Update - Thursday, February 25, 2010
bursta91
Update - Thursday, February 25, 2010
Skill Balance
For more information on these changes, please see the Developer Updates page.
Assassin
* Fox's Promise: changed attribute dependence to Dagger Mastery.
* Seeping Wound: fixed a bug that caused damage from Seeping Wound to be affected by armor; decreased casting time to 1/4 second; decreased to half range; changed functionality to: "Elite Hex Spell. For 1...6...7 seconds, target foe moves 50% slower. That foe takes 10...30...35 damage each second while suffering from a condition. This spell has half the normal range."
* Shadow Form: decreased Energy cost to 5; decreased recharge to 30; changed functionality to: "Elite Enchantment Spell. For 5...18...21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack."
* Shattering Assault: changed attribute dependence to Critical Strikes; increased recharge to 6 seconds.
Dervish
* Featherfoot Grace: decreased condition expiration bonus to 25%.
* Pious Concentration: increased Energy cost to 10; increased recharge to 10 seconds.
Elementalist
* Glimmering Mark: decreased damage to 5...21...25 damage per second; damage is no longer lighting damage; damage now ignores armor.
* Obsidian Flesh: increased Energy cost to 25; removed the movement penalty; changed functionality to: "Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 Energy degeneration."
Mesmer
* Power Block: decreased disabling time to 1...8...12 seconds.
Monk
* Holy Wrath: removed upkeep cost; reduced casting time to 1 second; changed functionality to: "Enchantment Spell. (10...26...30 seconds). The next 1...8...10 times target other ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5...41...50 damage)."
* Light of Deliverance (PvP): added the following functionality: "All your Smiting Prayers are disabled for 20 seconds."
* Spell Breaker: changed functionality to: "Elite Enchantment Spell. For 5...15...17 seconds, target ally cannot be the target of enemy spells."
Necromancer
* Barbed Signet: increased Health sacrifice to 15%; decreased casting time to 1 second; decreased recharge to 10 seconds; changed functionality to: "Signet. (1...16...20 seconds.) Whenever you cast a Necromancer spell on a foe, that foe suffers from Bleeding for 2...13...16 seconds."
* Blood Bond: increased recharge time to 8 seconds; changed functionality to: "Hex Spell. Also hexes foes adjacent to your target (3...10...12 seconds). Allies hitting these foes gain 5...17...20 Health. If any of these foes dies while hexed, adjacent allies are healed for 20...84...100."
* Blood of the Aggressor: removed Health sacrifice; increased recharge to 5 seconds; changed functionality to: "Spell. Steal up to 5...37...45 Health from target foe. If that foe was attacking, that foe suffers Weakness for 3...10...12 seconds."
* Blood Renewal: decreased Health sacrifice to 15%; decreased recharge to 7 seconds; decreased duration to 7 seconds.
* Demonic Flesh: removed Health sacrifice; increased Energy cost to 5; decreased recharge to 30 seconds; changed functionality to: "Enchantment Spell. (30...54...60 seconds.) Whenever you use a skill that targets a foe, you deal 5...17...20 shadow damage to all other foes adjacent to you."
* Jaundiced Gaze: removed Health sacrifice; increased recharge time to 15 seconds; changed functionality to: "Enchantment Spell. Remove an enchantment from target foe. If an enchantment was removed, for the next 1...12...15 seconds, your next enchantment spell casts 0...1...1 seconds faster and costs 1...8...10 less Energy."
* Life Siphon: decreased casting time to 1 second; increased recharge to 5 seconds.
* Mark of Fury: decreased casting time to 3/4 second; changed functionality to: "Hex Spell. (5 seconds.) Allies hitting target foe gain 0...2...2 strikes of adrenaline. End effect: inflicts Cracked Armor (1...12...15 seconds)."
* Necrosis: changed skill type to "Skill."
* Oppressive Gaze: decreased Energy cost to 10; decreased casting time to 1 second; increased recharge to 10 seconds; changed functionality to: "Spell. Target foe and adjacent foes take 10...26...30 shadow damage. Foes already suffering from a condition are Poisoned and Weakened for 5...17...20 seconds."
* Ravenous Gaze: added Health sacrifice of 8%; decreased Energy cost to 1; increased recharge time to 10 seconds; changed functionality to: "Elite Spell. Deals 15...27...30 damage and steals 15...27...30 Health from target and nearby foes."
Paragon
* Aggressive Refrain: removed application of Cracked Armor; added the following functionality: "You have -20 armor."
* Soldier's Fury: removed application of Cracked Armor; added the following functionality: "You have -20 armor."
Ranger
* Crippling Shot: increased Cripple duration to 1...8...10. removed the following functionality: "This arrow moves twice as fast."
* Heal as One: decreased recharge time to 5 seconds; changed functionality to: "Elite Skill. For 15 seconds, your animal companion steals 1...16...20 Health whenever it hits with an attack. You and your companion are both healed for 20...87...104 Health. If your companion is dead, it's resurrected with 50% Health. If you have this skill equipped, your companion will travel with you."
* Heal as One (PvP): split for PvP; no change from current functionality.
Ritualist
* Ancestors' Rage: increased recharge to 10 seconds; damage now ignores armor.
* Anguished Was Lingwah: decreased Energy cost to 5; decreased casting time to 2 seconds; changed attribute dependence to Spawning Power; changed functionality to: "Item Spell. (10...54...60 seconds). Your Ritualist Hexes cost 1...4...5 less Energy and last 33% longer. Drop effect: Your Ritualist Hexes are all recharged."
* Binding Chains: reduced Energy cost to 10; reduced activation to 1 second; reduced recharge to 15 seconds; changed functionality to: "Hex Spell. For 3 seconds, target foe and all nearby foes move 90% slower and take 1...24...30 damage each second while moving."
* Cruel Was Daoshen: increased activation time to 2 seconds; increased recharge time to 30 seconds; decreased damage dealt to 10...82...100; added the functionality: "Your Ritualist skills have 10% armor penetration."
* Destruction: increased Energy cost to 10; increased recharge time to 20 seconds; increased damage to 5...21...25 damage (maximum: 150) for each second the Spirit was alive.
* Destruction (PvP): increased Energy cost to 10; increased recharge time to 20 seconds; increased damage to 1...8...10 damage (maximum: 150) for each second the Spirit was alive.
* Destructive Was Glaive: decreased Energy cost to 5; decreased casting time to 3/4 second; decreased recharge time to 5 seconds; increased armor penetration to 20%.
* Destructive Was Glaive (PvP): split for PvP; no change from current functionality.
* Dulled Weapon: decreased duration to 5...13...15 seconds; increased Energy cost to 15; increased recharge to 20 seconds; changed functionality to: "Hex Spell. For 5...13...15 seconds, target foe and all adjacent foes cannot achieve a critical hit and deal 1...12...15 less damage."
* Gaze from Beyond: decreased casting time to 1 second; changed functionality to: "Spell. Target foe is struck for 20...56...65 lightning damage. That foe is Blinded for 2...5...6 seconds if you are within earshot of a spirit."
* Lamentation: increased Energy cost to 10; decreased recharge to 15 seconds; changed functionality to: "Hex Spell. For 5...17...20 seconds, target foe and all nearby foes suffer 0...2...3 Health degeneration. When this hex is applied, these foes take 10...42...50 damage if you are within earshot of a spirit or corpse."
* Renewing Surge: increased recharge to 15 seconds; changed functionality to: "Hex Spell. (8 seconds.) Deals 2...10...12 damage each second. End effect: You gain 1...7...8 Energy."
* Resilient Weapon: reduced duration to 3...10...12; increased recharge to 6.
* Ritual Lord: removed Energy cost; added Health sacrifice of 2%; increased recharge time to 45 seconds; changed functionality to: "Elite Skill. For 5...29...35 seconds, your Ritualist attributes are boosted by 2...4...4 for your next skill. If that skill is a Binding Ritual, it recharges 10...51...60% faster and Ritual Lord recharges instantly."
* Ritual Lord (PvP): removed from play; functionality for Ritual Lord is now the same in both PvE and PvP.
* Signet of Creation: decreased recharge time to 20 seconds; changed functionality to: "Signet. You gain 4 Energy for every summoned creature you control within earshot, maximum 3...10...12 Energy."
* Signet of Creation (PvP): removed from play; functionality for Signet of Creation is now the same in both PvE and PvP.
* Signet of Spirits: decreased damage to 5...21...25; increased recharge time to 30 seconds.
* Soul Twisting: changed attribute dependence to Spawning Power; changed functionality to "Elite Skill. For 5...37...45 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 1...3...3 Binding Rituals."
* Spirit Boon Strike: decreased healing and damage dealt to 20...56...65; decreased Energy cost to 5; decreased activation time to 1 second; decreased recharge time to 3 seconds; changed functionality to: "Spell. Target foe is struck for 20...56...65 lightning damage, and all Spirits you control within earshot gain 20...56...65 Health."
* Spirit Burn: increased Burning duration to 1...4...5 seconds.
* Spirit Channeling: increased duration to 12 seconds; changed functionality to: "Elite Enchantment Spell. (12 seconds.) You have + 1...5...6 Energy regeneration. Initial effect: you gain 3...10...12 Energy if you are within earshot of a spirit."
* Spirit Rift: changed functionality to: "Spell. Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 25...113...135 lightning damage and suffer from Cracked Armor for 1...16...20 seconds."
Warrior
* "Charge!": added the following functionality: "Initial effect: allies in earshot lose the Crippled condition."
* "Fear Me!": added the following functionality: "For 1...12...15 seconds, your melee attacks gain +5...25...30% chance of a critical hit against stationary foes."
* "None Shall Pass!": decreased Energy cost to 5; changed functionality to: "Shout. All nearby foes that are moving are knocked down. Recharges 1...7...8 seconds faster for each affected foe. (Maximum 25 seconds faster.)"
* "To the Limit!": decreased recharge time to 15 seconds; changed functionality to: "Shout. For each foe within earshot (maximum 1...5...6), you gain one strike of adrenaline. For 10...18...20 seconds, you have +10...50...60 health."
* Auspicious Blow: decreased adrenaline cost to 5; changed functionality to: "Hammer Attack. Deals +5...17...20 damage and you gain 3...7...8 Energy. Unblockable if target foe is Weakened."
* Auspicious Parry: changed functionality to: "Elite Stance. For 8 seconds, the next attack against you is blocked. When this stance ends, you gain 1...3...4 strikes of adrenaline."
* Backbreaker: decreased adrenaline cost to 9; changed functionality to: "Elite Hammer Attack. If Backbreaker hits, you strike for +1...16...20 damage and your target is knocked down. This knockdown lasts 4 seconds if you have at least 8 Strength."
* Belly Smash: decreased recharge time to 10 seconds; decreased duration of Blindness to 3...6...7 seconds.
* Crude Swing: removed the following functionality: "You have -40 armor while using this skill."
* Dwarven Battle Stance: decreased Energy cost to 5; changed functionality to: "Elite Stance. For 5...10...11 seconds, if you are wielding a hammer, you attack 33% faster, you gain +40 armor, and your attack skills interrupt foes when they hit."
* Defensive Stance: removed Energy cost; added adrenaline cost of 5; decreased recharge to 8 seconds; changed functionality to: "Stance. For 1...4...5 seconds, you have a 75% chance to block. When this stance ends, gain 1 strike of adrenaline for each melee attack skill you have. (Maximum 0...3...4)"
* Deflect Arrows: removed Energy cost; added adrenaline cost of 5; increased recharge to 12 seconds; changed functionality to: "Stance. For 1...5...6 seconds, you have a 75% chance to block. Whenever you block a projectile, adjacent foes suffer from Bleeding for 5...13...15 seconds."
* Earth Shaker: all players less than a stone's throw away will see the effect of your mighty swing.
* Fierce Blow: changed functionality to: "Hammer Attack. If this attack hits, you strike for +5...17...20 damage. If you hit a foe suffering from Weakness, you inflict a Deep Wound for 1...7...8 seconds."
* Forceful Blow: decreased adrenaline cost to 4; changed functionality to: "Elite Hammer Attack. Unblockable. If Forceful Blow hits, target foe's stance ends, you strike for +10...34...40 damage, and your target foe is Weakened for 5...17...20 seconds."
* Grapple: changed the order of effects to knock down before ending your stance.
* Overbearing Smash: removed adrenaline cost; added Energy cost of 5; added recharge time of 20 seconds; changed functionality to: "Hammer Attack. Deals +1...16...20 damage. If it hits a knocked-down foe, this attack is unblockable, and that foe is dazed for 1...7...8 seconds."
* Primal Rage: removed Energy cost; decreased recharge time to 10 seconds; added adrenaline cost of 4.
* Renewing Smash: decreased Energy cost to 5; decreased activation time to 1 second; increased recharge time to 30 seconds; changed functionality to: "Hammer Attack. If it hits, Renewing Smash deals +10...34...40 damage. If you hit a knocked-down foe, you gain 3 Energy, and this skill instantly recharges."
* Renewing Smash (PvP): split for PvP; decreased Energy cost to 5; increased recharge time to 30 seconds; changed functionality to: "Hammer Attack. If it hits, Renewing Smash deals +5...17...20 damage. If you hit a knocked-down foe, you gain 3 Energy and this skill instantly recharges."
* Shield Stance: changed functionality to: "Stance. For 1...5...6 seconds, while using a shield, you have a 75% chance to block and have two points of damage reduction for each rank of Strength (maximum 15)."
* Shove: reduced recharge to 15 seconds; changed functionality to: "Elite Skill. Target touched foe is knocked down. If that foe was moving, that foe's stance ends and that foe takes 15...63...75 damage before being knocked down."
* Soldier's Defense: increased recharge to 15 seconds; changed functionality to: "Stance. For 1...5...6 seconds, you have a 75% chance to block attacks while under the effects of a shout or chant. You gain 1 strike of adrenaline for each blocked attack."
* Soldier's Speed: reduced recharge to 12 seconds; changed functionality to: "Stance. For 3...15...18 seconds you move 15% faster. You move an additional 15% faster while affected by a chant or shout."
* Soldier's Stance: increased recharge to 15 seconds; changed functionality to: "Elite Stance. For 5...13...15 seconds, you have a 75% chance to block. You attack 33% faster when under the effects of a chant or shout."
* Soldier's Stance (PvP): split for PvP; no change from current functionality.
* Staggering Blow: decreased adrenaline cost to 4; decreased activation time to 1 second.
* Thrill of Victory: changed functionality to: "Melee Attack. If this blow hits, you deal +20...36...40 damage. If you have more health than target foe, you gain 1...2...2 strikes of adrenaline."
* Yeti Smash: increased adrenaline cost to 7; decreased activation time to 1 second; changed functionality to: "Hammer Attack. Lose all adrenaline. Attack all adjacent foes. If this attack strikes a foe suffering from a condition, that foe is knocked down. (50% failure chance with Hammer Mastery 4 or less.)"
NPC Updates
* Blenkeh [Motivation Henchman] no longer uses Mending Refrain, she now uses Mending Refrain (PvP).
* Lulu Xan [Magebane Henchman] no longer uses Lightning Reflexes, she now uses Lightning Reflexes (PvP).
* Luxon Warriors in Fort Aspenwood no longer use Renewing Smash, they now use Renewing Smash (PvP).
* Nuno [Spirit Henchman] no longer uses Death Pact Signet, she now uses Death Pact Signet (PvP).
Bug Fixes
* Fixed a text bug in Buk Dirayne's dialog.
* Fixed a text bug in the concise description for Reversal of Damage.
* Changed the concise description for Smoldering Embers to more accurately reflect the function of the skill.
* Changed the concise description for Vampiric Swarm to more accurately reflect the function of the skill.
* Changed the description for Deny Hexes to more accurately reflect the function of the skill.
* Changed the description for Eremite's Zeal to more accurately reflect the function of the skill.
* Changed the description for "Save Yourselves!" to more accurately reflect the function of the skill.
* Changed the descriptions for Rust to more accurately reflect the function of the skill.
* Updated shout titles to be more consistent:
o The following skills now have quotation marks in their name: "Charge!", "Fear Me!", "For Great Justice!", "For Great Justice!" (PvP), "I Will Avenge You!", "I Will Survive!", "Let's Get 'Em!", "Mmmm. Snowcone!", "Shields Up!", "To the Limit!", "Victory Is Mine!", "Watch Yourself!", and "Watch Yourself!" (PvP).
o Touch of Aaaaarrrrrrggghhh no longer has quotation marks in its name.
Skill Balance
For more information on these changes, please see the Developer Updates page.
Assassin
* Fox's Promise: changed attribute dependence to Dagger Mastery.
* Seeping Wound: fixed a bug that caused damage from Seeping Wound to be affected by armor; decreased casting time to 1/4 second; decreased to half range; changed functionality to: "Elite Hex Spell. For 1...6...7 seconds, target foe moves 50% slower. That foe takes 10...30...35 damage each second while suffering from a condition. This spell has half the normal range."
* Shadow Form: decreased Energy cost to 5; decreased recharge to 30; changed functionality to: "Elite Enchantment Spell. For 5...18...21 seconds, you cannot be the target of enemy spells, and you gain 5 damage reduction for each Assassin enchantment on you. You cannot deal more than 5...21...25 damage with a single skill or attack."
* Shattering Assault: changed attribute dependence to Critical Strikes; increased recharge to 6 seconds.
Dervish
* Featherfoot Grace: decreased condition expiration bonus to 25%.
* Pious Concentration: increased Energy cost to 10; increased recharge to 10 seconds.
Elementalist
* Glimmering Mark: decreased damage to 5...21...25 damage per second; damage is no longer lighting damage; damage now ignores armor.
* Obsidian Flesh: increased Energy cost to 25; removed the movement penalty; changed functionality to: "Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 Energy degeneration."
Mesmer
* Power Block: decreased disabling time to 1...8...12 seconds.
Monk
* Holy Wrath: removed upkeep cost; reduced casting time to 1 second; changed functionality to: "Enchantment Spell. (10...26...30 seconds). The next 1...8...10 times target other ally takes attack damage, this Spell deals 66% of the damage back to the source (maximum of 5...41...50 damage)."
* Light of Deliverance (PvP): added the following functionality: "All your Smiting Prayers are disabled for 20 seconds."
* Spell Breaker: changed functionality to: "Elite Enchantment Spell. For 5...15...17 seconds, target ally cannot be the target of enemy spells."
Necromancer
* Barbed Signet: increased Health sacrifice to 15%; decreased casting time to 1 second; decreased recharge to 10 seconds; changed functionality to: "Signet. (1...16...20 seconds.) Whenever you cast a Necromancer spell on a foe, that foe suffers from Bleeding for 2...13...16 seconds."
* Blood Bond: increased recharge time to 8 seconds; changed functionality to: "Hex Spell. Also hexes foes adjacent to your target (3...10...12 seconds). Allies hitting these foes gain 5...17...20 Health. If any of these foes dies while hexed, adjacent allies are healed for 20...84...100."
* Blood of the Aggressor: removed Health sacrifice; increased recharge to 5 seconds; changed functionality to: "Spell. Steal up to 5...37...45 Health from target foe. If that foe was attacking, that foe suffers Weakness for 3...10...12 seconds."
* Blood Renewal: decreased Health sacrifice to 15%; decreased recharge to 7 seconds; decreased duration to 7 seconds.
* Demonic Flesh: removed Health sacrifice; increased Energy cost to 5; decreased recharge to 30 seconds; changed functionality to: "Enchantment Spell. (30...54...60 seconds.) Whenever you use a skill that targets a foe, you deal 5...17...20 shadow damage to all other foes adjacent to you."
* Jaundiced Gaze: removed Health sacrifice; increased recharge time to 15 seconds; changed functionality to: "Enchantment Spell. Remove an enchantment from target foe. If an enchantment was removed, for the next 1...12...15 seconds, your next enchantment spell casts 0...1...1 seconds faster and costs 1...8...10 less Energy."
* Life Siphon: decreased casting time to 1 second; increased recharge to 5 seconds.
* Mark of Fury: decreased casting time to 3/4 second; changed functionality to: "Hex Spell. (5 seconds.) Allies hitting target foe gain 0...2...2 strikes of adrenaline. End effect: inflicts Cracked Armor (1...12...15 seconds)."
* Necrosis: changed skill type to "Skill."
* Oppressive Gaze: decreased Energy cost to 10; decreased casting time to 1 second; increased recharge to 10 seconds; changed functionality to: "Spell. Target foe and adjacent foes take 10...26...30 shadow damage. Foes already suffering from a condition are Poisoned and Weakened for 5...17...20 seconds."
* Ravenous Gaze: added Health sacrifice of 8%; decreased Energy cost to 1; increased recharge time to 10 seconds; changed functionality to: "Elite Spell. Deals 15...27...30 damage and steals 15...27...30 Health from target and nearby foes."
Paragon
* Aggressive Refrain: removed application of Cracked Armor; added the following functionality: "You have -20 armor."
* Soldier's Fury: removed application of Cracked Armor; added the following functionality: "You have -20 armor."
Ranger
* Crippling Shot: increased Cripple duration to 1...8...10. removed the following functionality: "This arrow moves twice as fast."
* Heal as One: decreased recharge time to 5 seconds; changed functionality to: "Elite Skill. For 15 seconds, your animal companion steals 1...16...20 Health whenever it hits with an attack. You and your companion are both healed for 20...87...104 Health. If your companion is dead, it's resurrected with 50% Health. If you have this skill equipped, your companion will travel with you."
* Heal as One (PvP): split for PvP; no change from current functionality.
Ritualist
* Ancestors' Rage: increased recharge to 10 seconds; damage now ignores armor.
* Anguished Was Lingwah: decreased Energy cost to 5; decreased casting time to 2 seconds; changed attribute dependence to Spawning Power; changed functionality to: "Item Spell. (10...54...60 seconds). Your Ritualist Hexes cost 1...4...5 less Energy and last 33% longer. Drop effect: Your Ritualist Hexes are all recharged."
* Binding Chains: reduced Energy cost to 10; reduced activation to 1 second; reduced recharge to 15 seconds; changed functionality to: "Hex Spell. For 3 seconds, target foe and all nearby foes move 90% slower and take 1...24...30 damage each second while moving."
* Cruel Was Daoshen: increased activation time to 2 seconds; increased recharge time to 30 seconds; decreased damage dealt to 10...82...100; added the functionality: "Your Ritualist skills have 10% armor penetration."
* Destruction: increased Energy cost to 10; increased recharge time to 20 seconds; increased damage to 5...21...25 damage (maximum: 150) for each second the Spirit was alive.
* Destruction (PvP): increased Energy cost to 10; increased recharge time to 20 seconds; increased damage to 1...8...10 damage (maximum: 150) for each second the Spirit was alive.
* Destructive Was Glaive: decreased Energy cost to 5; decreased casting time to 3/4 second; decreased recharge time to 5 seconds; increased armor penetration to 20%.
* Destructive Was Glaive (PvP): split for PvP; no change from current functionality.
* Dulled Weapon: decreased duration to 5...13...15 seconds; increased Energy cost to 15; increased recharge to 20 seconds; changed functionality to: "Hex Spell. For 5...13...15 seconds, target foe and all adjacent foes cannot achieve a critical hit and deal 1...12...15 less damage."
* Gaze from Beyond: decreased casting time to 1 second; changed functionality to: "Spell. Target foe is struck for 20...56...65 lightning damage. That foe is Blinded for 2...5...6 seconds if you are within earshot of a spirit."
* Lamentation: increased Energy cost to 10; decreased recharge to 15 seconds; changed functionality to: "Hex Spell. For 5...17...20 seconds, target foe and all nearby foes suffer 0...2...3 Health degeneration. When this hex is applied, these foes take 10...42...50 damage if you are within earshot of a spirit or corpse."
* Renewing Surge: increased recharge to 15 seconds; changed functionality to: "Hex Spell. (8 seconds.) Deals 2...10...12 damage each second. End effect: You gain 1...7...8 Energy."
* Resilient Weapon: reduced duration to 3...10...12; increased recharge to 6.
* Ritual Lord: removed Energy cost; added Health sacrifice of 2%; increased recharge time to 45 seconds; changed functionality to: "Elite Skill. For 5...29...35 seconds, your Ritualist attributes are boosted by 2...4...4 for your next skill. If that skill is a Binding Ritual, it recharges 10...51...60% faster and Ritual Lord recharges instantly."
* Ritual Lord (PvP): removed from play; functionality for Ritual Lord is now the same in both PvE and PvP.
* Signet of Creation: decreased recharge time to 20 seconds; changed functionality to: "Signet. You gain 4 Energy for every summoned creature you control within earshot, maximum 3...10...12 Energy."
* Signet of Creation (PvP): removed from play; functionality for Signet of Creation is now the same in both PvE and PvP.
* Signet of Spirits: decreased damage to 5...21...25; increased recharge time to 30 seconds.
* Soul Twisting: changed attribute dependence to Spawning Power; changed functionality to "Elite Skill. For 5...37...45 seconds, your Binding Rituals cost 15 less Energy (minimum 10) and recharge instantly. Soul Twisting ends after 1...3...3 Binding Rituals."
* Spirit Boon Strike: decreased healing and damage dealt to 20...56...65; decreased Energy cost to 5; decreased activation time to 1 second; decreased recharge time to 3 seconds; changed functionality to: "Spell. Target foe is struck for 20...56...65 lightning damage, and all Spirits you control within earshot gain 20...56...65 Health."
* Spirit Burn: increased Burning duration to 1...4...5 seconds.
* Spirit Channeling: increased duration to 12 seconds; changed functionality to: "Elite Enchantment Spell. (12 seconds.) You have + 1...5...6 Energy regeneration. Initial effect: you gain 3...10...12 Energy if you are within earshot of a spirit."
* Spirit Rift: changed functionality to: "Spell. Open a Spirit Rift at target foe's location. After 3 seconds, all adjacent foes are struck for 25...113...135 lightning damage and suffer from Cracked Armor for 1...16...20 seconds."
Warrior
* "Charge!": added the following functionality: "Initial effect: allies in earshot lose the Crippled condition."
* "Fear Me!": added the following functionality: "For 1...12...15 seconds, your melee attacks gain +5...25...30% chance of a critical hit against stationary foes."
* "None Shall Pass!": decreased Energy cost to 5; changed functionality to: "Shout. All nearby foes that are moving are knocked down. Recharges 1...7...8 seconds faster for each affected foe. (Maximum 25 seconds faster.)"
* "To the Limit!": decreased recharge time to 15 seconds; changed functionality to: "Shout. For each foe within earshot (maximum 1...5...6), you gain one strike of adrenaline. For 10...18...20 seconds, you have +10...50...60 health."
* Auspicious Blow: decreased adrenaline cost to 5; changed functionality to: "Hammer Attack. Deals +5...17...20 damage and you gain 3...7...8 Energy. Unblockable if target foe is Weakened."
* Auspicious Parry: changed functionality to: "Elite Stance. For 8 seconds, the next attack against you is blocked. When this stance ends, you gain 1...3...4 strikes of adrenaline."
* Backbreaker: decreased adrenaline cost to 9; changed functionality to: "Elite Hammer Attack. If Backbreaker hits, you strike for +1...16...20 damage and your target is knocked down. This knockdown lasts 4 seconds if you have at least 8 Strength."
* Belly Smash: decreased recharge time to 10 seconds; decreased duration of Blindness to 3...6...7 seconds.
* Crude Swing: removed the following functionality: "You have -40 armor while using this skill."
* Dwarven Battle Stance: decreased Energy cost to 5; changed functionality to: "Elite Stance. For 5...10...11 seconds, if you are wielding a hammer, you attack 33% faster, you gain +40 armor, and your attack skills interrupt foes when they hit."
* Defensive Stance: removed Energy cost; added adrenaline cost of 5; decreased recharge to 8 seconds; changed functionality to: "Stance. For 1...4...5 seconds, you have a 75% chance to block. When this stance ends, gain 1 strike of adrenaline for each melee attack skill you have. (Maximum 0...3...4)"
* Deflect Arrows: removed Energy cost; added adrenaline cost of 5; increased recharge to 12 seconds; changed functionality to: "Stance. For 1...5...6 seconds, you have a 75% chance to block. Whenever you block a projectile, adjacent foes suffer from Bleeding for 5...13...15 seconds."
* Earth Shaker: all players less than a stone's throw away will see the effect of your mighty swing.
* Fierce Blow: changed functionality to: "Hammer Attack. If this attack hits, you strike for +5...17...20 damage. If you hit a foe suffering from Weakness, you inflict a Deep Wound for 1...7...8 seconds."
* Forceful Blow: decreased adrenaline cost to 4; changed functionality to: "Elite Hammer Attack. Unblockable. If Forceful Blow hits, target foe's stance ends, you strike for +10...34...40 damage, and your target foe is Weakened for 5...17...20 seconds."
* Grapple: changed the order of effects to knock down before ending your stance.
* Overbearing Smash: removed adrenaline cost; added Energy cost of 5; added recharge time of 20 seconds; changed functionality to: "Hammer Attack. Deals +1...16...20 damage. If it hits a knocked-down foe, this attack is unblockable, and that foe is dazed for 1...7...8 seconds."
* Primal Rage: removed Energy cost; decreased recharge time to 10 seconds; added adrenaline cost of 4.
* Renewing Smash: decreased Energy cost to 5; decreased activation time to 1 second; increased recharge time to 30 seconds; changed functionality to: "Hammer Attack. If it hits, Renewing Smash deals +10...34...40 damage. If you hit a knocked-down foe, you gain 3 Energy, and this skill instantly recharges."
* Renewing Smash (PvP): split for PvP; decreased Energy cost to 5; increased recharge time to 30 seconds; changed functionality to: "Hammer Attack. If it hits, Renewing Smash deals +5...17...20 damage. If you hit a knocked-down foe, you gain 3 Energy and this skill instantly recharges."
* Shield Stance: changed functionality to: "Stance. For 1...5...6 seconds, while using a shield, you have a 75% chance to block and have two points of damage reduction for each rank of Strength (maximum 15)."
* Shove: reduced recharge to 15 seconds; changed functionality to: "Elite Skill. Target touched foe is knocked down. If that foe was moving, that foe's stance ends and that foe takes 15...63...75 damage before being knocked down."
* Soldier's Defense: increased recharge to 15 seconds; changed functionality to: "Stance. For 1...5...6 seconds, you have a 75% chance to block attacks while under the effects of a shout or chant. You gain 1 strike of adrenaline for each blocked attack."
* Soldier's Speed: reduced recharge to 12 seconds; changed functionality to: "Stance. For 3...15...18 seconds you move 15% faster. You move an additional 15% faster while affected by a chant or shout."
* Soldier's Stance: increased recharge to 15 seconds; changed functionality to: "Elite Stance. For 5...13...15 seconds, you have a 75% chance to block. You attack 33% faster when under the effects of a chant or shout."
* Soldier's Stance (PvP): split for PvP; no change from current functionality.
* Staggering Blow: decreased adrenaline cost to 4; decreased activation time to 1 second.
* Thrill of Victory: changed functionality to: "Melee Attack. If this blow hits, you deal +20...36...40 damage. If you have more health than target foe, you gain 1...2...2 strikes of adrenaline."
* Yeti Smash: increased adrenaline cost to 7; decreased activation time to 1 second; changed functionality to: "Hammer Attack. Lose all adrenaline. Attack all adjacent foes. If this attack strikes a foe suffering from a condition, that foe is knocked down. (50% failure chance with Hammer Mastery 4 or less.)"
NPC Updates
* Blenkeh [Motivation Henchman] no longer uses Mending Refrain, she now uses Mending Refrain (PvP).
* Lulu Xan [Magebane Henchman] no longer uses Lightning Reflexes, she now uses Lightning Reflexes (PvP).
* Luxon Warriors in Fort Aspenwood no longer use Renewing Smash, they now use Renewing Smash (PvP).
* Nuno [Spirit Henchman] no longer uses Death Pact Signet, she now uses Death Pact Signet (PvP).
Bug Fixes
* Fixed a text bug in Buk Dirayne's dialog.
* Fixed a text bug in the concise description for Reversal of Damage.
* Changed the concise description for Smoldering Embers to more accurately reflect the function of the skill.
* Changed the concise description for Vampiric Swarm to more accurately reflect the function of the skill.
* Changed the description for Deny Hexes to more accurately reflect the function of the skill.
* Changed the description for Eremite's Zeal to more accurately reflect the function of the skill.
* Changed the description for "Save Yourselves!" to more accurately reflect the function of the skill.
* Changed the descriptions for Rust to more accurately reflect the function of the skill.
* Updated shout titles to be more consistent:
o The following skills now have quotation marks in their name: "Charge!", "Fear Me!", "For Great Justice!", "For Great Justice!" (PvP), "I Will Avenge You!", "I Will Survive!", "Let's Get 'Em!", "Mmmm. Snowcone!", "Shields Up!", "To the Limit!", "Victory Is Mine!", "Watch Yourself!", and "Watch Yourself!" (PvP).
o Touch of Aaaaarrrrrrggghhh no longer has quotation marks in its name.
PowerRAV
Steps_Descending
Winry Sagara
BYE BYE PERMA.
So happy. Thanks Anet
So happy. Thanks Anet
Operations
Ok, SF uses damage reduction... so, will need some healing/prot or more defense.
Glimmering Mark, still useless as it ignores the whole point of the air line, single target damage.
ObbyFlesh, well... I laugh. Only useful to a caster now. Now more W/E using it.
Spell Breaker, not on yourself now. Cute.
Glimmering Mark, still useless as it ignores the whole point of the air line, single target damage.
ObbyFlesh, well... I laugh. Only useful to a caster now. Now more W/E using it.
Spell Breaker, not on yourself now. Cute.
zelgadissan
"Earth Shaker: all players less than a stone's throw away will see the effect of your mighty swing."
wat
wat
Karate Jesus
A little preview while the wiki is down:
Obby got smiter's boon'd.
SF is maintainable and prevents enemy spells, but will die to physicals.
Holy Wrath is the shit now.
There's some other stuff, but meh.
Obby got smiter's boon'd.
SF is maintainable and prevents enemy spells, but will die to physicals.
Holy Wrath is the shit now.
There's some other stuff, but meh.
drkn
Quote:
A little preview while the wiki is down: |
http://www.guildwars.com/gameplay/de...l_balances.php
at least steelfang wasn't buffed after all.
Operations
Also, next update might as well be:
"Mesmer deleted from game."
Cause compared to Necros now, who would bother?
"Mesmer deleted from game."
Cause compared to Necros now, who would bother?
.HunTer
OMG
Earthshaker is awesome now lol
<33
Earthshaker is awesome now lol
<33
Steps_Descending
I like what they did to obsi and SF.
Sf now looks serisouly cool, accept maybe fot the damage cap, that part bugs me but hey!
Why would that remove obsi from play, can't a warrior get balth's spirit on him and have the energy? Of course the build's becomes useless at the end of the fight, but if a group can't handle 2-3 enemies...
added :
wait wut?
Sf now looks serisouly cool, accept maybe fot the damage cap, that part bugs me but hey!
Why would that remove obsi from play, can't a warrior get balth's spirit on him and have the energy? Of course the build's becomes useless at the end of the fight, but if a group can't handle 2-3 enemies...
added :
Quote:
Earth Shaker: all players less than a stone's throw away will see the effect of your mighty swing |
Shayne Hawke
Rolling a Necro tomorrow, rolling my face on my keyboard in ToA tonight.
bursta91
I enjoy earth shaker effect now haha
Garreth MacLeod
So even though anet says they have nothing against solo farming (and even duo farming) they have over the years done everything they can to eliminate or slow it to a crawl. So why don't they stop lying and say they don't want players to solo anything?
Zahr Dalsk
Xenomortis
Targren
Quote:
I like what they did to obsi and SF.
Sf now looks serisouly cool, accept maybe fot the damage cap, that part bugs me but hey! |
Oh yeah, and HaO is good, but *pets still suck*.
Karate Jesus
QueenofDeath
Yes thank you sooooooooooooo much Anet you have made soooooooooooooooo many more people happy than upset this time. ) Goodbye SF Obiwon and 600smiters. Hello high priced ectoes in the near future.
go cubs
Obsidian Flesh: increased Energy cost to 25; removed the movement penalty; changed functionality to: "Elite Enchantment Spell. For 8...18...20 seconds, you gain +20 armor and cannot be the target of enemy spells, but cannot attack and have -2 Energy degeneration."
Wouldnt that mean +2 energy regen lol? its supposed to say -2 regen correct?
Wouldnt that mean +2 energy regen lol? its supposed to say -2 regen correct?
sportacus
Wow, so many Necro possibilities! ^_^
MrGuildBoi
earthshaker = screen will shake. the animation kinda goes with it too LOL.
you kind of have to be close or the one using it.
you kind of have to be close or the one using it.
bursta91
1. Make warrior with Earthshaker
2. go to isle of nameless
3. build adren
4. watch earth get rocked
5. ??
6. profit
awwwe man this kinda hurt a little, but i can understand it. Pretty much just a blackout now...
2. go to isle of nameless
3. build adren
4. watch earth get rocked
5. ??
6. profit
Quote:
mesmer * power block: Decreased disabling time to 1...8...12 seconds. finally :d:d:d |
sportacus
My favorite part of this is how using scythe attacks with blood bond and demonic flesh is going to make D/N much more viable
darkknightkain
Didn't realize there were 2 threads...
LOL. Mesmers still get no love
Also, how come Soldier's Stance doesn't have the -20 Armour ???
Quote:
Power Block: decreased disabling time to 1...8...12 seconds. |
Quote:
Soldier's Stance: increased recharge to 15 seconds; changed functionality to: "Elite Stance. For 5...13...15 seconds, you have a 75% chance to block. You attack 33% faster when under the effects of a chant or shout." |
Deviant Angel
You know what would have gone great with this update? A half off sale for name changes.
I bet they could have made a fortune!
I bet they could have made a fortune!
WinespringBrother
AlsPals
Good thing Steelfang wasnt buffed the way they said. SF is FINALLY nerfed, but Obsidian was booned(when it wasnt even the worst offender.)Love my mesmer. She got nerfed...again!
Edit: Btw, im gonna take a look at the new SF, it seems it will be similar to old functionality, and allow my Mesmer to get back to hardcore degen farming :O
Edit: Btw, im gonna take a look at the new SF, it seems it will be similar to old functionality, and allow my Mesmer to get back to hardcore degen farming :O
The Drunkard
I'm content with most of the changes aside from pblock, why not pve split the skill?
Hopefully now Anet will start redesigning the areas that led the degenerate trinity (600/famine, SF, obby) so that people will still be able to play the areas...
Edit: I'm stoked about the new renewing smash that +enraged smash+zealous weapon+hammer bash=almost perma knocklock
Hopefully now Anet will start redesigning the areas that led the degenerate trinity (600/famine, SF, obby) so that people will still be able to play the areas...
Edit: I'm stoked about the new renewing smash that +enraged smash+zealous weapon+hammer bash=almost perma knocklock
Targren
AlsPals
Actually, I take it back. Obsi wasnt booned, as its not so useless. The E management inherent to the builds that used it means the only problem really is the initial cost. Also, the high End areas need rebalance(like when they reduced monster clutter in the Domain of Fear.)
Frozen Ele
If you're an ele with proper e-management, Obsidian Flesh is still viable (channeleing, Stone Striker + Mantra of Earth, etc.).
Phew, my Water Magic's safe.
Phew, my Water Magic's safe.
Lanier
Im really loving the new changes to rits. It took long enough, but at least they finally got the update.
ChrisCo
My war is soooo happpy with his new hammer build ... Best update ever imo WELCOME BACK GW !!!!
Twin Blade Warriror
yay for sf nerf but like i care
RIP bb sins!
looking forward to the new changes on hammer
RIP bb sins!
looking forward to the new changes on hammer
Symeon
Good god. Am I missing something, or did Shadow Form just get nerfed and an hour later the thread is only 2 pages long? You've failed me Riverside.
Additionally; lol Guild Wars. I used to care, and had this update been a year ago I would have been overjoyed. As it is right now I'm only slightly pleased that ANet finally got around to doing something. Good riddance Shadow Form era.
Additionally; lol Guild Wars. I used to care, and had this update been a year ago I would have been overjoyed. As it is right now I'm only slightly pleased that ANet finally got around to doing something. Good riddance Shadow Form era.
vandevere
All I hope is that, with all the farming nerfs, that Anet ups the reward for taking the time to do those elite area...
Even though I never actually used all those farm builds, I could kinda see the point.
I mean, if all you're gonna get at the end is a gem, and maybe a shoddy gold item, why not Speed clear?
If you're going to enforce longer times by bombing speed clear builds, at least Make the added time and effort worth it!!!
Ahem...
Even though I never actually used all those farm builds, I could kinda see the point.
I mean, if all you're gonna get at the end is a gem, and maybe a shoddy gold item, why not Speed clear?
If you're going to enforce longer times by bombing speed clear builds, at least Make the added time and effort worth it!!!
Ahem...
Shadow Feathers
I laughed my butt off at this. You're right there's going to be a lot of characters deleted and new ones made. Love the update and glad soooooo many needed things were nerfed and killed.
Targren
Not with HaO it doesn't.
But I might agree with you if it didn't take pets 4 seconds to change targets.
BM has some intriguing elites (one more now), but you can only use 1 and the non-elites combined with pet AI and low speed still make it uninspiring.
But I might agree with you if it didn't take pets 4 seconds to change targets.
BM has some intriguing elites (one more now), but you can only use 1 and the non-elites combined with pet AI and low speed still make it uninspiring.