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Guild Wars 2 |OT5| We've got fun and games

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Thorgal

Member
you know what ?

Screw it .

i don't care if i have to witness the rebirth of LA at 5-10 fps i will be on tonight on my crappy intel 4000.

My 780 ti is taking too long to get fixed so the shop has allowed me to fully recoup the money i originally payed for it and buy a new card , 980 TI ,here i come .
 

Ashodin

Member
Kraft dinner, ya Canadian.

Also retro, time to see if the seam still exists after patch. I'd wager good money the seam won't be there.
 

Ashodin

Member
For a while now, GW2 has had a seam running along the top of Lion's Arch into Lornar's Pass. It's shifted the map two or three pixels right. The issue likely started when they edited Lion's Arch after the destruction cleanup update. I've speculated that the real culprit is the live game is already updated for the new Lion's Arch, but only time will tell.
 

Hawkian

The Cryptarch's Bane
heyyy aoe range lock option

heyyy Arah story is a 1-5 player instance now

heyyy bunch of other personal story stuff people who aren't me probably care about!

heyyy no more antitoxin spray

heyyy normalized Confusion
 

Thorgal

Member
6/23/15 – June 23 Release Notes
LIVING WORLD
The activity in Lion’s Arch is kicking up a storm of dust and excitement. Finally, the big construction pieces have been dropped in and the residents have returned in force. The buzz of commerce has returned, both fair and illicit. Take this moment to explore the city in all its glory and marvel at its rebirth.

BALANCE, BUG-FIXING, POLISH
General
Added an option to lock the ground-target marker at maximum skill range, preventing the marker from being placed out of range.
Fixed a bug that prevented players from targeting their nearest enemy if their nearest enemy was behind them.
Item tooltips for soulbound items will now display the name of the character they are bound to if it isn’t the current character.
Guilds can now store up to 25 each of their guild banner, guild banquet, guild siege, vault transport, and guild world event consumables.
Personal Story
The Personal Story has been restored to its original order and pacing, with minor improvements added.
Chapter 6—A Light in the Darkness
http://wiki.guildwars2.com/wiki/A_Light_in_the_Darkness
Updated text and VO for multiple characters. Updated sound effects.
Chapter 6—The Priory Assailed (Priory)
http://wiki.guildwars2.com/wiki/The_Priory_Assailed
Updated VO for Trahearne. Updated sound effects.
Chapter 6—Retribution
http://wiki.guildwars2.com/wiki/Retribution
Updated VO for multiple characters. Revised sound effects.
Chapter 7—Forging the Pact
http://wiki.guildwars2.com/wiki/Forging_the_Pact
Updated text and VO for multiple characters. Updated sound effects. Modified camera flythrough.
Personal Fear Choice: “Letting an innocent die.”+
Chapter 7—Tower Down+
http://wiki.guildwars2.com/wiki/Tower_Down
Fixed a bug that caused VO to overlap.
Chapter 7—Breaking the Bone Ship
http://wiki.guildwars2.com/wiki/Breaking_the_Bone_Ship
Modified camera flythrough.
Personal Fear Choice: “Failing my companions.”+
Chapter 7—Shell Shock+
http://wiki.guildwars2.com/wiki/Shell_Shock
Fixed a bug that caused VO to play at the wrong time.
Chapter 7—Volcanic Extraction
http://wiki.guildwars2.com/wiki/Volcanic_Extraction
Disabled character greets and increased VO broadcast range.
Chapter 7—Marshaling the Truth
http://wiki.guildwars2.com/wiki/Marshaling_the_Truth
Updated and/or rerecorded VO for Trahearne.
Personal Fear Choice: “Causing the suffering of another.”+
Chapter 7—Striking Off the Chains+
http://wiki.guildwars2.com/wiki/Striking_Off_the_Chains
Revised and/or rerecorded multiple VO lines for Apatia. Adjusted some character gestures.
Chapter 7—Wet Work
http://wiki.guildwars2.com/wiki/Wet_Work
Revised and/or rerecorded multiple VO lines for Apatia. Adjusted audio post-processing for largos.
Chapter 7—Willing Captives
http://wiki.guildwars2.com/wiki/Willing_Captives
Revised and/or rerecorded multiple VO lines for Apatia.
Chapter 7—Intercepting the Orb
http://wiki.guildwars2.com/wiki/Intercepting_the_Orb
Adjusted camera flythrough.
Chapter 7—The Battle of Fort Trinity
http://wiki.guildwars2.com/wiki/The_Battle_of_Fort_Trinity
Revised and/or rerecorded multiple VO lines for Trahearne. Improved camera flythrough. Updated sound effects. Fixed cinematic playback audio bug.
Personal Fear Choice: “Letting an innocent die.” (Conclusion)+
Chapter 7—A Sad Duty+
http://wiki.guildwars2.com/wiki/A_Sad_Duty
Updated conversation text. Revised camera flythrough.
Personal Fear Choice: “Failing my companions.” (Conclusion)+
Chapter 7—Delivering Justice+
http://wiki.guildwars2.com/wiki/Delivering_Justice
Updated VO for Trahearne. Revised scene dialog.
Personal Fear Choice: “Causing the suffering of another.” (Conclusion)
_+Chapter 7—Liberating Apatia+
+http://wiki.guildwars2.com/wiki/LiberatingApatia+
Revised and/or rerecorded multiple VO lines for Trahearne. Updated sound effects.
Chapter 8—Armor Guard
http://wiki.guildwars2.com/wiki/Armor_Guard
Increased VO broadcast range.
Chapter 8—Blast from the Past
http://wiki.guildwars2.com/wiki/Blast_from_the_Past
Fixed a scene bug that caused improper character animation.
Chapter 8—Against the Corruption
http://wiki.guildwars2.com/wiki/Against_the_corruption
Rewrote and/or rerecorded multiple lines for Trahearne.
Chapter 8—Romke’s Final Voyage
http://wiki.guildwars2.com/wiki/Romke's_Final_Voyage
Fixed cinematic audio and other sound effects. Processed ghost audio. Revised beach scene. Rewrote and/or rerecorded multiple VO lines for Trahearne.
Chapter 8—Victory or Death
http://wiki.guildwars2.com/wiki/Victory_or_death
Converted the Ruined City of Arah (story) dungeon to a Personal Story step that may be completed by 1 – 5 players. Improved or added sound effects and audio zones to multiple encounters. Revised the Ruined City of Arah Dungeon Track to be unlocked by story mode or explorable mode completion. The Master of Arah achievement has been revised to only require explorable mode completion. Modified completion reward.
Items
The permanent versions of the Royal Terrace Pass and Captain’s Airship Pass will no longer cause the player to be kicked out of the VIP area when logging in as long as the pass is still in their inventory.
Molochev Cocktail has had its burning values reduced.
Added a Mystic Forge recipe to change the stats on ascended weapons and armor. The recipe is as follows:
Ingredient 1: An ascended weapon or armor piece.
Ingredient 2: The exotic insignia or inscription for the desired stats.
Ingredient 3: Five globs of ectoplasm.
Ingredient 4: An Anthology of Heroes, purchased from Miyani for 10 spirit shards.
Result: A piece of ascended gear with the stats of the inscription or insignia of the same type as the piece of gear that went in.
Example: Zojja’s Claymore + Knight’s Orichalcum Imbued Inscription + Five Globs of Ectoplasm + Anthology of Heroes = Beigarth’s Claymore
NOTE: All upgrades are lost as part of this conversion.
The Build Tab
Upon logging in, you will see that the Skills and Traits section of your Hero panel is now gone. We’ve replaced this with an entirely new Build tab that allows you to view all of your skills and traits in one convenient location. To access the Build tab, open your Hero panel and select the second tab from the top of the far left. Additionally, inside the Build tab there are three larger slots with filled-in or grayed-out backgrounds—these are your specialization slots.
Specializations
Instead of investing trait points across varying trait lines, you now select up to three different specializations depending on your level. Each specialization offers a variety of traits for you to choose from that give you passive abilities that enhance the way you play. By default, you’re given access to a base set of specializations known as core specializations, which you equip by clicking on the left-hand arrow of a specialization slot. Specialization slots unlock at levels 21, 45, and 71. We’ve taken into account the skills and traits that you had currently selected on your character and made an effort to unlock and equip a build similar to what you had been running prior to this release.
Specializations and trait choices are game mode specific. You may select different specialization lines and associated traits in PvE, WvW, and PvP.
The Training Tab
Excluding racial skills, all nonweapon skills (heal, utility, and elite) that appear on the right half of your skill bar—as well as your traits—are now locked inside the new Training tab. To unlock these skills and traits, open up your Hero panel, go to the Training tab, then select a track under Core Skills or Core Specializations. In order to train, you will need to spend hero points (previously skill points) in a selected track. Hero points are earned by leveling up or by completing hero challenges (previously skill challenges) throughout the world. The Training tab is locked until your character reaches level 11. In order to make this change, Antitoxin Spray has been removed from the game.
Core Skills
Core skills are reward tracks of heal, utility, and elite skills organized by skill category. You may start unlocking skills at level 11. Elite skills are unlocked at level 31. Individual skills are locked by default but may be unlocked in the following manner:
Step 1: Open your Hero panel and go to the Training tab. The Training tab is the third tab from the top on the far left of the Hero panel.
Step 2: Select one of the tracks under Core Skills. Tracks are located on the left side of the Training tab.
Step 3: Once you select a track, it will become visible, showing you a circle with all of the selected track’s associated skills.
Step 4: In the center of the selected track, there will be a skill, a button that allows you to learn the skill, and a cost (listed in Hero points).
Step 5: To learn a skill, click on the Train button and confirm that you’re willing to pay its Hero point cost. Once completed, the next skill in the track will become available. Once all skills in a track have been purchased, the circle will be completed.
Optional: To train further into a track, select the reward level that you want and click the Train button.
Core Specializations
Core specializations are an updated version of the previous trait system. All specializations are locked until your character reaches level 21. Individual specializations and their associated skills are locked by default but may be unlocked in the following manner:
Step 1: Open your Hero panel and go to the Training tab. The Training tab is the third tab from the top on the far left of the Hero panel.
Step 2: Select one of the tracks under Core Specializations. Tracks are located on the left side of the Training tab.
Step 3: Once you select a track, it will become visible, showing you a circle with all of the selected track’s associated skills.
Step 4: In the center of the selected track, there will be a skill, a button that allows you to learn the skill, and a cost (listed in Hero points).
Step 5: To learn a skill, click on the Train button and confirm that you’re willing to pay its Hero point cost. Once completed, the next skill in the track will become available. Once all skills in a track have been purchased, the circle will be completed.
Optional: To train further into a track, select the reward level that you want and click the Train button.
Hero points and Spirit Shards
Hero points and spirit shards represent an updated version of the previous skill point system. Hero points are used to unlock traits and skills. Spirit shards are used to purchase vendor items and used with the Mystic Forge. When you log in for the first time, you’ll notice that your character has a quantity of Hero points converted from the previous system. Your character’s Hero points are visible in the Training tab of the Hero panel. You’ll also notice that your character has a number of spirit shards converted from the previous system. Your spirit shards are visible in your character’s wallet. The Wallet button is located in the bottom-left corner of your Inventory panel.
Moving forward, you may earn Hero points by leveling up and completing hero challenges (previously skill challenges). You’ll be able to earn spirit shards through daily achievements, champion loot bags, PvP reward tracks, birthday gifts, and, once you hit level 80, from tomes of knowledge and regular drops from creatures.
Level Reward Changes
Base attributes now increase at every level from 2 to 10 and every even level from 12 to 80.
Hero points are now earned every odd level from 11 to 80. A total of 398 points are earned through leveling.
Weapon skills now unlock by level 8.
Underwater weapon skills all unlock together at level 8.
Weapon swapping now unlocks at level 10.
Skill training now unlocks at level 11.
Utility skill slots now unlock at levels 11, 15, and 19.
Profession skills unlock at levels 5 (F1),11 (F2),15 (F3),19 (F4), and 31 (engineer F5).
The WvW tip has been moved to level 31, but characters may enter WvW at any level.
Specialization slots now unlock at levels 21, 45, and 71.
Various smaller milestones such as equipment slots, personal story steps, and tips have had their levels updated.
Level Scaling Changes
In general, scaling down has been weakened, and scaling up has been increased.
Stat scaling now better accounts for level ranges at which equipment begins offering more possible stats (e.g., one-, two-, or three-stat pieces of gear).
Rarity scaling now takes into account how close you are to the maximum available rarity when scaling up or down.
Some minor “stack on kill” sigils have had their values reduced.
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Thorgal

Member
.
Attribute Point Changes
Attribute points on equipment have been increased by approximately 30%.
Base attributes at level 80 now scale to 1000 instead of 926.
Each profession’s attributes will be updated to have half of their functionality be part of a specialization and half of their functionality be a baseline for that profession (see individual profession notes).
*Condition Updates *
Damaging conditions were all reworked to better ensure damage is properly delivered in large-scale combat. All damaging conditions have been changed to intensity-stacking, and the maximum number of stacks for each damaging condition has been raised to a much larger number that should never be hit under normal circumstances.
All damage conditions will now stack up to 1500 times.
Bleeding:
The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat.
New damage over time: 2 + (0.25 * Level) + (0.06 * Condition Damage)
Burning:
This condition will now stack in intensity. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. Creatures that apply burning have been rebalanced to account for this change.
New damage over time: 7.5 + (1.55 * Level) + (0.155 * Condition Damage)
Confusion:
This condition now has two damage components—damage over time, and the damage dealt when an ability completes. The damage has also been normalized between all game modes. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. The skill-use damage will also now trigger when the affected target is interrupted during skill activation.
New damage over time: 2 + (0.1 * Level) + (0.035 * Condition Damage)
New trigger damage: 3.5 + (0.575 * Level) + (0.0625 * Condition Damage)
Poison:
This condition will now stack in intensity. Poison’s healing reduction will not depend on the number of stacks. Any poison will result in a static -33%, just as it currently does. The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat. Creatures that apply burning have been rebalanced to account for this change.
New damage over time: 3.5 + (0.375 * Level) + (0.06 * Condition Damage)
Torment:
The formula for this condition has been rescaled to account for the new behavior of damaging conditions and to put more focus on the condition damage stat.
New damage over time: 1.5 + (0.18 * Level) + (0.045 * Condition Damage)
New damage while moving: 3 + (0.36 * Level) + (0.09 * Condition Damage)
Vulnerability:
This condition was changed so that it not only increases direct damage, it also increases condition damage. Each stack will increase direct damage by 1% and condition damage by 1%.
Slow:
This new condition is now present on some profession abilities and slows the activation of skills by 50% while active.
*Boon Updates *
Quickness: This effect is now a boon.
Resistance: This new boon is now present on some profession abilities and causes all conditions currently on your character to be ineffective for its duration.
Vigor: The endurance regeneration rate of this effect has been decreased from 100% to 50%.
Boon and Condition Conversion
Boon to condition conversion and condition to boon conversion has been standardized and is functionality changed. Skills that convert boons and conditions now randomly select from all boons and conditions on the target.
Boon to Condition Conversion:
Aegis converts to 1 stack of burning for 3 seconds.
Fury converts to blindness for 5 seconds.
Might converts to weakness for 10 seconds.
Protection converts to 3 stacks of vulnerability for 10 seconds.
Regeneration converts to poison for 10 seconds.
Resistance converts to chilled for 3 seconds.
Retaliation converts to 3 stacks of confusion for 5 seconds.
Stability converts to fear for 1 second.
Swiftness converts to crippled for 10 seconds.
Quickness converts to slow for 3 seconds.
Vigor converts to 3 stacks of bleeding for 10 seconds.
Condition to Boon Conversion:
Bleeding converts to vigor for 10 seconds.
Blindness converts to fury for 5 seconds.
Burning converts to aegis for 5 seconds.
Chilled converts to resistance for 2 seconds.
Confusion converts to retaliation for 5 seconds.
Crippled converts to swiftness for 10 seconds.
Fear converts to 1 stack of stability for 3 seconds.
Immobilize converts to swiftness for 10 seconds.
Poison converts to regeneration for 5 seconds.
Slow converts to quickness for 3 seconds.
Torment converts to 3 stacks of might for 10 seconds.
Vulnerability converts to protection for 3 seconds.
Weakness converts to 3 stacks of might for 10 seconds.
Skill Point Conversion
Banked skill points on all characters are being converted to the new currency, spirit shards.
All of the following repeatable sources of skill points will now give spirit shards:
Champion Loot Bags
Daily Achievements
Story Rewards
Players will no longer be able to level a character after 80, but level 80 characters will be able to loot spirit shards from creatures in the world.
Tomes of Knowledge will level a character up to 80, but after 80, they will grant a spirit shard.
Writs of Experience can no longer be used at level 80. 20 writs can be traded to Miyani for a Tome of Knowledge.
Wallet Updates
The wallet has moved from the Hero panel to the inventory.
Clicking the wallet button in the lower-left of the inventory will toggle wallet mode on and off.
A drop-down at the top of the wallet allows for category filtering to make it easier to find and display specific currencies.
In Inventory mode, gold is always displayed in the lower-right with a second, map-appropriate currency. For example, in the Silverwastes, bandit crests are displayed next to gold.
The currencies have been added to the wallet. The conversion of the following items to currencies is automatic, but it will require logging in with each character who is carrying the following items in their inventories:
Geodes
Bandit Crests
Pristine Fractal Relics
WvW Tournament Claim Tickets
Spirit Shards (Formerly Skill Points)
Elementalist
Skills
Reduced base attunement recharge from 13 seconds to 10 seconds.
Reduced base global recharge from 1.65 seconds to 1.5 seconds.
Ether Renewal: This ability is now a cantrip. The recharge of this ability has been increased from 15 seconds to 18 seconds.
Tornado: This ability is now a cantrip.
Whirlpool: This ability is now a cantrip.
Soothing Mist: The radius of this trait has been reduced to 600.
Fiery Rush: The damage of this ability has been increased by 60%.
Ice Bow—Frost Volley: Damage increased by 25%. Vulnerability application of this ability has been increased from 10 seconds to 15 seconds.
Ice Bow—Frost Fan: The damage of this ability has been increased by 25%.
Glyph of Elemental Power: This skill now applies 2 stacks of burning for 3 seconds when used in fire attunement.
Drake’s Breath: Increased the burning duration from 2 seconds to 3 seconds.
Burning Speed: Increased the burning duration from 1 second to 1.5 seconds per pulse. Movement-speed adjustments no longer affect the intended travel distance.
Burning Retreat: Movement-speed adjustments no longer affect the intended travel distance.
Ring of Fire: This skill now applies 3 stacks of burning for 5 seconds when a foe crosses the threshold.
Flamewall: Increased the burning duration from 1 second to 2.5 seconds per pulse.
Flamestrike: Increased the burning duration from 2 seconds to 3 seconds.
Dragon’s Tooth: This skill now applies 3 stacks of burning for 3 seconds.
Signet of Fire: This skill now applies 2 stacks of burning for 10 seconds.
Flame Burst: This skill now applies 2 stacks of burning for 6 seconds.
Heat Wave: Increased the burning duration from 2 seconds to 6 seconds.
Cleansing Fire: This skill now applies 3 stacks of burning for 4 seconds.
Flame Leap: Increased the burning duration from 7 seconds to 8 seconds.
Glyph of Storms—Firestorm: Increased the burning duration from 1 second to 2 seconds.
Ride the Lightning: Movement-speed adjustments no longer affect the intended travel distance.
Magnetic Leap: Movement-speed adjustments no longer affect the intended travel distance.
Tidal Wave: Movement-speed adjustments no longer affect the intended travel distance.
Conjure Fiery Greatsword—Fiery Whirl: Movement-speed adjustments no longer affect the intended travel distance.
Conjure Fiery Greatsword—Fiery Rush: Movement-speed adjustments no longer affect the intended travel distance.
Conjure Flame Axe—Burning Retreat: Movement-speed adjustments no longer affect the intended travel distance.
Conjure Flame Axe—Flame Leap: Movement-speed adjustments no longer affect the intended travel distance.
Conjure Earth Shield—Magnetic Surge: Movement-speed adjustments no longer affect the intended travel distance.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Fire:
Minor:
Empowering Flame: Gain 150 power while in fire attunement.
Sunspot: Inflict damage at your location when you attune to fire, and gain 3 seconds of fire aura.
Burning Rage: Deal 10% more damage to burning foes.
Adept:
Burning Precision: Critical hits have a 33% chance to cause 2 seconds of burning. Burning duration is increased by 20%. This effect has a 5-second internal cooldown.
Conjurer: Gain fire aura for 5 seconds when an ally picks up a conjured weapon; conjured weapons have 10 more charges.
Burning Fire: Use Cleansing Fire automatically when you have 3 conditions on you. Cantrips grant you 3 stacks of might for 15 seconds when used.
Master:
Pyromancer’s Training: Deal 10% more damage while attuned to fire. Fire abilities have a 33% reduced recharge.
One with Fire: Fire auras you apply last 33% longer and grant 2 stacks of might for 10 seconds when applied.
Power Overwhelming: Gain condition damage based on 10% of your total power attribute.
Grandmaster:
Persisting Flames: Executing blast finishers on fire fields grants 10 seconds of fury. Fire fields last 2 seconds longer. Create a lava font at your position when you go down.
Pyromancer’s Puissance: Each skill you use while attuned to fire grants you 15 seconds of might. This effect works in combat only.
Blinding Ashes: Blind foes for 4 seconds when you burn them. This effect has a 5-second internal cooldown.
Air:
Minor:
Zephyr’s Speed: Move 25% faster when attuned to air.
Electric Discharge: Strike your target with a bolt of lightning when attuning to air.
Weak Spot: You have a 60% chance to cause 5 seconds of vulnerability to enemies when you critically hit them.
Adept:
Zephyr’s Boon: Auras grant fury and swiftness for 5 seconds when applied.
One with Air: Gain 3 seconds of super speed when attuning to air.
Ferocious Winds: Gain ferocity based on 7% of your precision.
Master:
Inscription: Grant a boon associated with your current attunement when you cast a glyph. Glyph skill recharges are reduced by 20%.
Aeromancer’s Training: Gain 190 precision while attuned to air. Recharge of air weapon skills is reduced by 33%.
Tempest Defense: Surround yourself with a shocking aura for 4 seconds when disabled. Deal 20% increased damage to stunned or knocked down foes.
Grandmaster:
Bolt to the Heart: Deal 20% more damage to enemies whose health is below 50%.
Fresh Air: Recharge air attunement when you critically hit an enemy.
Removed cooldown.
Lightning Rod: Disabling an enemy causes them to be struck by a lightning bolt.
Earth:
Minor:
Stone Flesh: Gain 150 toughness while attuned to earth.
Earthen Blast: Damage foes and cripple them for 3 seconds when attuning to earth.
Geomancer’s Defense: You take 10% less damage from foes within a range of 360 from you.
Adept:
Earth’s Embrace: Gain armor of earth when struck while below 50% health.
Serrated Stones: Bleeding you apply lasts 20% longer. Deal 5% more damage to bleeding foes.
Elemental Shielding: Grant 3 seconds of protection when applying an aura to yourself or an ally.
Master:
Strength of Stone: Gain condition damage based on 10% of your toughness attribute.
Rock Solid: Grant 2 seconds of stability to nearby allies when attuning to earth.
Geomancer’s Training: You recover 33% more quickly from chilled, crippled, and immobilized. Earth abilities recharge 33% faster.
Grandmaster:
Diamond Skin: Conditions cannot be applied to you when your health is above 90%.
Written in Stone: Maintain the passive effects of signets when you activate them. Signet recharges are reduced by 20%.
Stone Heart: You cannot be critically hit while attuned to earth.
Water:
Minor:
Soothing Mist: You and nearby allies regenerate health while you are attuned to water. Radius 600.
Healing Ripple: Heal nearby allies when attuning to water.
Aquatic Benevolence: Healing done to allies is increased by 15%.
Adept:
Soothing Ice: Gain regeneration and frost aura for 4 seconds when critically hit.
Piercing Shards: While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer.
Stop, Drop, and Roll: Dodge-rolling removes burning and chilled conditions from you and nearby allies.
Master:
Soothing Disruption: Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge.
Cleansing Wave: Remove a condition from yourself and allies when attuning to water.
Aquamancer’s Training: Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%.
Grandmaster:
Cleansing Water: Remove a condition when granting regeneration to yourself or an ally.
Powerful Aura: When you apply an aura to yourself, grant that aura to all nearby allies as well.
Soothing Power: The healing effect of Soothing Mist is increased by 200%.
Arcane:
Minor:
Arcane Fury: Gain 2 seconds of fury when you switch attunements.
Elemental Attunement: When attuning to an element, you and nearby allies gain a boon.
Elemental Enchantment: Boon duration is increased by 10%, and attunements recharge 15% faster.
Adept:
Arcane Precision: Skills have a chance to apply a condition, based on your current attunement, on critical hits.
Renewing Stamina: Gain vigor when you deliver a critical hit. This effect has a 5-second internal cooldown.
Arcane Abatement: Take less damage from falling. Create a spell when you take falling damage, based on your attunement.
Blasting Staff: The effects of this trait have been added to all staff-skill area attacks by default.
Master:
Arcane Resurrection: Your revive speed is increased by 10%. When you revive an ally, you and the revived ally gain an aura based on your attunement.
Elemental Contingency: Gain a boon when you are struck, based on your current attunement.
Final Shielding: Create an arcane shield when you are struck while your health is below the threshold.
Grandmaster:
Evasive Arcana: Create an attunement-based spell at the end of your dodge roll.
Cleansing Wave (Evasive Arcana): This ability has been combined between PvE and PvP and now maintains the full healing-power effectiveness in all game modes.
Elemental Surge: Based on your current attunement, arcane skills inflict a condition on foes that they hit. Gain 150 more ferocity for 15 seconds when you use an arcane skill. Arcane abilities recharge 20% faster.
Bountiful Power: Deal 2% more damage for each boon on you.
 

Thorgal

Member
.
Engineer
Skills
All skills in the grenade kit have had their range updated from 1200 to 900.
All grenade skills now throw 3 grenades by default.
Poison Grenade: This skill has been redesigned. It will no longer leave pulsing poison fields. The impact of the grenades will now each poison nearby foes for 8 seconds.
All kit backpacks were removed and replaced with a weapon that your character holds to distinguish the kit you are currently using.
Med Kit has been updated and now includes the following skills:
1) Med Blaster: Heal allies with a wave of healing energy. Heals more for each boon on that ally.
2) Throw Bandages: Throw out a bandage pack that heals, applies regeneration, and removes a single damage condition.
3) Throw Stimulant: Throw out a stimulant that heals, grants fury, and removes a debilitating condition (weakness, blind, or vulnerability).
4) Throw Accelerant: Throw out an accelerant that heals, grants swiftness, and removes a movement-impairing condition (immobilized, chilled, or crippled).
5) Throw Antidote: Throw out an antidote vial that heals, cures a condition, and applies resistance.
Engineers gain F5 tool belt skills at level 31. The F5 tool belt skills are linked to your elite skill.
Mortar has been converted into a kit and now has the following skills:
1) Mortar Shot: Launch an explosive round from your mortar, damaging foes in the target area.
2) Poison Gas Shell: Launch a mortar round that spreads poisonous gas in an area.
3) Endothermic Shell: Launch a mortar round that chills foes in the target area.
4) Flash Shell: Launch a phosphorous mortar round that burns brightly at the impact point.
5) Elixir Shell: Launch a mortar round that heals allies in the target area.
F5) Orbital Strike: Call down energy from the sky to blast an area.
Supply Crate has been converted into a turret and now has the following skills:
Supply Crate: Request a supply drop of turrets.
Overcharge Supply Crate: Overcharge supply crate’s turrets.
Med Pack Drop: Call down a supply drop of med packs into a target area.
Detonate Supply Crate Turrets: Detonate your supply crate turrets.
Added an Elixir X tool belt skill:
Toss Elixir X: Toss your Elixir X, transforming enemies at the location into moas.
Poison Dart Volley: Increased the poison duration from 2 seconds to 4 seconds.
Fumigate: Increased the poison duration from 1 second to 2 seconds per pulse.
Incendiary Ammo: This skill now applies 2 stacks of burning for 3 seconds.
Timed Charge: This skill now applies 2 stacks of burning for 4 seconds.
Fire Bomb: Increased the burning duration from 2 seconds to 3 seconds.
Flame Jet: Increased the burning duration from 1 second to 2 seconds.
Blowtorch: Burning has been increased to 3, 2, or 1 stack of burning (5 seconds) based on range (200, 400, or 600 respectively).
Napalm: Increased the burning duration from 1 second to 2.5 seconds.
Rocket Kick: This skill now applies 2 stacks of burning for 5 seconds.
Overcharged Shot: Movement-speed adjustments no longer affect the intended travel distance.
Jump Shot: Movement-speed adjustments no longer affect the intended travel distance.
Retreating Grapple: Movement-speed adjustments no longer affect the intended travel distance.
Rocket Boots: Movement-speed adjustments no longer affect the intended travel distance.
Rocket Kick: Movement-speed adjustments no longer affect the intended travel distance.
Static Shock: Recharge reduced from 30 seconds to 25 seconds.
Healing Turret—Regenerating Mist: Recharge reduced from 25 seconds to 21 seconds.
Med Kit—Bandage Self: Recharge reduced from 20 seconds to 17 seconds.
Elixir H—Toss Elixir H: Recharge reduced from 30 seconds to 25 seconds.
Bomb Kit—Big Ol’ Bomb: Recharge reduced from 30 seconds to 25 seconds.
Elixir Gun—Healing Mist: Recharge reduced from 40 seconds to 35 seconds.
Elixir B—Toss Elixir B: Recharge reduced from 30 seconds to 25 seconds.
Elixir C—Toss Elixir C: Recharge reduced from 30 seconds to 25 seconds.
Elixir R—Toss Elixir R: Recharge reduced from 120 seconds to 100 seconds.
Elixir S—Toss Elixir S: Recharge reduced from 60 seconds to 50 seconds.
Elixir U—Toss Elixir U: Recharge reduced from 60 seconds to 50 seconds.
Flamethrower—Incendiary Ammo recharge reduced from 60 seconds to 50 seconds.
Personal Battering Ram—Launch Personal Battering Ram: Recharge reduced from 15 seconds to 12 seconds.
Rocket Boots—Rocket Kick: Recharge reduced from 20 seconds to 17 seconds.
Slick Shoes—Super Speed: Recharge reduced from 30 seconds to 25 seconds.
Mine—Mine Field: Recharge reduced from 20 seconds to 17 seconds.
Utility Goggles—Analyze: Recharge reduced from 30 seconds to 25 seconds.
Grenade Kit—Grenade Barrage: Recharge reduced from 30 seconds to 25 seconds.
Tool Kit—Throw Wrench: Recharge reduced from 20 seconds to 17 seconds.
Flame Turret—Throw Napalm: Recharge reduced from 30 seconds to 25 seconds.
Harpoon Turret—Harpoon: Recharge reduced from 10 seconds to 8 seconds.
Net Turret—Net Attack: Recharge reduced from 45 seconds to 38 seconds.
Rifle Turret—Surprise Shot: Recharge reduced from 10 seconds to 8 seconds.
Rocket Turret—Rocket: Recharge reduced from 30 seconds to 25 seconds.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Explosives:
Minor:
Evasive Powder Keg: Create a bomb when you dodge.
Steel-Packed Powder: Your explosions cause 5 seconds of vulnerability.
Explosive Powder: Explosions deal 10% more damage. Your turrets explode, dealing damage and knocking back nearby foes when destroyed.
Adept:
Grenadier: Increases your throw velocity of grenades by 100%. Increases the blast radius of grenades by 60.
Explosive Descent: You take 50% decreased damage from falling. When you take fall damage, you release a barrage of grenades.
Glass Cannon: Deal 5% increased damage while above 90% health.
Master:
Aim-Assisted Rocket: You have a 33% chance when striking a foe to target them for a seeker rocket. This trait has a 10-second internal cooldown.
Shaped Charge: You deal 5% increased damage to foes affected by vulnerability.
Short Fuse: Your bombs explode faster, and bomb skills recharge 20% faster.
Grandmaster:
Siege Rounds: Orbital Strike hits an additional time one second after the first strike. Mortar Kit ability effects last 40% longer.
Shrapnel: Your explosions have a 15% chance to cause 12 seconds of bleeding and 2 seconds of crippled.
Thermobaric Detonation: Evasive Powder Keg is now a blast finisher.
Firearms:
Minor:
Sharpshooter: Your critical hits have a 33% chance to cause 3 seconds of bleeding.
Hematic Focus: You have a 10% increased chance to critically strike foes affected by bleeding.
Serrated Steel: Bleeding you apply lasts 33% longer.
Adept:
Chemical Rounds: Your pistol skills have 50% increased condition duration.
Heavy Armor Exploit: Your critical hits have a 50% chance to grant you 3 seconds of swiftness and cause 3 seconds of vulnerability.
High Caliber: You have a 10% increased chance to critically strike nearby foes.
Master:
Pinpoint Distribution: You gain 10% of your precision attribute as condition damage.
Skilled Marksman: You attack 10% faster with a rifle or harpoon gun, and those skills recharge 20% faster.
No Scope: Your critical hits on nearby foes grant you 4 seconds of fury. This trait has a 10-second internal cooldown.
Grandmaster:
Juggernaut: Gain a stack of might for 15 seconds and a stack of stability for 3 seconds every 3 seconds.
Modified Ammunition: Deal 2% additional damage per condition on your foe.
Incendiary Powder: Your critical hits inflict 4 seconds of burning. Burning you apply lasts 33% longer. This trait has a 10-second internal cooldown.
Inventions:
Minor:
Cleansing Synergy: When you use a healing skill you emit a cleansing pulse to nearby allies, removing a damaging condition from them. This trait has a 10-second internal cooldown.
Heal Resonator: When you use a healing skill you grant 6 seconds of regeneration to nearby allies.
Energy Amplifier: While under the effects of regeneration you gain up to 250 healing power.
Adept:
Over Shield: Shield skills recharge 20% faster and grant 4 seconds of protection to nearby allies.
Automated Medical Response: All heal skills recharge when you are struck while below the health threshold.
Autodefense Bomb Dispenser: Drop a smoke bomb when you are disabled. This trait has a 30-second internal cooldown.
Master:
Experimental Turrets: Turrets apply boons to allies around them every 10 seconds.
Soothing Detonation: When you combo a blast finisher nearby allies are healed.
Mecha Legs: Your movement speed is increased by 25%. The duration of crippled, chilled and immobilized on you is reduced by 33%.
Grandmaster:
Advanced Turrets: Turrets receive 33% less damage. Turrets reflect missiles for 4 seconds after they’re created.
Bunker Down: When you critically hit, create a mine and a med pack (approximately 500 healing and 4 seconds of regeneration) at your location. This trait has a 2-second internal cooldown.
Medical Dispersion Field: You heal nearby allies for 12% of the amount you are healed. This effect has a 5-second internal cooldown.
Alchemy:
Minor:
Hidden Flask: Drink an Elixir B when struck while below 75% health.
Transmute: Incoming conditions are converted into boons. This trait has a 15-second internal cooldown.
Alchemical Tinctures: Elixirs remove a condition from affected allies. Boons you apply last 20% longer.
Adept:
Invigorating Speed: When you gain swiftness, you also gain 6 seconds of vigor. This trait has a 5-second internal cooldown.
Protection Injection: Gain 3 seconds of protection when you are disabled. This trait has a 5-second internal cooldown.
Health Insurance: While using Med Kit, your outgoing healing to others is increased by 15%.
Master:
Inversion Enzyme: Elixir Gun abilities which remove conditions now convert them into boons instead.
Self-Regulating Defenses: When struck below 25% health, you consume an Elixir S.
Backpack Regenerator: While using a kit, you passively recover health.
Grandmaster:
HGH: Elixirs grant 2 stacks of might for 20 seconds, and their other effect durations are increased by 20%. Elixirs also have a reduced recharge.
Stimulant Supplier: Drop a stimulant when you use a heal skill. This trait has a 10-second internal cooldown.
Iron Blooded: Incoming damage is reduced by 2% for every boon on you.
Tools:
Minor:
Optimized Activation: Using a tool belt skill grants 2 seconds of vigor.
Mechanized Deployment: Your tool belt skills recharge 15% faster.
Excessive Energy: Deal 10% more damage while your endurance is above 90%.
Adept:
Static Discharge: Discharge a bolt of lightning when you activate a tool belt skill.
Reactive Lenses: When blinded or disabled, you activate utility goggles.
Power Wrench: Tool kit skills recharge 20% faster and deal 10% more damage. Turret repairing abilities are 100% more effective.
Master:
Streamlined Kits: Equipping a kit creates an attack or spell and grants you 20 seconds of swiftness. This trait has a 20-second internal cooldown.
Lock On: Striking a foe in stealth analyzes them, revealing them and inflicting them with 10 stacks of vulnerability for 8 seconds. This trait has a 20-second internal cooldown.
Takedown Round: Striking a foe above 50% health places a delayed explosive at their location. This trait has a 10-second internal cooldown.
Grandmaster:
Kinetic Charge: After evading a strike, the next tool belt skill you use is recharged instantly. This trait has a 40-second internal cooldown.
Adrenal Implant: Endurance regeneration is increased by 50%.
Gadgeteer: Gain static charges when struck. At 5 charge levels your next gadget skill use is overcharged and recharges 50% faster.
Guardian
Skills
Healing Breeze: This ability is now a shout and has been renamed “Receive the Light!” It maintains the same cast time and radial effects, but it will now be affected by shout-modifying traits and items.
Tome of Courage: This ability has been replaced by a new ability, Signet of Courage.
Signet of Courage—Passive: While in combat, heal allies around you every 10 seconds. Active: Fully heal nearby allies. Cooldown: 180 seconds.
Tome of Wrath: This ability has been replaced by a new shout, “Feel My Wrath!”
“Feel My Wrath!”: Grant fury for 10 seconds and quickness for 5 seconds to nearby allies. Cooldown: 30 seconds.
Litany of Wrath: Reduced the casting time of this ability from 0.75 seconds to 0.25 seconds.
Virtue of Justice: The recharge of this ability has been reduced from 30 seconds to 25 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
Virtue of Resolve: The recharge of this ability has been reduced from 60 seconds to 50 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
Virtue of Courage: The recharge of this ability has been reduced from 90 to 75 seconds. The radius of the active portion from this ability has been reduced from 1200 to 600.
Wrathful Grasp: This skill now applies 3 stacks of burning for 5 seconds.
Zealot’s Flame: Increased the burning duration from 3 seconds to 6 seconds.
Zealot’s Fire: This skill now applies 3 stacks of burning for 3 seconds.
Judge’s Intervention: This skill now applies 3 stacks of burning for 3 seconds.
Purging Flames: This skill now applies 3 stacks of burning for 5 seconds.
Virtue of Justice—Passive: Increased the burning duration from 1 second to 2 seconds.
Leap of Faith: Movement-speed adjustments no longer affect the intended travel distance.
Mighty Blow: Movement-speed adjustments no longer affect the intended travel distance.
Shield of Absorption: This skill’s recharge has been reduced from 30 seconds to 24 seconds.
Shield of Judgment: This skill’s recharge has been reduced from 25 seconds to 20 seconds.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Zeal:
Minor:
Zealot’s Speed: Create a symbol of wrath when you are struck while below the health threshold.
Symbolic Exposure: Symbols apply 3 seconds of vulnerability to foes per hit.
Symbolic Power: Symbols have 10% increased damage and have a 33% chance to burn enemies for 1 second.
Adept:
Wrathful Spirit: Aegis grants 3 seconds of retaliation when it ends.
Fiery Wrath: Damage against burning foes is increased by 7%.
Zealous Scepter: While wielding a scepter, gain 10 seconds of might when your passive Virtue of Justice effect triggers.
Master:
Binding Jeopardy: Immobilizing or blinding a foe also applies 3 seconds of vulnerability to them.
Zealous Blade: Greatsword attacks deal 5% increased damage and heal the guardian. Greatsword skills have a 20% reduced recharge.
Kindled Zeal: Gain condition damage based on 10% your power attribute.
Grandmaster:
Expeditious Spirit: Spirit weapons burn foes for 3 seconds when they strike. Spirit weapon summon and command skills have a 20% reduced recharge.
Shattered Aegis: When aegis you applied blocks an attack, it damages nearby foes.
Symbolic Avenger: You deal more damage to enemies standing in your symbols.
Radiance:
Minor:
Justice Is Blind: When activating Virtue of Justice, nearby foes are blinded for 3 seconds.
Renewed Justice: Justice is renewed when you kill a foe.
Radiant Power: Attacks against burning foes have a 10% increased chance to critically hit.
Adept:
Inner Fire: Gain fury for 8 seconds when you strike a foe that has 3 or more stacks of burning. This effect has a 10-second cooldown.
Right-Hand Strength: Critical hit chance with one-handed weapons is increased by 15%. Sword abilities have 20% reduced recharge.
Healer’s Retribution: Gain retaliation for 5 seconds when using a heal skill.
Master:
Wrath of Justice: Striking an enemy with Virtue of Justice’s active effect triggers Signet of Wrath’s active ability.
Radiant Fire: Gain Zealot’s Flame when you critically hit an enemy. Burning duration to enemies is increased. Torch abilities recharge 20% faster.
Retribution: Gain 10% increased damage while under the effects of retaliation.
Grandmaster:
Amplified Wrath: Burning damage is increased by 15%. Blocking an attack burns the attacker for 2 seconds. This effect has a 1-second internal cooldown.
Perfect Inscriptions: Gain light aura for 3 seconds when activating a signet. Signets recharge 20% faster and have 20% increased passive effects.
Radiant Retaliation: Retaliation damage scales from condition damage instead of power.
Valor:
Minor:
Valorous Defense: Gain aegis for 5 seconds when you are struck while below 50% health.
Courageous Return: Virtue of Courage is fully recharged when you revive an ally or when you rally. This effect has a 30-second internal cooldown.
Might of the Protector: Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1-second internal cooldown.
Adept:
Strength of the Fallen: Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
Smiter’s Boon: Smite conditions when you use a healing ability.
Focus Mastery: Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
Master:
Stalwart Defender: Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
Strength in Numbers: Nearby allies gain up to 150 bonus toughness, based on your effective level. Radius of 600.
Communal Defenses: Grant 5 seconds of aegis to allies when you block an attack.
Grandmaster:
Altruistic Healing: Applying a boon to allies also heals you.
Monk’s Focus: Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
Retributive Armor: Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.
Honor:
Minor:
Vigorous Precision: Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10-second internal cooldown.
Selfless Daring: The end of your dodge roll heals nearby allies.
Purity of Body: Your Virtue of Resolve passive effect also regenerates endurance by 15%.
Adept:
Invigorated Bulwark: Gain increased healing power worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
Protective Reviver: Activate a shield of absorption when you begin reviving an ally. Upon successful revival, you and each ally gain aegis, protection, and regeneration for 10 seconds. Cooldown: 24 seconds.
Protector’s Impact: Create a symbol of protection when you take falling damage. You take 50% less damage when falling.
Master:
Honorable Staff: Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
Pure of Heart: Aegis heals when it blocks an attack.
Empowering Might: You and nearby allies gain 5 seconds of might when you land a critical hit.
Grandmaster:
Pure of Voice: Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharges reduced by 20%.
Writ of Persistence: Symbols last 2 seconds longer, are larger, and heal allies.
Force of Will: Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased by a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).
Virtues:
Minor:
Inspired Virtue: Virtues apply the following boons to allies when activated:
Virtue of Justice: 3 stacks of might for 5 seconds.
Virtue of Resolve: 5 seconds of regeneration.
Virtue of Courage: 5 seconds of protection.
Virtue of Retribution: Gain retaliation for 3 seconds when you activate a virtue. Retaliation you apply lasts 25% longer.
Power of the Virtuous: Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.
Adept:
Unscathed Contender: Deal 20% more damage while under the effects of aegis.
Retaliatory Subconscious: Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted, or inflicted with fear.
Master of Consecrations: Consecrations last 20% longer and have 20% reduced recharge.
Master:
Supreme Justice: Virtue of Justice causes burning with 3 strikes instead of 5. When activating Virtue of Justice, burning duration is increased by 1 second.
Absolute Resolution: Activating Virtue of Resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
Glacial Heart: Critical hits with the hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.
Grandmaster:
Permeating Wrath: Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
Battle Presence: Nearby allies gain Virtue of Resolve’s passive effect.
This trait no longer functions if Virtue of Resolve is on cooldown.
Indomitable Courage: Activating Virtue of Courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of Courage’s passive effect triggers every 30 seconds, down from 40 seconds.
Mesmer
 

Retro

Member
Thorgal about to break GAF with these patch notes.

Fact: If they were printed out, there would no longer be an Amazon rain forest.
 

Thorgal

Member
.
Mesmer
General
Phantasm damage has been increased by 15%.
Summoned clones will now show your equipped off-hand weapon.
Fixed a bug in which underwater clones did not show tridents.
Fixed an issue where the Illusionary Rogue’s attack was being listed as “Smoke Bomb” in the combat log. It is now referred to as “Shadow Assault.”
Skills
Mesmer skills that create bouncing projectiles will now have them bounce one additional time.
Reduced the recharge on glamour skills by 20%.
Using any shatter skill now creates the shatter effect on you as well by default.
Mantras now give 600 toughness while channeling them.
Manipulation skill range has been increased to 1200.
Pistol skills used by you and your illusions have had their range increased to 1200.
Mind Wrack: Reduced the recharge from 15 seconds to 12 seconds.
Cry of Frustration: Reduced the recharge from 30 seconds to 25 seconds.
Diversion: Reduced the recharge to 38 seconds. It now shows the number of targets dazed (1) when untraited.
Distortion: Reduced the recharge to 50 seconds. When affected by traits such as Maim the Disillusioned and Illusionary Retribution, this skill now strikes 1 target.
Chaos Storm: Increased poison duration from 2 seconds to 4 seconds.
Confusing Images: Added one additional strike to this skill. Strikes from this skill now display an additive total rather than individual hits. This skill now activates 50% faster.
Ether Clone (Scepter skill 1, chain 3): Adjusted the timing of this attack to flow better with the other attacks in the chain. The projectile is now launched sooner, but the attack has slightly longer aftercast. The number of clones generated per second by this chain is unchanged.
Feedback: This skill now requires a target. This change addressed an issue that allowed this skill to be cast at an unspecified location if the player did not have a target.
Ineptitude (Trident skill 2): This skill has been renamed to “Blinding Tide.”
Illusionary Defender: Updated the description of this skill to more accurately convey that it also absorbs damage directed at allies. Functionality has not been changed.
Illusionary Leap: Increased the delay before the clone is summoned by about 0.25 seconds to allow players to start casting this skill while moving within range and not have it fail. The speed of attack of Illusion has been increased by about 0.35 seconds to allow for better tracking against moving targets.
Mass Invisibility: This skill is now classified as a manipulation.
Mimic: Updated functionality of this skill. This skill now causes the next utility-slot skill you use within 10 seconds to recharge in 1 second. Increased recharge to 90 seconds.
Mirror: This skill is now classified as a manipulation and has a unique mirror enhancement that can be applied by traits.
Polymorph Moa: This skill has been renamed to “Signet of Humility” and is now classified as a signet skill. Its passive effect reduces the duration of stun, daze, fear, and taunt by 20%. Its active effect remains unchanged.
Polymorph Moa—Kick: Movement-speed adjustments no longer affect the intended travel distance.
Polymorph Moa—Flee: Movement-speed adjustments no longer affect the intended travel distance.
Phantasmal Mage: Instead of inflicting confusion on foes and granting retaliation on allies, this phantasm now inflicts 1 stack of burning for 6 seconds on foes and grants 3 seconds of fury to allies. Removed undocumented condition removal from this phantasm.
Portal: Attempting to create a second portal entrance while you have an active portal will destroy the active portal.
Signet of Illusions: Reduced recharge to 60 seconds. This skill now specifies which skills it recharges.
Signet of Inspiration: Reduced recharge of this skill to 30 seconds. The passive effect of this signet now grants 5 seconds of swiftness plus one other random boon every 10 seconds. It no longer grants swiftness as one of its random boons.
Signet of Midnight: The passive effect of this signet now grants 20% condition duration instead of 10% boon duration.
Spinning Revenge (Trident 3): This skill now applies chaos armor to you when cast.
Time Warp: This skill is now classified as a glamour. It now pulses 1 second of slow every second on foes in the affected area, in addition to its previous effect of quickness on allies.
Traits (This system has undergone significant changes. The following traits are a full representation of the new core specialization lines.)
Domination:
Minor
Illusion of Vulnerability: Interrupting a foe inflicts 3 stacks of vulnerability for 5 seconds.
Dazzling: Dazing a foe inflicts 5 stacks of vulnerability for 8 seconds.
Fragility: Deal 0.5% more damage to foes for each stack of vulnerability on them.
Adept:
Confounding Suggestions: Increases daze and stun duration on foes by 25%. When you would daze a foe, you stun them instead, with a 5-second internal cooldown. Fixed a bug that caused this trait to not update the skill facts for the racial skills Technobabble and Raven Shriek.
Empowered Illusions: Your illusions deal 15% more damage.
Rending Shatter: Shatter skills inflict 1 stack of vulnerability for 8 seconds on foes they hit.
Master:
Shattered Concentration: Shatter skills remove 1 boon from foes they hit.
Blurred Inscriptions: Reduces recharge of signet skill by 20%. Gain distortion and remove 1 condition when you use a signet.
Furious Interruption:
 

Dead

well not really...yet
Lmao

Upon porting to Lion's Arch

hipZv0s.jpg
 

_woLf

Member
Loaded into Lion's Arch to see how it looks before I went to work.

It looks absolutely AMAZING. Completely different. It looks like an actual city instead of a mash up of pirate ships!!!
 

Dead

well not really...yet
Hmmm, a few skills I didn't have unlocked yet have become so, and a ton of traits I never unlocked are now unlocked. Plus tons of hero points to spend

Fffuck. Gonna have to wait til tonight to look at all this mess
 

Zeroth

Member
Hmmm, a few skills I didn't have unlocked yet have become so, and a ton of traits I never unlocked are now unlocked. Plus tons of hero points to spend

Fffuck. Gonna have to wait til tonight to look at all this mess

I forgot to ask, but are you in the guild Dead? I remember you wanted to level up your characters a bit more
 
Fort Marriner WP is no longer a pile of rocks on the ground! But there's nothing there anymore hahahaha

Mystic Forge has moved to Trader's Forum WP and looks different now :eek: You can JUMP IN IT!
 
F5 skill added to Engineer has totally messed up my keybind setup on my Nostromo though. Going to have to totally rework the whole thing. :/
 

Hawkian

The Cryptarch's Bane
I'm so psyched! I've been waiting for the "final evolution" of LA since the Mad King first busted up the Grand Piazza in October 2012.

I do have a request, I'd love to see it for myself in person for the first time but I'd also like to keep following this thread. Can any images posted be linked rather than embedded? Thanks to anyone who can accomodate my weirdness :D
 

Dead

well not really...yet
Oh my gosh, this new LA is... wow.



Just got you, welcome to the guild.

Got it, thanks!

Also, seems my stats have actually gotten buffed with the new way stats are given out. I know some people were worried they'd end up with less.
 
Looks like I won't be patching anytime today, it's crazy noworky right now. Worst I've ever personally seen, heh. Patch must have had huge hype.
 

Proven

Member
Just got home, and the client is stuck waiting to download. So... I guess I'll check the Heroes PTR patch notes and watch an episode of Daredevil.
 

Quenk

Member
There's a reddit post collecting undocumented changes and bugs. Someone posted that you can now jump after using a quaggan tonic.
 
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