Elementalist traits. I'm not the most knowledgeable on Elementalist, so someone help me here:
Fire: Blinding Ashes - Blind foes for 5 seconds when you burn them. Cooldown: 5s
Feels like an option for Scepter/Dagger mostly. Dagger/Dagger too.
Air: Lightning Rod - Interrupting an enemy causes them to be struck by a lighting bolt that leaves them weakened (5s).
They claim it synergizes well with Staff.
Earth: Stone Heart - You cannot be critically hit while attuned to earth.
I'm afraid to read chat right now.
Water: Aquatic Benevolence - Your healing to other allies (not self) is increased by 25%.
With max Benevolence stacking from runes and sigils, this trait brings it up to ~47%.
Arcane: Elemental Contingency - Gain a boon when you are struck, based on your current attunement, cooldown 10 seconds.
Fire: 3.5 seconds of Retaliation; Air: 5 seconds of Fury; Earth: 2.5 seconds of Protection; Water: 3 seconds of Vigor.
Looks like it's meant to stack with Elemental Attunement. Probably won't be taken over Evasive Aracana.
Engineer. Same issue as Elementalist.
Explosives: Synaptic Overload - Gain 3 seconds of quickness when you hit a foe with a knockback skill. Cooldown 20s.
From Rifle to Shield, I always felt like Engineers could be the knockback combo class. But now with Decap Engineer, I'm again afraid to look at chat. Still, this is out of reach for the current Decap build I believe.
Firearms: Bunker Down - Create a proximity mine at your location when you critically hit with an attack. Mines have a 10 second duration, 2 second cooldown.
A way to make more explosions and danger for your opponents. It's a way to make clutter without not too much clutter! Eh...
Inventions: Fortified Turrets - Your turrets are surrounded by a reflective shield when created. 4 second duration, ends if the turret is picked up or destroyed.
Engineers are now the master of reflection I guess. I've heard many Engineers saying they'll never take it because they'll never dive into Inventions.
Alchemy: Experimental Turrets - Turrets apply boons in a 6000 radius around them every 10 seconds.
Thumpter Turret: 3 seconds of Protection. Net Turret: 10 seconds of Swiftness. Rifle Turret: 5 seconds of Fury. Healing Turret: 3 seconds of Vigor. Rocket Turret: 3 seconds of Retaliation. Flame Turret: 3 stacks of Might for 10 seconds.
Will people ever take this either? It is a support option though.
Tools: Gadgeteer - Gadgets grant additional boons upon use. Boons vary based on the gadget being used.
Same as the new Alchemy trait. I don't think this will be used much.
Guardian
Zeal: Amplified Wrath - Burning damage is increased by 33%.
I'll be using this in my gimmick dragon build, probably.
Radiance: Radiant Retalation - Retaliation damage scales from condition damage instead of power.
Oh jeez, this was something I thought of months ago but was afraid to suggest on the forums. I like it. It's probably terrible in a lot of ways both in terms of good gameplay and actual use. Depends on the scaling though.
Valor: Communal Defenses - Grant 5 seconds of aegis to allies in 360 range when you block an attack.
This is actually pretty interesting. I don't think it will get taken by most though.
Honor: Force of Will - Gain up to 300 Vitality, based on your level.
It can actually be a good trait. Taking this trait plus the points in Honor increases your health by over 50% before gear. Kind of niche though.
Virtues: Purity of Body - Resolve's passive effects increase endurance regeneration by 15%.
This is actually pretty enticing, especially in combination to the possible reduction of boon duration stacking.
Mesmer:
Domination: Power Block
Can't be used in combination with both Deceptive Evasion and Illusionary Persona. May not ever be in a top meta build because of it.
Dueling: Triumphant Distortion - Gain 3 seconds of distortion upon killing an enemy.
Too niche for most PvP.
Chaos: Bountiful Disillusionment - Gain boons each time a shatter skill is used.
I like. I like it a lot. Note that Distortion gives Regeneration, which then automatically procs Protection.
Inspiriation: Disrupter's Sustainment - Gain 1000 healing power for 4 seconds upon interrupting a foe.
I used to do Inspiration/Domination in GW1. Have to choose between this trait and...
Illusions: Maim the Disillusioned - Enemies hit by shatter skills are inflected by torment.
Will use this so much. If I don't go back into interrupt builds.
Necromancer
Spite: Parasitic Contagion - A percentage of your condition damage heals you (5%, is not affected by healing power).
People will still complain about condition spam.
Curses: Path of Corruption - Dark Path now additionally converts 2 boons into conditions.
Looks like they're trying to force more enticements and tradeoffs between going 30 Spite 20 Curses, 20 Spite 30 Curses, or 30 in both.
Death Magic: Unholy Sanctuary - Regenerate health while you are in Death Shroud.
This and the balance changes Death Shroud a much more powerful defensive utility. You also have the option of having Deathshroud be more powerful offensively. I like it, but I'm odd and like using Deathshroud for all my Necro builds no matter what the focus.
Blood Magic: Unholy Martyr - Draw 1 condition from allies every 3 seconds while in death shroud. Each time you draw a condition, gain 5% life force.
More condition hate for Necromancer. This is cool.
Soul Reaping: Renewing Blast - Life Blast heals allies that it passes through.
I would have used this a year ago. I like it, but it might be too weak to ever be considered.
Ranger
Marksmanship: Read the Wind - Longbow and Harpoon Gun projectile velocity is increased by 100%.
I like this more and more when I think about using it from 1500 range.
Skirmishing: Strider's Defense - You have a 15% chance to block ranged attacks while in melee.
People will complain that it's passive. It's also isn't worded clearly enough.
Wilderness Survival: Poison Master - Poison you apply deals 50% extra damage. Poison with your pet's first attack when they are swapped to.
I like the theme and idea of this trait.
Nature magic: Survival of the Fittest - Remove two conditions and gain fury when using a survival skill.
Woah. Like seriously, woah.
Beast Mastery: Invigorating Bond - Your pet heals in an area when executing command abilities.
Depends on the healing, but this is something that should happen in the healing line.
Thief
Deadly Arts: Revealed Training - Gain up to 200 extra power when you are revealed, based on your level.
Heartseeker spam.
Critical Strikes: Invigorating Precision - You are healed for a percentage of your critical strike damage dealth. The current rate is 5%.
Everyone is calling this trait too weak. Might get buffed one day.
Shadow Arts: Resilience of Shadows - Stealth you apply reduces 50% incoming attack damage.
I don't like it, but only because I don't like stealth. Still, this isn't bad trait in itself.
Acrobatics: Assassin's Equilibrium - Gain 1 second of stability when you are revealed.
Intended to be used against one of the counters to stealth, Hammer Warriors. Don't forget that this is in the boon duration line. I think it needs to be at least 2 seconds to be worthwhile though.
Trickery: Bewildering Ambush - Stealing applies 5 stacks of confusion for 5 seconds.
Eh... Sleight of Hand is really good. Not sure if I'd swap to this on my condition thief, but would be good for Pistol/Dagger condition thieves.
Warrior
Strength: Burst Precision - Burst skills have an increased chance to critically hit. (Chance: 100%)
Ah, wah, woah, I'm not sure how good this is in valuation to other meta builds, but this can be pretty damned powerful.
Arms: Dual Wield Agility - Your attack speed is increased by 10% when wielding a sword, axe, or mace in your offhand.
Sword makes a Criple on third hit. Mace adds Weakness. Axe just does the best auto-attack damage on Warrior.
Defense: Rousing Resilience - Gain toughness when you break out of a stun. The amount of toughness is gained up to 1000, based on your level.
This could cause problems. It feels like a Warrior counter to a Warrior issue.
Phalanx Strength - When you grant yourself might, grant it to nearby allies as well. 6 seconds of might is granted each time this trait triggers.
Oh god. My Warrior from launch has been might stacking all day erryday. I... will have this trait. But what do I drop...
Brawler's Recovery - Remove blindness when you swap weapons.
Probably won't be taken over the other options in this slot.