September 2014 Feature Pack/Balance changes
Warrior [1][edit]
“In this update, we’ll be adjusting how the warrior uses and loses adrenaline. We felt that the warrior maintained their adrenaline a little too well, in that there wasn’t a real consequence to missing with an adrenaline skill or simply keeping it from fight to fight. We’ll be adjusting adrenaline so that it’s lost if you miss with a burst ability as well as draining slowly when you exit combat. With these changes, however, we will be updating the greatsword’s adrenaline burst ability to be a cleaving, execution-style attack more fitting for the weapon. In addition to this, we’ll be updating multiple skills and traits, increasing and decreasing some adrenaline-gain abilities, and addressing multiple traits to have better effects.
Skills[edit]
- Adrenaline will be lost whenever using a burst skill (even if the skill misses) and will drain while out of combat.
- Weapon skills
- Axe
- Whirling Axe: Increased damage by 17%. Reduced recharge from 20 seconds to 15 seconds.
- Mace
- Pulverize: Reduced activation by 25%.
- Sword
- Impale: Reduced torment duration from 12 seconds to 8 seconds.
- Greatsword
- Hundred Blades: Decreased damage from channeled strikes by 5%. Final strike remains the same.
- Whirlwind Attack: Decreased damage by 5%.
- Arcing Slice: Strikes up to 5 targets. Deals twice as much damage to foes below 50% health.
- Rifle
- Bleeding Shot: No longer causes bleeding, but deals 20% more damage. Renamed to Fierce Shot.
- Fierce Shot: Gives bonus adrenaline when striking a foe suffering from vulnerability.
- Bleeding Shot: No longer causes bleeding, but deals 20% more damage. Renamed to Fierce Shot.
- Utility skills
- Banners
- Sprint: Removed the strike. Removes crippled and chilled.
- Berserker Stance: Reduced adrenaline gain by 40% (3 full bars of adrenaline overall instead of 5 bars).
- Signet of Might: Grants unblockable attacks for all attacks in the next 6 seconds instead of for the next 5 attacks.
- Elite skills
- Rampage: Reduced direct damage received by 25%. Incoming crippled, chilled, and immobilized duration reduced by 33% (stacks with Dogged March).
- Throw Boulder: Increased the velocity of the projectile.
- Signet of Rage: Reduced duration of boons from 30 seconds to 25 seconds. Increased passive adrenaline gain by 50%.
Traits[edit]
- Brawler's Recovery: Removes 1 condition, not limited to blindness.
- Rousing Resilience: Increased duration from 4 seconds to 8 seconds.
Guardian [2][edit]
“With the guardian, our intent for this balance update is to improve some of the less popular utility skills and open up some build diversity in both support and offense. The active skills of some of the spirit weapons have been reworked to include more supportive functionality. One change we’re excited to tell you about is Spirit Bow’s command ability, which will now heal in a targeted area rather than just around the bow itself. We’ve also adjusted the guardian’s elite skills; the tomes have received considerable number changes and quality-of-life updates.
Skills[edit]
- Utility skills
- Spirit weapon skills are no longer destroyed when commanded without Eternal Spirit.
- Command (with Hammer of Wisdom): Added a blast finisher.
- Command (with Sword of Justice): Causes 5 stacks of vulnerability to stuck foes.
- Command (with Shield of the Avenger): Bounces to allies and grants aegis.
- Command (with Bow of Truth): Now a ground targeted skill and has a range of 1200.
- Merciful Intervention: Now a ground targeted skill. Increased radius from 120 to 180. Will not cause teleport if there are no allies within range.
- Elite skills
- Renewed Focus: Now categorized as a meditation skill.
- Tome of Courage
- Purifying Ribbon: Increased conditions removed from affected allies from 1 to 2.
- Tome of Wrath
- Conflagrate: Increased damage by 10%.
- Judgment: Reduced cast time from 4¼ seconds to 2¾ seconds.
Traits[edit]
- Elite Focus: Also grants stability while using tome skills.
- Eternal Spirit: Functionality changed and renamed to Expeditious Spirit.
- Expeditious Spirit: Reduces the recharge of spirit weapon command skills.
- Glacial Heart: Reduced cooldown from 30 seconds to 15 seconds. Reduced chill duration from 4 seconds to 3 seconds.
Engineer [3][edit]
“In this balance pass, we’ve focused on giving some love to lesser-used kits and several non-kit utilities. With this update, you’ll see some changes to a few of your elixirs that will give them a bit more functionality, like Elixir R, which we’ve altered to also remove immobilized. Likewise, we’ve looked at a few of the gadgets and updated them to have a more defined purpose and a clear use.
Skills[edit]
- Weapon skills
- Healing skills
- A.E.D.: Also remove damage conditions (burning, bleeding, poison, and torment) taking fatal damage.
- Med Kit
- Drop Antidote: Removes immobilize from the player when used.
- Utility skills
- Analyze (with Utility Goggles): Also causes 6 seconds of revealed.
- Elixir R: Reduced activation from ½ second to ¼ second. Also removes immobilized.
- Explosive Rockets (with Rocket Turret): Increased the velocity of the projectile and now track targets.
- Flamethrower
- Flame Jet: Increased damage by 33%.
- Detonate Flame Blast: Added a blast finisher.
- Air Blast: Increased activation by ¼ second. Added an animation while activating the skill.
- Napalm: Deals damage on each tick as well as apply burning.
- Tool Kit
- Smack: Causes crippled without Power Wrench.
- Throw Wrench: Causes crippled without Power Wrench.
- Toss Elixir C (with Elixir C): Increased conditions removed from affected allies from 1 to 2.
- Launch Personal Battering Ram (with Personal Battering Ram): Increased damage by 20%
Traits[edit]
- Accelerant-Packed Turrets: Reduced knockback from 300 to 150 range.
- Always Prepared: Also causes an oil slick to knock down nearby foes.
- Elite Supplies: No longer increases the duration of Elixir X but increases movement speed by 50% instead. Tornado now causes a lightning field around the user.
- Power Wrench: Functionality changed to increase damage for Tool Kit skills by 10%.
Ranger [3][edit]
“The balance team has given the ranger a lot of love during this balance update. Rangers will be seeing a rework of Signet of the Beastmaster, which will be replaced by a new trait entitled Predator's Onslaught. With this change, Signet of the Beastmaster’s effects will be rolled into the baseline signet skills. We’ll also be updating several Beastmastery traits to remove pet specificity, allowing you to choose which pets you’d like to use rather than the traits themselves requiring a specific family. Along with these improvements, we’ll be updating quite a few weapon skills to improve their base functionality and responsiveness.
Skills[edit]
- Signets affect pets and rangers by default
- Weapon skills
- Axe
- Ricochet: Grants might for 3 seconds for each foe struck.
- Path of Scars: Increased the velocity of the projectile by 25%.
- Longbow
- Long Range Shot: Increased damage.
- 0-500 range: Increased by 17%.
- 500-1000 range: Increased damage by 7%.
- 1000+ range: Unchanged.
- Rapid Fire: Reduced activation from 4½ seconds to 2½ seconds.
- Barrage: Reduced activation by ½ second.
- Long Range Shot: Increased damage.
- Greatsword
- Enduring Swing: Increased damage by 10%.
- Maul: Increase number of targets hit from 3 to 5. Increased range from 150 to 220.
- Swoop: Evades on attack portion of the skill.
- Counterattack: Reduced aftercast.
- Hilt Bash: Stun and daze duration has been increased from 1 second to 1½ seconds.
- Utility skills
- "Sic 'Em!": Increased duration of reveal from 4 seconds to 6 seconds.
- Elite skills
- Entangle: Decreased recharge to from 150 seconds to 60 seconds. Decreased duration of roots from 20 seconds to 5 seconds.
- Pet skills
- Enfeebling Roar (Juvenile Black Bear) and Icy Roar (Juvenile Polar Bear): Strikes foes but can now be blocked or evaded.
Traits[edit]
- Beastmastery trait line Master traits now affect all pets, not just particular pet families.
- Read the Wind: Also increases attack speed by 10%.
- Signet of the Beastmaster: Removing this trait and it is being replaced by Predator's Onslaught.
- Predator’s Onslaught: Deal 10% additional damage (5% for pet) to foes that are affected by movement-impeding conditions (cripple, chill, immobilize).
- Strider's Defense: Increased the chance to block projectiles from 15% to 20%.
Thief [1][edit]
“The goal for the thief during this balance pass has been to improve upon the new grandmaster traits that were recently added and increase the overall value of a few other traits through small tweaks. For example, Venomous Aura will now use your own stats rather than your allies’, so if you’re a master of condition damage, your shared venoms will be more effective than ever. As with the necromancer, you’ll be seeing increases to the number of targets that your dagger auto-attacks can strike. Additionally, we’ll be introducing a small range increase for pistol attacks when using the Ricochet trait.
Skills[edit]
- Weapon skills
- Dagger
- Double Strike, Wild Strike, and Lotus Strike: Strikes up to 2 targets. Defensive effects (endurance gain) only trigger once.
- Pistol
- Black Powder: Increased pulse interval from every 1 second to 2 seconds. Decreased blind duration from 3 seconds to 2 seconds.
- Unload: Decrease activation from 1¾ seconds to 1½ seconds. Also affects allied thieves from Ambush and Thieves Guild.
- Short bow
- Choking Gas: Added a strike on impact, so that it causes revealed when used while stealthed.
- Sword
- Flanking Strike: Increased initiative cost from 3 to 4. Requires striking a target to chain to Larcenous Strike.
- Larcenous Strike: Decreased initiative cost from 2 to 1.
Traits[edit]
- Assassin's Equilibrium: Increased stability duration from 1 second to 1½ seconds.
- Invigorating Precision: Increased health gain percentage from 5% to 8%.
- Panic Strike: Reduced immoblized duration from 5 seconds to 2½ seconds. Reduced cooldown from 30 seconds to 20 seconds.
- Ricochet: Also increased range of pistol skills from 900 to 1050. Fixed some related bugs to more reliably trigger.
- Venomous Aura: Venom effects use the user's attributes instead of the allies' receiving the effects. Basilisk Venom still allows allies to gain effects that trigger on interrupts.
Elementalist [4][edit]
“The elementalist’s cantrips are popular in all parts of the game, and in the interest of promoting build diversity, we’ll be using the feature pack as an opportunity to work on other types of utility skills. For example, the fire and air storms from the Glyph of Storms will now apply conditions of their own. In addition, we’ll rework some of the new grandmaster traits that currently don’t have enough of a payoff or are too difficult to use. Finally, we’ll be addressing the Tornado and Fiery Greatsword elite skills; we’ll make some usability improvements and tone down some of their unintended functionality.
Skills[edit]
- Weapon skills
- Dagger
- Burning Speed: No longer creates multiple fields at the same location when used against a wall.
- Staff
- Burning Retreat: No longer creates multiple fields at the same location when used against a wall.
- Utility skills
- Glyph of Lesser Elementals: Now has skill commands when summoned and will be used with the elementals' next attack.
- Glyph of Storms
- Firestorm: Applies 1 second of burning to each struck foe.
- Lightning Storm: Applies 2 stacks of vulnerability for 8 seconds to each struck foe.
- Signet of Air: Reduced recharge from 30 seconds to 25 seconds.
- Signet of Earth: Applies 5 stacks of bleeding for 7 seconds.
- Signet of Fire: Increased damage by 100%. (Does not appear to be correct)
- Signet of Water: Reduced recharge from 30 seconds to 25 seconds.
- Elite skills
- Conjure Fiery Greatsword
- Fiery Rush: Reduced damage by the line of fire by 70%. Increased damage by final strike by 140%. No longer creates multiple fields at the same location when used against a wall.
- Glyph of Elementals: Now has skill commands when summoned and will be used with the elementals' next attack.
- Flame Barrage (Fire Elemental): Burns multiple targets.
- Crashing Waves (Ice Elemental): Knocks back a target then heals and removes a condition from nearby allies.
- Shocking Bolt (Air Elemental): Stuns a target.
- Stomp (Earth Elemental): Applies cripple to nearby foes and protection to nearby allies.
- Tornado and Whirlpool: Removed attribute bonus to power. Increased damage for transform skills.
- Downed skills
- Vapor Form: Updated visual effects to be different from Mist Form.
Traits[edit]
- Blinding Ashes: Applies blind to all foes struck when used with an area of effect burning skill.
- Elemental Contingency: No longer has a global cooldown and instead split cooldowns depending on attunement.
- Lightning Rod: No longer requires an interrupt and instead triggers on any disable effect.
Mesmer [4][edit]
“The mesmer has seen adjustments in a few areas. For this update, we’re looking at improving multiple traits, utility skills, weapon skills, and illusions. We’ve taken a look at some of the new grandmaster traits and improved upon their original implementation. We’ve altered the scepter a bit, pushing it more toward the condition role we would like it to have. In addition, you’ll see some awesome improvements to offensive mantras and a rework of the Mimic skill, which will now copy all boons on your target to yourself.
Skills[edit]
- Weapon skills
- Scepter
- Ether Bolt: Applies 2 seconds of torment. Also affects attacks used by clones.
- Ether Blast: Applies 4 second of torment.
- Sword
- Illusionary Leap: Summons the clone at the target's location to increase the response of Swap.
- Focus
- Phantasmal Warden: Fixed a bug that prevented this phantasm from attacking.
- Greatsword
- Mind Stab: Increased damage by 17%. Increased radius to 240.
- Utility skills
- Mimic: Functionality changed to copies all boons and duration on a foe.
- Power Lock (with Mantra of Distraction): Affects 5 targets in a radius of 180.
- Power Spike (with Mantra of Pain): Affects 5 targets in a radius of 240.
Traits[edit]
- Debilitating Dissipation: Reduced bleeding from 3 stacks for 5 seconds to 2 stacks for 4 seconds. Effects can now be blocked, evaded, or miss.[2]
- Confusing Combatants: Effects can now be blocked, evaded, or miss.[2]
- Crippling Dissipation: Effects can now be blocked, evaded, or miss.[2]
- Illusionary Elasticity: Also affects Winds of Chaos used by clones.
- Maim the Disillusioned: Increased duration of torment from 4 seconds to 6 seconds.
- Prismatic Understanding: Now has a chance to grant swiftness for 3 seconds and might for 5 seconds, along with the current boons.[2]
- Triumphant Distortion: Also grants distortion to phantasms when summoned.
Necromancer [2][edit]
“Our focus for necromancers in this balance update has been on improving their survivability through utilities and traits as well as improving the overall effectiveness of their melee and skirmishing weapons. You’ll see that the dagger auto-attack will now hit two targets, while the axe’s animations have been tuned to be more fluid. Along with weapon skill updates, your utility skills have been updated to provide more survivability over time.
Skills[edit]
- Mechanics
- Death Shroud: Players can now interact with objects while in Death Shroud
- Weapon skills
- Axe
- Rending Claws: Reduced aftercast by ¼ second.
- Ghastly Claws: Increased damage by 10%.
- Dagger
- Necrotic Stab, Necrotic Slash, and Necrotic Bite: Strikes up to 2 targets. Defensive effects (life force gain) only trigger once.
- Warhorn
- Locust Swarm: Increased duration of swiftness from 10 seconds to 15 seconds.
- Healing skills
- Signet of Vampirism: Increased duration of the activated effect from 5 seconds to 6 seconds.
- Utility skills
- Corrupt Boon: Increased activation to ½ seconds and reduced aftercast by ¼ second.
- Spectral Armor: Reduced recharge from 60 seconds to 50 seconds.
- Elite skills
- Lich Form: Reduced duration from 30 seconds to 20 seconds. Removed attribute bonus to power. Increased damage for transform skills.
Traits[edit]
- Last Gasp: Reduced recharge from 60 seconds to 50 seconds. Now categorized as a spectral skill.
- Unholy Sanctuary: Now also activates Death Shroud when taking fatal damage. Requires life force, activates even when Death Shroud is recharging, and has a 30 second cooldown.