than 10 foes, all your skills are disabled for 1 second."
*[Never Rampage Alone]: Energy cost lowered to 10. Duration is now 10...20. Health regen is now 1...5.
*[Seed of Life]: Functionality changed to: "For 1...10 seconds, every second all party members are healed for 2 Health for each rank in divine favor times the number of times target other ally was attacked in that second." (this is to prevent err7's occuring from massive attacks, crashing the client.)
*[Cry of Pain]: Recharge lowered to 8s. Energy cost lowered to 5.
*[Intensity]: Damage bonus is now 20...40%. Recharge is now 20s.
*["There's Nothing to Fear!"]: 5...15% damage reduction.
This is to bring these up to snuff with the other stuff, and allow better synergy by being seen on bars.
*[Asuran Scan]: Make it increase the damage you do to target foe be increased by an additional 25...75%. (This is different because it includes all damage) Lower cast time to 1s.
*[Mental Block]: 75% chance to block.
*[Mindbender]: Recharge lowered to 20s. Duration is now 5...15.
*[Pain Inverter]: Energy cost is now 25.
*[Radiation Field]: Energy cost is now 5.
*[Smooth Criminal]: Energy gain is now 10...25.
*[Technobabble]: Energy cost is now 5.
Brings these into not as crap tbh.
*["By Urals Hammer!]": Functionality changed to: Shout. For each ally within earshot, you have 5...10 seconds of +1 Health regeneration and do +2% more damage. Energy cost increased to 15e.
*["Don't Trip!"]: Energy cost is now 5.
*[Alkars Alchemical Acid]: Energy cost is now 5.
*[Black Powder Mine]: Recharge is now 5. Activation time is now 1. Energy cost is now 5.
*[Brawling Headbutt]: Adrenaline cost is now 5.
*[Breath of the Great Dwarf]: Energy cost is now 5.
*[Ear Bite]: Adrenaline cost is now 2.
*[Low Blow]: Now causes Deep Wound followed by Crack Armor covering it. Adrenaline cost of 4.
*[Snow Storm]: Functionality changed to: Create a Snow Storm at target foe's location. For 5 seconds, foes adjacent to that location are struck for 20...40 cold damage each second. This is a water spell. (this means its affected by Elemental + Water Attunements.) Energy cost lowered to 10.
Again, bringing these into check.
*[Deft Strike]: Now does 20...50 damage. Now causes Deep Wound then Bleeding if foe is cracked armored. Recharge upped to 10s.
*[Ebon Battle Standard of Wisdom]/[Ebon Battle Standard of Honor]/[Ebon Battle Standard of Courage] Energy cost is now 5. Recharge is now 15. No cast time.
*[Ebon Escape]: Now heals for 50...100 Health.
*[Ebon Vanguard Sniper Support]: Now costs 5e. Now does 50...100 damage.
*[Signet of Infection]: If target is bleeding, it now causes poison and disease.
*[Tryptophan Signet]: 25...50%.
*[Weakness Trap]: Recharge is now 5. Activation time is now 1. Energy cost is now 5.
*[Winds]: Functionality changed to: "Create a level 1...10 spirit. All foes within its range have a 25...75% chance to miss with ranged attacks and enemy projectile spells have a 25...75% chance to have their trajectory changed (so this miss more often). This spirit dies after 30...90 seconds. "
Bringing these into line.
*["You are all Weaklings!"]: Now costs 5e.
*[Ursan Blessing]: Armor gained is now 5...10. Health gained is now 50...100.
-Ursan Strike: No longer ignores armor.
-Ursan Rage: Is now disabled for an extra 1 second for every foe it knocks down.
Obvious balances are obvious. The idea is to balance the PvE only skills as bonuses to your other skills, and not make them super overpowered. Ursan Blessing removes the idea of building a skill bar, and as such, should be subpar to a well built skill bar.
NEW:
New PvE Only Skills:
Gotten at Destiny's Challenge for 1 Skill point and 2 platinum, these are new skills for every class! (These are old skills, that were removed because of balancing issues for PvP etc. With the split, this is no longer the case!)
Assassin:



Dervish:
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Elementalist:


Mesmer:




Monk:

Necromancer:


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Paragon:


Ranger:
These don't have icons because they are already in use by other skills. make new ones.
*Call of Brutality: 10/0/55: For the next 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and deal + 1...11...14 damage.
*Call of Disruption: 10/0/55: Shout. For 30 seconds, attacks by your animal companions have a 5...41...50% base armor penetration and have a 8...18...20% chance of interrupting spells when they hit.
*Call of Elemental Protection: 10/0/55: For the next 60 seconds, your animal companions have 1...11...14 base damage reduction and gain 20...30...32 armor against all elemental damage.
*Call of Feeding: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction, and gain 5...17...20 health when their attacks hit.
*Call of Ferocity: 10/0/55: Shout. For the next 30 seconds, attacks by your animal companions have base 5%...50% armor penetration, and your animal companions attack 25% faster.
*Call of Healing: 10/0/55: Shout. For 60 seconds, your animal companions have a 1...11...14 base damage reduction and regenerate 1...3...4 health each second.
*Call of Resilience: 10/0/60: Shout. You purge your animal companions of all hexes and conditions.
*Call of the Hunter: 10/0/55: For 60 seconds, attacks by your animal companions have a 5...41...50 base armor penetration, and your animal companions have 1...11...14 base damage reduction.
*Call of Vitality: 10/0/55: For 60 seconds, your animal companions have a 1...11...14 base damage reduction and + 50...234...280 health.
*

Ritualist:


Warrior:


"With Haste!": 5/0/20: Shout. For the next 5...10...11 seconds, all allies in the area attack 10% faster.
Since Anet has decided to split the skills, and as much as I hate this (harder to get into PvP...) I'll roll with it and assume they won't revert this, and add tons of variety choices to PvE.
[003] PvE Skill Balance:
[003-A] PvE Assassin:
*[Horns of the Ox]: (not really PvP only, this is for both) Now does +15...27 damage like it used to.
*[Dark Apostasy]: Doesn't cause you to lose energy in PvE.
*[Deadly Haste]: 1e cost. % changed to 25...75%
*[Fox's Promise]: Now affects all weapons in PvE.
*[Locust's Fury]: And you now strike for +1...10 additional damage with each hit.
*[Seeping Wound]: -1...5 Health regeneration. If target foe is suffering from Bleeding and Poison they get -2...10 Health regeneration, in PvE.
*[Temple Strike]: Now costs 5e in PvE.
*[Assassin's Promise]: Now gives 5...25 Energy in PvE.
*[Mark of Insecurity]: "and that foe takes 5...25 damage whenever an Enchantment or Stance ends on them."
*[Shadow Prison]: Recharge is now 10.
*[Shroud of Silence]: Now lasts 3...9 seconds like it used to.
*[Siphon Strength]: -10...50 damage. Costs 5 energy.
*[Beguiling Haze]: Recharge is now 10s.
*[Shadow Shroud]: Now costs 5e.
*[Wastrel's Collapse]: Now lasts 2 seconds.
The goal here is to increase elite viability, so that Moebius isn't just the only thing used. Variety.
[003-D] PvE Dervish:
*[Vow of Strength]: +25...75% damage.
*[Avatar of Grenth]: You cannot be blocked.
*[Avatar of Melandru]: +100...250 Health.
*[Pious Renewal]: You gain 0...5 Energy and 0...15 Health.
*[Grenth's Aura]: Reverted back to original form.
*[Onslaught]: 25% -> 50%.
Some minor changes in the elites area.
[003-E] PvE Elementalist:
*[Chain Lightning]: Doesn't cause Exhaustion in PvE.
*[Thunderclap]: Energy loss is now 15...5. Energy cost is now 5.
*[Ride the Lightning]: Doesn't cause exhaustion in PvE.
*[Magnetic Aura]: Recharge is now 30s.
*[Energy Boon]: Doesn't cause exhaustion in PvE.
*[Ether Prism]: Energy cost: 5.
*[Ether Prodigy]: "Lose 1 Health for each point of energy you have." Doesn't cause exhaustion in PvE.
*[Glyph of Energy]: Your next 1...5 spells....
*[Master of Magic]: 0...5 Energy
*[Double Dragon]: Energy cost is now 5.
*[Mind Blast]: 1...9 energy.
*[Star Burst]: No you lose energy clause in PvE.
*[Mirror of Ice]: Recharge is now 3s.
*[Swirling Aura]: 20s recharge.
*[Second Wind]: You now gain 2 energy per...
Opens up a few more options for managing energy, improves some fire elites, boosts water a small bit, makes some lightning damage better.