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Upcoming Balance Notes

edited February 20, 2020 in Professions

Greetings fellow Tyrians!

We've prepared a Balance Update that is slated for next week and in keeping with our push to get the Release Notes to you early so that you can theorycraft, discuss and prepare... here they are. Enjoy!

Profession Skills

Global Changes

In this update, we're making several large systemic changes to various game mechanics that primarily affect PvP and WvW players. However, because it's important that the functionality of skills between modes stays the same, we have brought over some of these changes to PvE as well. Where possible, we've split what we can to limit the impact, and in other cases we have even tuned up the numbers in PvE modes to compensate.

The first thing that you'll see is a general increase in the casting time of control skills across the board.

The second major area that we are changing is the access to stability and stun breaks. Stability from traits has been reduced, but skills that grant stability have had their recharges reduced. Similarly, traits that automatically react to stuns have been largely removed, and stun-break skills have been enhanced. The general idea here is that we want stun breaks and stability to be a more deliberate action on the part of the player and not something that just happens automatically from a trait.

We are also making a small change to the unblockable effects that unifies them as a single effect. Previously all unblockables were unique effects that had inconsistent behaviors. Some would last for a set number of hits while others had duration. There were also some that increased outgoing damage and some that did not. We've unified unblockable into a single effect and refined its functionality to be a single strike effect similar to aegis or blinded but with the ability to have multiple stacks.

General

  • Auras: Aura effects have been updated to be larger and more noticeable. The previous, more subtle aura effects are now used for auras on allies and for all characters viewed by PvP spectators when the Effect LOD option is checked in the graphics settings. Effect icons used for auras have been updated for consistency.
  • Unblockable (Tooltip): The unblockable skill fact has a new icon.
  • Unblockable (Effect): Skills and traits that grant the unblockable status now use a unified effect. This effect is intensity stacking, and stacks are lost whenever attacks hit or miss. Single strikes that hit multiple foes only consume 1 stack. Skills that grant the unblockable status for a duration have been updated to use a number of stacks instead.

Elementalist

Summoned elementals offer a unique gameplay option for elementalists who want to fight alongside an ally, but their short duration means that they only get brief windows of use. We have increased their summon duration to give them more presence, but we don't want to make them last indefinitely like necromancer minions—we feel part of the identity of glyphs is being able to switch attunements to have different summons available. Additionally, we felt that the lesser elemental summoning glyph didn't feel distinct enough from the elite glyph since the elite elementals had the same skills as the lesser elementals. To better distinguish the two glyphs, the command skill for lesser elementals has been removed in exchange for allowing multiple lesser elementals to be summoned at once.

  • Overload Fire: Increased the might granted per pulse from 1 stack to 2 stacks in PvE. Clarified the description of this skill.
  • "Feel the Burn!": Increased the burn inflicted by this skill from 1 stack of burning for 4 seconds to 2 stacks of burning for 4 seconds. Fixed a bug that prevented this skill from granting its full might effects to nearby allies.
  • Obsidian Flesh: This skill now locks the player's skill bar while invulnerable.
  • Stone Resonance: This skill now grants stability on initial use for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Lava Skin: This skill now grants stability on initial use for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Lahar: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Grinding Stones: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Glacial Drift: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Molten Burst: This skill now grants stability for 5 seconds in PvE and 3 seconds in PvP and WvW.
  • Summoned Elementals: Increased elemental summon time from 60 seconds to 120 seconds. Added indicator effects on the elementalist's active effects monitor to show the remaining time for each elemental.

    • Glyph of Lesser Elementals: These elementals can no longer be commanded. However, players can now summon more than one elemental at the same time. All lesser elementals die if this glyph is unequipped.
    • Glyph of Elementals: Reduced recharge from 90 seconds to 40 seconds in PvE only. Command skills for elementals are now considered elite skills for the purposes of runes and traits. Elementals will now display an effect when commanded to indicate that they are using a special skill. Additionally, the command skill is no longer restricted to combat and behaves similarly to necromancer command skills.
    • Flame Burst (Fire Elemental, Lesser Fire Elemental): Now inflicts 1 stack of burning for 3 seconds instead of crippling foes.
    • Flame Barrage (Fire Elemental): Increased projectile range from 300 to 360 so that the projectiles line up with the area-of-effect attack. Increased damage by 150%. Increased recharge from 10 seconds to 15 seconds. Fixed issues with the description and skill facts to clarify how the damage from this skill is dealt.
    • Windborne Speed (Air Elemental, Lesser Air Elemental): Increased radius from 240 to 360.
    • Shocking Bolt (Air Elemental): Increased stun duration from 1 second to 1.5 seconds. Increased cooldown from 10 seconds to 15 seconds.
    • Stomp (Earth Elemental): Now immobilizes for 1 second in addition to its other effects.
  • Stone Flesh: This trait no longer grants up to 150 toughness and instead grants 7% damage reduction while attuned to Earth.

  • Bolstered Elements: This trait now grants barrier instead of stability when using a stance skill.
  • Elemental Contingency: This trait has been retired and replaced with Elemental Lockdown.
  • Elemental Lockdown: This new skill grants players a boon based upon their attunement when they disable a foe.
    • Fire: Grants 5 stacks of might for 5 seconds.
    • Air: Grants 5 seconds of fury.
    • Earth: Grants 4 seconds of protection.
    • Water: Grants 10 seconds of regeneration.

Engineer

The Explosives specialization is seeing some major changes in this update. We're removing several traits that had lackluster or difficult-to-apply effects, such as Minesweeper, Orbital Command, and Blasting Zone, and reorganizing functionality from others like Short Fuse and Big Boomer to be more unified. The Evasive Powder Keg trait has been removed and replaced with Explosive Entrance, which similarly adds damage after a dodge roll but does so in a more controlled and modifiable way. The penalty added for the holosmith's overheating mechanic in a previous update is also being adjusted to play better with the Photonic Blasting Module trait as we felt it was too punishing for a trait that encouraged overheating. Finally, we're updating grenade skills for better clarity in competitive modes, where it can be hard to tell the difference between the different grenades due to the identical casting animations.

  • Overheat: Instead of disabling all tool belt skills until all heat is lost, this skill now adds 15 seconds to the recharge of tool belt skills other than Photon Forge. Photon Forge remains disabled until all heat is lost.
  • Photonic Blasting Module: When this trait is equipped, the additional recharge penalty from overheating is reduced from 15 seconds to 5 seconds.
  • Overcharged Shot: Slowed down the animation so the shot occurs at 0.55 seconds (up from 0.24 seconds).
  • Personal Battering Ram: Slowed down the animation so the strike occurs at 0.6 seconds (up from 0.3 seconds).
  • Orbital Strike: This skill now uses a higher-detailed effect. The lower-detailed version can be viewed for allies, enemies, and PvP spectators by checking the Effect LOD option in the Graphics Options tab of the Options panel.
  • Grenade Kit: Skills in this kit now have unique warm-up effects based on which grenade type is being thrown. Fixed an issue in which grenade kit skills caused the grenade bundle to vanish during the casting time.
  • Crystal Configuration: Eclipse: This trait no longer causes Corona Burst to grant stability. Increased base barrier granted from 374 to 991 in PvE. Increased base barrier granted to 748 in competitive modes.
  • Short Fuse: This trait has been removed, and its cooldown reduction had been added to the following skills.

    • Fire Bomb: Reduced recharge from 10 seconds to 8 seconds.
    • Concussion Bomb: Reduced recharge from 20 seconds to 16 seconds.
    • Smoke Bomb: Reduced recharge from 25 seconds to 20 seconds.
    • Glue Bomb: Reduced recharge from 25 seconds to 20 seconds. Fixed an issue that caused the visuals for this skill to appear larger than the effect radius.
    • Big Ol' Bomb: Reduced recharge from 25 seconds to 20 seconds.
  • Explosives: This trait line has been reworked. The new traits are as follows:

    • Minor:

      • Explosive Entrance: This new trait causes the first attack on entering combat to explode, damaging nearby enemies. This counts as an explosion. This ability refreshes after a dodge roll or while out of combat.
      • Steel-Packed Powder: No changes.
      • Shaped Charge: No changes.
    • Adept:

      • Grenadier: No changes.
      • Short Fuse: This trait no longer reduces the fuse time or recharge of bomb skills. Hitting a foe with an explosion skill grants 4 seconds of fury (3 seconds internal cooldown).
      • Glass Cannon: No changes.
    • Master:

      • Aim-Assisted Rocket: Rockets are now only fired on critical hits. Rocket recharge reduced from 10 seconds to 3 seconds. Rockets now require the engineer to be at least 450 distance from the target to fire. Every fifth rocket instead calls an Orbital Strike.
      • Explosive Temper: With this new trait, explosions grant an additional 20 stacking ferocity for 10 seconds when they hit (10 stacks max).
      • Blast Shield: This new trait causes Explosive Entrance to grant the engineer barrier (base 1,508 in PvE and 340 in competitive modes). It also converts 10% of power to vitality.
    • Grandmaster:

      • Flashbang: This new trait causes Explosive Entrance to inflict blindness for 3 seconds if it hits. Additionally, it inflicts daze for 1 second on struck foes above 90% health.
      • Shrapnel: No changes.
      • Big Boomer: This trait has been reworked. It now increases strike damage by 10% against foes with a lower health percent than the engineer. Additionally, it causes hitting with explosion skills to heal the engineer for 3 seconds at 202 health per second. This effect does not stack.

Guardian

Dragonhunters are solid damage dealers, but there were a couple spots that needed some tuning. Deflecting Shot in particular had a very short casting time and a control effect when traited with Heavy Light. We've rolled the control effect into the skill itself and increased its casting time to ensure that it feels reasonable. Several traits have also been improved to make them useful in more situations, such as Dulled Senses affecting all control effects instead of just knock back, and Wrathful Spirit granting fury in addition to retaliation. A couple of particularly unused traits in the core Virtues specialization have been retired and replaced with fresh options.

  • True Shot: Increased the damage dealt by 10% in PvE only, and improved the direction your arrow fires when you don't have a target selected.
  • Deflecting Shot: This skill now knocks back foes, and its animation has been slowed down so the arrow is fired at 0.74 seconds (up from 0.28 seconds). Reduced power coefficient from 1.8 to 0.01 in PvP and WvW.
  • Hunter's Ward: Increased the damage dealt by the final impact of this skill by 10%.
  • Chains of Light: Slowed down the animation so the strike occurs at 0.60 seconds (up from 0.40 seconds). Increased the immobilization duration to 5 seconds in PvE, and this skill now inflicts 5 stacks of vulnerability across all game modes.
  • "Feel My Wrath!": This skill has been unsplit across game modes and now has a 35-second cooldown, grants 5 seconds of quickness, and grants 10 seconds of fury across all modes.
  • Dulled Senses: This trait no longer inflicts vulnerability when you cripple a foe. This trait now cripples any enemy that players disable, not just those foes they knock back.
  • Heavy Light: This trait no longer causes Deflecting Shot to knock foes back. This trait now grants stability whenever players disable an enemy, not just when they knock foes back. Additionally, this trait deals increased damage to disabled foes.
  • Big Game Hunter: The damage increase from this trait has been reduced from 20% to 15%, and the duration increase has been increased from 33% to 66%.
  • Stoic Demeanor: This trait can now affect the same enemy each second instead of every 3 seconds.
  • Virtuous Solace: This trait has been retired and replaced by Inspiring Virtue.
  • Inspiring Virtue: This new trait grants players increased damage after activating a virtue.
  • Wrathful Spirit: This trait now grants fury in addition to retaliation when aegis ends.
  • Binding Jeopardy: This trait has been retired and replaced with Furious Focus.
  • Furious Focus: This new trait inflicts vulnerability on any foe players strike while they have fury.

Mesmer

In this update, we're making some changes to the greatsword and to the Domination trait line in order to provide a more reliable baseline ranged damage build for mesmers. We're removing the Confounding Suggestions trait, which has been problematic to balance in the past due to its power level, and we're adding in a new trait, Vicious Expression, which plays better with the Domination line's boon removal. Finally, we're changing the mirage's Elusive Mind trait to no longer break stuns as we feel that the necessity of including exhaustion as a balancing factor has made it too binary as a choice.

  • Signet of Domination: Slowed down the animation so the stun occurs at 0.56 seconds (up from 0.36 seconds).
  • Spatial Surge: The description for this skill now displays the maximum damage before the minimum damage.
  • Mirror Blade: Fixed a bug that caused this skill to display its slashing effect on the player instead of its target. Cooldown reduced from 8 seconds to 5 seconds. Rather than inflict equal damage per hit, the damage is reduced 15% per bounce.
  • Mind Stab: Cooldown reduced from 12 seconds to 10 seconds. This skill no longer removes boons, but instead inflicts cripple for 5 seconds.
  • Phantasmal Berserker: Cooldown reduced from 15 seconds to 12 seconds. This skill no longer cripples foes. Instead, the projectile now removes 2 boons. The projectile no longer boomerangs.
  • Confounding Suggestions: This trait has been retired and replaced with Bountiful Blades.
  • Bountiful Blades: Mirror Blades bounces 2 additional times. Phantasmal Berserker summons an additional berserker, and they each deal less damage (33% instead of 25% less damage.
  • Imagined Burden: This trait has been retired and been replaced with Vicious Expression.
  • Vicious Expression: The mesmer and their illusions deal increased damage to foes without boons. Disabling a foe removes 2 boons in PvE and 1 boon in PvP and WvW.
  • Elusive Mind: This trait no longer breaks stuns or inflicts exhaustion. Increased the number of conditions cleansed from 1 to 3 in PvE and from 1 to 2 in PvP and WvW.

Necromancer

Necromancer has always been designed to be a resilient profession that was light on stability. Since this update specifically is removing some stability from the necromancer's traits, we made sure to adjust the profession's stun break skills appropriately in response. Additionally, we've fixed a few issues with minion responsiveness and enhanced a few of the weaker minion command skills.

  • Well of Power: Reduced the cooldown of this skill from 40 seconds to 30 seconds in PvE only.
  • Plague Signet: Reduced the cooldown of this skill from 30 seconds to 25 seconds in PvE only.
  • Spectral Armor: Reduced the cooldown of this skill from 40 seconds to 30 seconds in PvE only.
  • Spectral Walk: Reduced the cooldown of this skill from 40 seconds to 30 seconds and reduced the swiftness duration from 30 seconds to 24 seconds in PvE only.
  • "Nothing Can Save You!": This skill now applies 5 stacks of the new unblockable effect for a flat 10 seconds with an additional 2 stacks for each foe hit.
  • Minions: Necromancer minions will now display an effect when commanded, indicating they will be using a special skill.

    • Rigor Mortis (Bone Fiend Command Skill): Bone fiends will now respond immediately when commanded, interrupting their current action to perform the special attack.
    • Haunt (Shadow Fiend Command Skill): Increased radius from 120 to 300.
    • Summon Flesh Wurm: Reduced the cooldown of this ability from 32 seconds to 25 seconds in PvE only.
    • Necrotic Traversal (Flesh Wurm Command Skill): Increased radius from 180 to 240.
  • Doom: This skill now has a casting time and inflicts fear on your foe at 0.64 seconds. The fear duration has been increased from 1 second at a distance (1.5 seconds at close proximity) to 2 seconds on successful hit regardless of distance.

  • Death's Carapace: Added a visual effect that changes based on the number of stacks the player has.
  • Foot in the Grave: This trait has been retired and replaced by Eternal Life.
  • Eternal Life: With this new trait, gain life force constantly up to a threshold while not in shroud. Gain 66% in PvE and 20% in PvP & WvW. Gain protection when you enter shroud.
  • Flesh of the Master: Fixed a bug that could cause Death's Carapace stacks to be applied incorrectly by this trait.

Ranger

Soulbeasts, long standing without a tradeoff, are now receiving theirs—they lose combat access to a second pet and must choose carefully which pet they're going to be bonded with in battle. We're also enhancing several core ranger traits and some select weapon skills that we felt were on the weak side.

  • Soulbeast: Soulbeasts can no longer swap pets while in combat. Entering and leaving beastmode with your pet now counts as a pet swap for the purposes of the Clarion Bond and Zephyr's Speed traits.
  • Lightning Assault (Electric Wyvern): Added a 0.5-second warm-up before the dash occurs.
  • Glyph of the Stars: Reduced the cooldown of this skill from 90 seconds to 60 seconds.
  • Call of the Wild: This skill now uses the new unblockable effect.
  • Throw Torch: This skill now applies its effects in a 180 radius around the target struck by the torch.
  • Winter's Bite: This skill is now always an area-of-effect skill even when not traited with Honed Axes. Increased bleeding stacks in PvE from 2 to 3, and increased bleeding duration in PvE from 8 seconds to 12 seconds to match the competitive mode version.
  • Honed Axes: Baseline ferocity is now also applied to your pet. This trait no longer causes Winter's Bite to become an area-of-effect strike.
  • Hunter's Tactics: This trait now increases damage when attacking from the side or behind by 10% in addition to its previous effects.
  • Lead the Wind: This trait no longer grants swiftness when performing a projectile combo. Instead, it grants swiftness for 10 seconds and quickness for 5 seconds (2.5 seconds in PvP and WvW) when striking with an attack from beyond 1,200 range. This effect has a 15-second cooldown.
  • Druidic Clarity: This trait no longer causes entering Celestial Avatar to break stuns.
  • Unstoppable Union: This trait no longer causes entering beastmode to break stuns. Entering beastmode now grants protection and vigor in addition to removing movement-impairing conditions.
  • Beastly Warden: This trait now has a 1-second delay before the ranger's pet taunts nearby enemies. Fixed a bug that could prevent this trait from working with underwater pets.
  • Clarion Bond: This trait now uses the new unblockable effect.
  • Twice as Vicious: Increased the damage and condition damage bonuses granted by this trait from 5% to 10% in PvE only.

Revenant

Revenants are seeing a large number of changes in this update. In addition to reworks of both the Devastation and Corruption trait lines, we have also revisited several of their skills. Precision Strike has been reworked as an actual melee attack as we felt it didn't make sense for it to be a projectile skill. However, we have kept its emphasis on single-target damage if revenants can isolate foes. Confusion has been removed from various revenant skills as they didn't really have any meaningful ways to take advantage of it. Instead, we've replaced it with torment, which can be used in a more cohesive character build.

  • Surge of the Mists: Added a 0.5-second warm-up before the dash occurs. The evasion granted by this skill is active during the warm-up.
  • Temporal Rift: This skill no longer inflicts confusion. Increased the amount of torment applied in PvE from 2 stacks to 4 stacks.
  • Rift Slash: Updated the animation to be more prominent. Skill timing is unchanged.
  • Precision Strike: This skill has been reworked into a new skill called Chilling Isolation.
  • Chilling Isolation: This new skill is a 240-radius circular melee strike that chills up to 5 foes for two strikes. If the second strike hits only 1 foe, it does bonus damage. Increased the cooldown from 6 seconds to 8 seconds in PvP and WvW.
  • Banish Enchantment: This skill no longer inflicts confusion. Instead, it inflicts chill for 1 second and removes 1 boon per hit. The number of hits has increased from 1 to 3. Increased PvE damage by 380%. Damage in other modes increased by 20%.
  • Phase Traversal: This skill no longer increases damage for the next few attacks, and it now uses the new unblockable effect. Damage increased by 100% in PvE only. Energy cost raised from 30 to 35 in WvW to match the PvP version.
  • Unwavering Avoidance: This trait now grants vigor instead of stability when evading an attack. The cooldown of this trait has been reduced from 8 seconds to 5 seconds.
  • Determined Resolution: This trait now reduces incoming damage while revenants have vigor instead of stability. It no longer increases the duration of stability.
  • Fierce Infusion: This trait has been retired and replaced by Glaring Resolve.
  • Glaring Resolve: With this new trait, gain stability and heal when you break stuns.
  • Empty Vessel: This trait has been retired and replaced by Contained Temper.
  • Contained Temper: With this new trait, revenants gain fury when they disable a foe.
  • Sudden Reversal: This trait has been retired and replaced by Bold Reversal.
  • Bold Reversal: When revenants break stuns, they gain several offensive boons and full Kalla's Fervor.

Changes to the Devastation trait line are aimed at two major areas. The first is addressing niche-use traits such as Malicious Reprisal and Jade Echo. These traits are being removed and replaced with new traits that have broader uses. The second issue is the opposite: some traits are so general that they are too similar in functionality. Ferocious Strikes and Vicious Lacerations both add damage in ways such that there is no real choice between them. The siphoning traits are a part of this change, and we're unifying the siphoning effect into a single effect for the combat log and making it a bigger part of the overall line. The new siphon effect, named after Shiro's iconic Battle Scars skill, is a stacking effect that is expended when attacking. It's more restricted in its applications, but it's stronger than previous siphoning traits.

  • The Devastation trait line has been reworked. The new traits are as follows:
    • Minor:
      • Expose Defenses: No changes.
      • Destructive Impulses: With this new trait, outgoing damage is increased by 5% for each currently equipped weapon.
      • Targeted Destruction: This trait has moved to the Grandmaster minor slot.
    • Adept:
      • Aggressive Agility: With this new trait, movement skills remove immobilize.
      • Unsuspecting Strikes: This new trait increases outgoing damage when attacking a foe above 80% health. The damage increase is 25% in PvE and 10% in competitive modes.
      • Battle Scarred: With this new trait, gain 5 stacks of Battle Scars after using your heal.
    • Master:
      • Assassin's Presence: Moved to the top slot of the Master tier.
      • Notoriety: This trait no longer grants bonus might when using Legendary Assassin skills.
      • Thrill of Combat: This new trait grants 1 stack of Battle Scars every second while in combat.
    • Grandmaster:
      • Brutality: This trait switched positions with Swift Termination.
      • Swift Termination: This trait switched positions with Brutality.
      • Dance of Death: Each stack of vulnerability applied to a foe grants a stack of Battle Scars. The Battle Scars healing amount is doubled when revenants are below 50% health.

Similar to the Devastation rework, we are also recentering the Corruption trait line around a new mechanic. Invoke Torment occurs when switching legends, and it inflicts nearby foes with torment. This skill can be upgraded with Grandmaster traits based on your preferred playstyle. The boon-removal traits have also been removed as we felt that they had trigger conditions that offered little gameplay. In exchange, we've added a few new powerful traits with drawbacks as we feel this is in line with the spirit of Mallyx and skills like Pain Absorption.

  • Corruption: The Corruption line has been reworked. The new traits are as follows:
    • Minor:
      • Invoking Torment: With this new trait, switching legends inflicts nearby foes with torment. This attack is called Invoke Torment and can be modified by other traits.
      • Seething Malice: With this new trait, gain 120 additional condition damage.
      • Yearning Empowerment: This trait has been reworked. It now increases the duration of all damaging conditions by 10%.
    • Adept:
      • Acolyte of Torment: With this new trait, torment deals 10% more damage.
      • Demonic Defiance: No changes.
      • Replenishing Despair: This trait has been reworked. While upkeeping a skill, revenants gain 1 energy regeneration. Additionally, they self-inflict 1 stack of torment for 5 seconds every second.
    • Master:
      • Abyssal Chill: This trait has moved to a new location in the same tier.
      • Demonic Resistance: This trait has moved to a new location in the same tier. This trait no longer grants vitality based on condition damage. Increased damage resistance from 20% to 33% in PvE. PvP and WvW remain at a 20% reduction.
      • Pact of Pain: With this new trait, conditions the revenant applies to foes last 15% longer. Conditions inflicted on the revenant last 10% longer.
    • Grandmaster:
      • Diabolic Inferno: This trait has been reworked. Invoke Torment inflicts burning and poison.
      • Fiendish Tenacity: This new trait causes Invoke Torment to grant resistance. Resistance heals the revenant every second it is active.
      • Permeating Pestilence: This trait has been renamed. Invoke Torment transfers conditions to struck foes.

Thief

The thief's pistol has been updated to better smooth its gameplay. Ankle Shots, the associated pistol and harpoon gun trait, has been replaced with a new trait called Deadly Aim. Deadly Aim causes attacks from those weapons to pierce, allowing for strategic movement and positioning relative to your foes.

  • Vital Shot: Updated the icon of this skill.
  • Body Shot: This skill has been renamed Bola Shot. Its description and icon have been updated.
  • Head Shot: Increased the daze caused by this skill from 0.25 seconds to 2 seconds in PvE only.
  • Black Powder: Increased the radius of the area of blinding and the smoke field around the thief from 120 to 180. Updated the description of this skill.
  • Ankle Shots: This trait has been replaced by Deadly Aim.
  • Deadly Aim: This new trait causes the pistol and harpoon gun skills to pierce, affecting up to five enemies but reducing the damage inflicted by those skills by 5%.
  • Trick Shot: Updated the description of this skill to better reflect its function.
  • Disabling Shot: Updated the description of this skill to better reflect its function.
  • Choking Gas: This ability now dazes foes on its initial impact rather than when they are above a poison-stack threshold. The daze duration has been increased from 0.5 seconds to 1 second. Increased initiative cost from 4 to 6 in PvP and WvW.

Additionally, we did a pass on all thief bundles and found several that were using some pretty old numbers. We've done a tuning pass on these to make sure they feel impactful enough in PvE for both power builds and condition builds.

  • Branch Bash: Increased damage by 100%.
  • Elixir of Heroes: Reduced casting time from 1 second to 0.5 seconds.
  • Eat Egg: Reduced casting time from 1 second to 0.5 seconds. Increased initiative gain from 6 to 8.
  • Ice Shard Stab: Reduced chill duration from 10 seconds to 6 seconds. Increased damage by 100%.
  • Rusty Scrap Strike: Increased damage by 200%. Increased bleeding stacks from 3 to 6. Increased poison stacks from 1 to 3. Decreased duration of all conditions from 10 seconds to 6 seconds.
  • Shoot Rifle: Increased vulnerability stacks from 1 to 10. Reduced vulnerability duration from 15 seconds to 10 seconds.
  • Throw Coral Shard: Increased damage by 25%.
  • Throw Crystal Shard: Increased damage by 66%.
  • Throw Lava Rock: Increased damage by 300%. Decreased burning duration from 15 seconds to 6 seconds. Increased burning stacks from 1 to 3.
  • Throw Rock: Updated skill fact to show correct knockdown duration of 2 seconds. Increased damage by 50%.
  • Throw Scale: Increased damage by 200%. Increased bleeding stacks from 1 to 3. Decreased poison duration from 20 second to 10 seconds. Increased poison stacks from 1 to 3.
  • Tooth Stab: Increased damage by 166%. Decreased bleeding duration from 60 seconds to 10 seconds. Increased bleeding stacks from 1 to 6.
  • Use Staff: Increased damage from the Chain Lightning effect by 50%.

Warrior

Warrior's rifle has been somewhat lackluster in its gameplay feel, so we're updating it to create some rotations by giving its slot 2 through slot 4 skills ammunition, shorter cooldowns between uses, and slightly longer cooldowns to recover shots. Additionally, successfully using Rifle Butt will allow for rapid recovery of the ammunition for the other skills. The warrior's hammer has a pretty good gameplay cadence, so we're pushing a bit further on what it does well—hurting controlled enemies. Its iconic second skill, Fierce Blow, now does significantly greater damage to disabled foes, and Backbreaker will automatically recharge Fierce Blow for immediate use when warriors successfully knock down an enemy.

  • Aimed Shot: This skill now has 2 ammunition, requires a 3-second recharge between uses, and recovers ammunition every 10 seconds.
  • Volley: This skill now has 2 ammunition, requires a 5-second recharge between uses, and recovers ammunition every 12 seconds.
  • Brutal Shot: This skill now has 2 ammunition, requires an 8-second recharge between uses, and recovers ammunition every 20 seconds.
  • Rifle Butt: Increased the recharge of this skill from 15 seconds to 20 seconds. When foes are struck with this skill, all other rifle skills recover 1 ammunition. Slowed down the animation so the knockback occurs at 0.6 seconds (up from 0.367 seconds).
  • Fierce Blow: Increased the damage dealt to disabled foes by 25% in PvE only.
  • Backbreaker: This skill now recharges Fierce Blow if the warrior knocks down a foe or strikes an enemy with a defiance bar.
  • Disrupting Stab: Rather than stunning foes, this skill now extends the 0.25-second daze when used against foes using skills. The extended daze is 1.5 seconds in PvE and 1 second in competitive modes. Removed bonus damage. Base damage increased by 50% in PvE only.
  • Imminent Threat: Slowed down the animation so the taunt occurs at 0.6 seconds (up from 0.333 seconds).
  • Signet of Might: This skill now gives 10 stacks of the new unblockable effect for 6 seconds.

Competitive Splits

All splits are for both PvP and WvW (and not PvE) unless noted otherwise.

General

  • In PvP only, weapon strength will now always use the midpoint instead of randomly rolling across the range.

Build Items

  • Reduced stats on 4-stat amulets from 1,050/1050/560/560 to 1,000/1,000/500/500.
  • Sigil of Annulment has been removed from the PvP Build panel.
  • Sigil of Agility has been removed from the PvP Build panel.
  • The following amulets have been removed from the PvP Build panel:
    • Deadshot Amulet
    • Viper Amulet
    • Wanderer Amulet
    • Diviner Amulet
    • Harrier Amulet
    • Seeker Amulet

Runes

Some PvP runes have been adjusted.

  • Slot (2) bonuses that granted specific boon or condition durations have been reduced from 10% to 4%.
  • Slot (4) bonuses that granted specific boon or condition durations have been reduced from 20% to 6%.
  • Slot (6) bonuses that granted specific boon or condition durations have been reduced from 20% to 10%.
  • Slot (2) bonuses that granted general boon or condition durations have been reduced from 5% to 2%.
  • Slot (4) bonuses that granted general boon or condition durations have been reduced from 10% to 3%.
  • Slot (6) bonuses that granted general boon or condition durations have been reduced from 10% to 5%.

For example, these were the pervious stats for Rune of the Afflicted (PvP):
(1) +25 Condition Damage
(2) +10% Poison Duration
(3) +50 Condition Damage
(4) +20% Bleeding Duration
(5) +100 Condition Damage
(6) +10% Condition Duration; create a death nova at a foe's location upon their defeat

These are the new stats for Rune of the Afflicted (PvP):
(1) +25 Condition Damage
(2) +4% Poison Duration
(3) +50 Condition Damage
(4) +6% Bleeding Duration
(5) +100 Condition Damage
(6) +5% Condition Duration; create a death nova at a foe's location upon their defeat

This change affects the following runes:

  • Rune of Air
  • Rune of Altruism
  • Rune of Balthazar
  • Rune of Dwayna
  • Rune of Earth
  • Rune of Evasion
  • Rune of Fire
  • Rune of Grenth
  • Rune of Hoelbrak
  • Rune of Ice
  • Rune of Leadership
  • Rune of Lyssa
  • Rune of Radiance
  • Rune of Rage
  • Rune of Scavenging
  • Rune of Speed
  • Rune of Strength
  • Rune of Thorns
  • Rune of the Afflicted
  • Rune of the Aristocracy
  • Rune of the Baelfire
  • Rune of the Centaur
  • Rune of the Citadel
  • Rune of the Elementalist
  • Rune of the Firebrand
  • Rune of the Flame Legion
  • Rune of the Forge
  • Rune of the Grove
  • Rune of the Herald
  • Rune of the Krait
  • Rune of the Mad King
  • Rune of the Monk
  • Rune of the Necromancer
  • Rune of the Nightmare
  • Rune of the Rata Sum
  • Rune of the Sanctuary
  • Rune of the Svanir
  • Rune of the Tempest
  • Rune of the Trapper
  • Rune of the Traveler
  • Rune of the Water
  • Rune of the Weaver

Elementalist

Profession Mechanics
Overload
  • Overload Fire: Reduced might duration from 12 seconds to 6 seconds.
  • Overload Water: Reduced pulse heal coefficient from 0.2 to 0.1. Reduced maximum number of targets from 10 to 5.
  • Overload Air: Reduced power coefficient per strike from 0.765 to 0.612.
  • Overload Earth: Reduced the maximum number of targets from 10 to 5.
Weapons
Staff

Fire

  • Fireball: Reduced power coefficient from 1.0 to 0.666.
  • Lava Font: Reduced power coefficient per strike from 0.525 to 0.454.
  • Meteor Shower: Reduced power coefficient from 1.6 to 1.1.

Water

  • Water Blast: Reduced base heal from 372 to 223. Reduced heal coefficient from 0.25 to 0.15. Reduced power coefficient from 0.3 to 0.2.
  • Ice Spike: Reduced power coefficient from 1.5 to 0.91. Adjusted vulnerability duration from 5 stacks for 10 seconds to 12 stacks for 6 seconds. Increased cooldown from 6 seconds to 8 seconds.
  • Geyser: Reduced pulse heal coefficient from 0.4 to 0.2. Reduced pulse base heal from 552 to 276.

Air

  • Chain Lightning: Reduced power coefficient from 0.66 to 0.44.
  • Lightning Surge: Reduced power coefficient from 1.44 to 1.15.
  • Static Field: Reduced power coefficient from 0.5 to 0.01.

Earth

  • Stoning: Reduced power coefficient from 0.5 to 0.333.
  • Eruption: Reduced power coefficient from 1.5 to 1.25.
  • Transmute Earth (Magnetic Aura): Reduced power coefficient from 1.0 to 0.1.
Scepter

Fire

  • Dragon's Tooth: Reduced power coefficient from 2.25 to 2.0.
  • Phoenix: Reduced pass-through power coefficient from 0.75 to 0.4. Reduced explosion power coefficient from 1.7 to 1.5.

Water

  • Ice Shards: Reduced power coefficient per strike from 0.24 to 0.16.
  • Shatterstone: Reduced power coefficient from 1.66 to 1.5. Adjusted vulnerability from 5 stacks for 15 seconds to 10 stacks for 6 seconds.
  • Water Trident: Reduced heal coefficient from 1.0 to 0.7. Reduced base heal from 1,832 to 1,099.

Air

  • Arc Lightning: Reduced power coefficients per strike from 0.15/0.3/0.449 to 0.1/0.2/0.3.
  • Lightning Strike: Reduced power coefficient from 1.2 to 0.6.

Earth

  • Stone Shards: Reduced power coefficient per strike from 0.15 to 0.1.
  • Dust Devil: Reduced power coefficient from 0.4 to 0.2.
Dagger

Fire

  • Dragon's Claw: Reduced power coefficient per strike from 0.375 to 0.25.
  • Drake's Breath: Reduced power coefficient per strike from 0.7 to 0.4. Increased cooldown from 5 seconds to 6 seconds.
  • Burning Speed: Increased cooldown from 12 seconds to 15 seconds.
  • Ring of Fire: Reduced power coefficient from 1.2 to 0.6.
  • Fire Grab: Reduced base power coefficient from 1.75 to 1.0. Reduced power coefficient against burning enemies from 2.8 to 2.0.

Water

  • Cone of Cold: Reduced power coefficient per hit from 0.6 to 0.3.
  • Frozen Burst: Increased cooldown from 12 seconds to 15 seconds.
  • Transmute Frost (Frost Aura): Reduced power coefficient from 0.5 to 0.1.
  • Cleansing Wave: Reduced base heal from 1,558 to 1,302. Reduced heal coefficient from 1.0 to 0.6.

Air

  • Lightning Whip: Reduced power coefficient per strike from 0.63 to 0.42.
  • Convergence: Reduced power coefficient from 1.5 to 1.0.
  • Transmute Lightning (Shocking Aura): Reduced power coefficient from 1.0 to 0.01.
  • Ride the Lightning: Reduced power coefficient from 1.0 to 0.6.

Earth

  • Impale: Reduced power coefficient from 0.77 to 0.513.
  • Ring of Earth: Reduced initial strike power coefficient from 0.33 to 0.1. Reduced final strike power coefficient from 1.2 to 0.9. Reduced bleeding stacks per strike from 3 to 2.
  • Earthen Rush: Reduced power coefficient from 1.0 to 0.4.
  • Earthquake: Reduced power coefficient from 1.0 to 0.01.
  • Churning Earth: Reduced power coefficient from 3.5 to 2.25.
Focus

Earth

  • Magnetic Wave: Reduced power coefficient from 1.0 to 0.25.
Warhorn

Fire

  • Heat Sync: Adjusted might from 3 stacks for 10 seconds to 6 stacks for 6 seconds. Reduced maximum number of allied targets from 10 to 5.
  • Wildfire: Reduced power coefficient per hit from 0.66 to 0.5.

Water

  • Tidal Surge: Reduced power coefficient from 1.0 to 0.01.
  • Water Globe: Reduced pulse heal coefficient from 0.24 to 0.125.

Air

  • Cyclone: Reduced power coefficient from 0.9 to 0.01.
  • Lightning Orb: Reduced power coefficient per strike from 0.45 to 0.36. Reduced vulnerability duration from 10 seconds to 6 seconds.

Earth

  • Sand Squall: Reduced base protection duration from 2 seconds to 0.5 seconds. Reduced maximum number of targets from 10 to 5.
Sword

Fire

  • Autoattack Chain: Reduced power coefficients from 0.66/0.77/1.25 to 0.44/0.513/0.833.
  • Flame Uprising: Reduced initial strike power coefficient from 1.5 to 1.25. Reduced field power coefficient from 0.5 to 0.4.
  • Cauterizing Strike: Reduced base power coefficient from 1.75 to 1.0. Reduced power coefficient against burning foes from 2.33 to 1.6.

Water

  • Autoattack Chain: Reduced power coefficients from 0.33/0.45/0.66 to 0.22/0.3/0.44.
  • Riptide: Reduced power coefficient per strike from 0.33 to 0.1. Reduced pulse heal coefficient from 0.1 to 0.05. Reduced pulse base heal from 165 to 120. Increased cooldown from 12 seconds to 18 seconds.
  • Aqua Siphon: Reduced base heal from 1,770 to 1,150.

Air

  • Changes to the autoattack chain are as follows:

    • Charged Strike: Reduced power coefficient from 0.77 to 0.513.
    • Polaric Slash: Reduced power coefficient from 0.88 to 0.587.
    • Call Lightning: Reduced initial strike power coefficient from 1.0 to 0.8. Reduced lightning strike power coefficient from 0.425 to 0.2.
  • Quantum Strike: Reduced initial strike damage from 0.5 to 0.1. Reduced lightning strike damage per hit from 0.425 to 0.25. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased cooldown from 16 seconds to 18 seconds.

Earth

  • Autoattack Chain: Reduced power coefficients from 0.66/0.77/1.0 to 0.44/0.513/0.666.
  • Earthen Vortex: Increased cooldown from 12 seconds to 18 seconds.
  • Rust Frenzy: Reduced power coefficient per strike from 0.33 to 0.25.
Dual Skills (Weaver)

Staff

  • Plasma Blast: Increased cooldown from 12 seconds to 15 seconds.
  • Pile Driver: Reduced power coefficient from 2.1 to 1.6.

Dagger

  • Steam Surge: Reduced power coefficient from 1.5 to 1.0. Reduced field base heal from 427 to 213.
  • Mud Slide: Reduced power coefficient from 0.15 to 0.01.

Sword

  • Pyro Vortex: Increased cooldown from 12 seconds to 15 seconds.
  • Twin Strike: Reduced second strike power coefficient from 1.5 to 1.0. Increased cooldown from 10 seconds to 12 seconds.
  • Lava Skin: Reduced pulse base barrier from 379 to 227.
  • Shearing Edge: Reduced power coefficient from 1.5 to 1.0. Increased chill duration from 2.5 seconds to 3.5 seconds.
  • Gale Strike: Reduced power coefficient per strike from 0.275 to 0.01. Reduced bleeding duration from 5 seconds to 1 second.
  • Natural Frenzy: Reduced power coefficient per strike from 0.44 to 0.295. Increased cooldown from 10 seconds to 15 seconds.

Heal

  • Glyph of Elemental Harmony: Reduced heal coefficient from 1.2 to 1.0. Increased cooldown from 20 seconds to 25 seconds.
  • Signet of Restoration: Reduced base heal per skill use from 202 to 171. Reduced heal coefficient per cast from 0.1 to 0.07.
  • "Wash the Pain Away!": Reduced first pulse heal coefficient from 0.75 to 0.5. Reduced second pulse heal coefficient from 0.5 to 0.25. WvW will now use the PvP cooldown of 25 seconds (up from 20 seconds).
  • Aquatic Stance: Increased ammo recharge from 20 seconds to 25 seconds.

Utility

  • Arcane Blast: Reduced power coefficient from 1.4 to 0.6.
  • Arcane Wave: Reduced power coefficient from 1.4 to 0.6.
  • Arcane Shield: Increased cooldown from 40 seconds to 45 seconds.
  • Cleansing Fire: Reduced number of conditions cleansed from 5 to 3. Reduced burning stacks from 2 to 1. Reduced cooldown from 40 seconds to 30 seconds.
  • Lightning Flash: Reduced power coefficient from 1.5 to 0.3. Reduced cooldown from 40 seconds to 35 seconds.
  • Armor of Earth: Increased cooldown from 50 seconds to 60 seconds.
  • Glyph of Elemental Power: Increased cooldown from 25 seconds to 30 seconds. Reduced burning duration from 3 seconds to 1.5 seconds.
  • "Feel the Burn!": Reduced power coefficient from 1.0 to 0.1. Reduced might duration from 10 seconds to 6 seconds. Increased number of might stacks from 3 to 6.
  • Flash Freeze: Reduced power coefficient from 0.7 to 0.1. Increased chill duration from 3 seconds to 4 seconds.
  • "Eye of the Storm!": Reduced superspeed duration from 5 seconds to 3 seconds. Reduced cooldown from 40 seconds to 35 seconds.
  • "Aftershock!": Reduced total power coefficient from 1.5 to 0.1. Increased immobilize duration from 2 seconds to 3 seconds. Reduced protection duration from 5 seconds to 3 seconds. Reduced cooldown from 35 seconds to 30 seconds.
  • Primordial Stance: Increased ammo recharge from 20 seconds to 25 seconds. Reduced burning duration from 3 seconds to 1.5 seconds.
  • Twist of Fate: Increased ammo recharge from 40 seconds to 75 seconds.
  • Unravel: Reduced protection duration from 5 seconds to 3 seconds.

Elite

  • Tornado: Reduced power coefficient of the base launch attack from 1.1 to 0.01. Reduced cooldown from 90 seconds to 60 seconds.

    • Debris Tornado: Reduced power coefficient from 0.5 to 0.01.
    • Dust Charge: Reduced power coefficient from 0.33 to 0.01.
  • Whirlpool: Reduced power coefficient from 2.2 to 0.01.

  • Tailored Victory (Weave Self): Reduced power coefficient from 0.75 to 0.01.
Traits
Fire Magic
  • Sunspot: Reduced power coefficient from 0.6 to 0.1.
  • Burning Precision: Reduced bonus burning duration from 20% to 15%. Reduced burning duration from 3 seconds to 1 second.
  • Burning Rage: Reduced number of burning stacks from 2 to 1.
  • Pyromancer's Puissance: Reduced might duration from 10 seconds to 6 seconds.
Water Magic
  • Soothing Mist: Reduced pulse heal coefficient from 0.1 to 0.05.
  • Healing Ripple: Reduced base heal from 1,302 to 1,042. Reduced heal coefficient from 1.0 to 0.75.
  • Soothing Ice: Increased cooldown from 30 seconds to 60 seconds.
  • Piercing Shards: Reduced bonus damage from 10% to 5%.
  • Flow like Water: Reduced bonus damage from 10% to 5%. Reduced base heal from 714 to 478.
Air Magic
  • Electric Discharge: Reduced power coefficient from 0.25 to 0.05. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased vulnerability stacks from 1 to 8.
  • Inscription: Reduced might duration from 10 seconds to 6 seconds. Increased might stacks from 1 to 3. Reduced regeneration duration from 10 seconds to 5 seconds.
  • Lightning Rod: Reduced weakness duration from 4 seconds to 3 seconds.
Earth Magic
  • Earthen Blast: Reduced power coefficient from 0.36 to 0.1.
  • Earth's Embrace: Increased cooldown from 90 seconds to 300 seconds.
  • Strength of Stone: Reduced bleeding stacks from 3 to 1.
  • Earthen Blessing: Reduced endurance gain from 10 to 5.
Arcane
  • Arcane Prowess: Reduced might duration from 8 seconds to 6 seconds.
  • Elemental Attunement: Reduced might duration from 15 seconds to 6 seconds. Reduced protection duration from 5 seconds to 4 seconds.
  • Elemental Enchantment: Reduced concentration from 180 to 120.
  • Arcane Precision: Reduced burning duration from 1.5 seconds to 1 second. Reduced vulnerability duration from 10 seconds to 6 seconds. Reduced bleeding duration from 5 seconds to 2 seconds.
  • Arcane Restoration: Reduced base heal from 330 to 220.
  • Arcane Resurrection: Reduced revive pulse of Geyser from 7% to 1%.
  • Final Shielding: Increased cooldown from 90 seconds to 300 seconds.
  • Elemental Surge: Reduced immobilize duration from 2 seconds to 1 second.
Tempest
  • Gathered Focus: Reduced concentration from 120 to 60. Reduced bonus concentration while above the health threshold from 120 to 60.
  • Gale Song: Increased cooldown from 90 seconds to 300 seconds.
  • Invigorating Torrents: Reduced regeneration and vigor durations from 5 seconds to 3 seconds.
  • Tempestuous Aria: Reduced might duration from 10 seconds to 6 seconds. Increased might stacks from 2 to 3.
  • Elemental Bastion: Increased internal cooldown from 30 seconds to 40 seconds. Reduced base heal from 522 to 391. Reduced healing coefficient from 0.55 to 0.4125.
Weaver
  • Elemental Refreshment: Reduced base barrier from 434 to 260.
  • Superior Elements: Reduced weakness duration from 3 seconds to 2 seconds.
  • Elemental Pursuit: Reduced superspeed duration from 2.5 seconds to 1.5 seconds.
  • Weaver's Prowess: Reduced bonus condition duration from 20% to 7%.
  • Woven Stride: Increased internal cooldown from 3 seconds to 5 seconds.
  • Invigorating Strikes: Reduced base barrier from 894 to 670.
Tagged:
<13

Comments

  • edited February 20, 2020

    Engineer

    Profession Mechanics
    Photon Forge
    • Autoattack Chain: Reduced power coefficients from 0.6/1.0/1.6 to 0.4/.666/1.066.
    • Holo Leap: Reduced power coefficient from 1.25 to 0.91.
    • Corona Burst: Reduced might and vulnerability durations from 8 seconds to 6 seconds.
    • Photon Blitz: Reduced power coefficient per strike from 0.3 to 0.2.
    • Holographic Shockwave: Reduced power coefficient from 0.56 to 0.01.
    Weapons
    Rifle
    • Hip Shot: Reduced power coefficient from 0.65 to 0.44.
    • Net Shot: Reduced power coefficient from 0.5 to 0.3. Increased cooldown from 9 seconds to 10 seconds.
    • Blunderbuss: Reduced minimum power coefficient from 1.1 to 0.5. Reduced maximum power coefficient from 1.76 to 1.31. Increased cooldown from 9 seconds to 12 seconds.
    • Overcharged Shot: Reduced power coefficient from 1.0 to 0.01. Increased cooldown from 14 seconds to 15 seconds.
    • Jump Shot: Reduced initial leap power coefficient from 0.3 to 0.1. Reduced landing power coefficient from 2.4 to 1.74. Reduced vulnerability duration from 7 seconds to 6 seconds. Increased cooldown from 18 seconds to 20 seconds.
    Pistol
    • Fragmentation Shot: Reduced power coefficient from 0.4 to 0.266.
    • Poison Dart Volley: Reduced power coefficient per hit from 0.4 to 0.2. Increased poison duration from 7 seconds to 10 seconds.
    • Static Shot: Reduced power coefficient per hit from 0.4 to 0.3.
    • Blowtorch: Adjusted minimum burning from 4 stacks for 3 seconds to 2 stacks for 6 seconds. Adjusted maximum burning from 4 stacks for 6 seconds to 2 stacks for 12 seconds. Increased cooldown from 12 seconds to 15 seconds.
    Hammer
    • Changes to the autoattack chain are as follows:

      • Positive Strike: Reduced power coefficient from 0.7 to 0.533. Reduced might duration from 8 seconds to 6 seconds.
      • Negative Bash: Reduced power coefficient from 1.0 to 0.666. Reduced vulnerability duration from 8 seconds to 6 seconds.
      • Equalizing Blow: Reduced power coefficient from 1.4 to 0.933. Reduced might and vulnerability durations from 8 seconds to 6 seconds.
    • Electro-whirl: Reduced power coefficient per strike from 1.2 to 0.68. Increased cooldown from 6 seconds to 8 seconds.

    • Rocket Charge: Reduced power coefficient per strike from 1.1 to 0.74. Increased cooldown from 12 seconds to 18 seconds.
    • Shock Shield: Reduced power coefficient per strike from 0.25 to 0.1.
    • Thunderclap: Reduced power coefficient per strike from 0.8 to 0.45. Reduced vulnerability duration from 8 seconds to 6 seconds.
    Sword
    • Autoattack Chain: Reduced power coefficients from 0.88/0.93/1.5 to 0.586/0.62/1.0. Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Refraction Cutter: Reduced strike power coefficient from 1.0 to 0.75.
    • Radiant Arc: Reduced base quickness duration from 2 seconds to 1 second. Reduced bonus quickness duration per 50% heat from 2 seconds to 1 second.
    Heal
    • Static Shock (A.E.D.): Reduced power coefficient from 1.0 to 0.01.
    • Healing Turret: Increased cooldown from 20 seconds to 30 seconds.
    • Med Blaster (Med Kit): Reduced heal coefficient from 0.2 to 0.1.
    • Medic Gyro: Increased cooldown from 20 seconds to 30 seconds. Reduced pulse heal coefficient from 0.6 to 0.25. Reduced initial heal coefficient from 0.7 to 0.2.
    • Reconstruction Field (Medic Gyro): Reduced protection duration from 2 seconds to 1 second.
    • Coolant Blast: Increased cooldown from 20 seconds to 25 seconds.
    Utility
    • Big Ol' Bomb (Bomb Kit): Reduced power coefficient from 2.475 to 0.01. Reduced cooldown from 25 seconds to 20 seconds.
    • Grenade Barrage (Grenade Kit): Reduced power coefficient per grenade from 0.6 to 0.5.
    • Super Elixir (Elixir Gun): Reduced pulse base heal from 204 to 163. Reduced pulse heal coefficient from 0.1 to 0.05.
    • Magnet (Tool Kit): Increased cooldown from 20 seconds to 25 seconds.
    • Elixir B: Reduced boon durations from 10 seconds to 6 seconds. Reduced cooldown from 40 seconds to 30 seconds.
    • Toss Elixir B (Elixir B​): Reduced might duration from 10 seconds to 6 seconds.
    • Toss Elixir S: Reduced stealth duration from 5 seconds to 3 seconds.
    • Personal Battering Ram: Reduced power coefficient from 1.25 to 0.01. Reduced ammo recharge from 25 seconds to 20 seconds.
    • Launch Personal Battering Ram (Personal Battering Ram): Reduced power coefficient from 1.5 to 0.5.
    • Rocket Boots: Reduced power coefficient from 1.25 to 0.5.
    • Superspeed (Slick Shoes): Reduced superspeed duration from 5 seconds to 3 seconds.
    • Throw Mine: Reduced power coefficient from 2.0 to 0.01. Increased boons removed from 1 to 3.
    • Mine Field (Throw Mine): Reduced power coefficient per mine from 0.77 to 0.5.
    • Surprise Shot (Rifle Turret): Reduced power coefficient from 1.0 to 0.5.
    • Rocket Turret: Reduced overcharge power coefficient from 2.75 to 0.01.
    • Thump (Thumper Turret): Reduced power coefficient from 1.0 to 0.01.
    • Blast Gyro: Reduced power coefficient from 2.25 to 0.01. Reduced might duration from 8 seconds to 6 seconds. Reduced cooldown from 25 seconds to 20 seconds.
    • Bypass Coating (Blast Gyro): Increased cooldown from 30 seconds to 35 seconds.
    • Defense Field (Bulwark Gyro): Increased cooldown from 30 seconds to 40 seconds.
    • Spectrum Shield: WvW will now use the PvP version of the skill, which has a 25% reduced recharge time over the heat threshold.
    • Hard Light Arena: Reduced field duration from 8 seconds to 4 seconds. Reduced bonus field duration from 4 seconds to 2 seconds. Reduced cooldown from 45 seconds to 30 seconds.
    • Prismatic Singularity (Hard Light Arena): Reduced power coefficient from 0.1 to 0.01. Reduced cooldown from 45 seconds to 35 seconds.
    • Photon Wall: Reduced power coefficient per wall from 1.5 to 0.5.
    • Particle Accelerator (Photon Wall): Reduced power coefficient from 0.7 to 0.4. Increased cooldown from 8 seconds to 10 seconds.
    Elite
    • Supply Crate: Reduced power coefficient from 1.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 120 seconds to 90 seconds.
    • Sneak Gyro: PvP will now use the WvW version of the skill, which as a 60-second cooldown.
    • Prime Light Beam: Reduced power coefficient from 3.0 to 0.01. Reduced cooldown from 60 seconds to 40 seconds.
    Traits
    Firearms
    • Sharpshooter: Reduced bleeding duration from 3 seconds to 1 second.
    • Serrated Steel: Reduced bonus bleeding duration from 33% to 15%.
    • Thermal Vision: Reduced expertise from 150 to 60.
    • Juggernaut: Reduced might duration from 12 seconds to 6 seconds. Reduced bonus might duration from 20% to 10%.
    • Incendiary Powder: Reduced bonus burning duration from 33% to 10%. Reduced burning duration from 8 seconds to 4 seconds.
    Inventions
    • Experimental Turrets: Reduced might duration from 10 seconds to 6 seconds.
    • Bunker Down: Increased internal cooldown from 3 seconds to 4 seconds.
    • Medical Dispersion Field: Reduced heal share percentage from 50% to 25%.
    Alchemy
    • Hidden Flask: Reduced boon durations from 8 seconds to 4 seconds.
    • Compounding Chemicals: Reduced concentration from 240 to 75.
    • Invigorating Speed: Increased internal cooldown from 5 seconds to 10 seconds.
    • Protection Injection: Increased internal cooldown from 20 seconds to 30 seconds.
    • Health Insurance: Reduced outgoing heal bonus from 20% to 7%.
    • Comeback Cure: Reduced regeneration duration from 4 seconds to 1.5 seconds.
    • Emergency Elixir: Increased internal cooldown from 40 seconds to 60 seconds.
    • HGH: Adjusted might duration from 2 stacks for 15 seconds to 3 stacks for 6 seconds.
    • Purity of Purpose: Boon durations have been adjusted as follows:
      • Protection, quickness, stability, and alacrity have been reduced from 3 seconds to 1.5 seconds.
      • Resistance has been reduced from 2 seconds to 1.5 seconds.
      • Fury, aegis, retaliation, and regeneration have been reduced from 5 seconds to 3 seconds.
      • Vigor has been reduced from 10 seconds to 3 seconds.
      • Might and swiftness have been reduced from 10 seconds to 5 seconds.
    Tools
    • Static Discharge: Reduced power coefficient from 0.33 to 0.2.
    • Power Wrench: Reduced cooldown reduction from 33% to 20%. Reduced elite skill recharge from 3 seconds to 1 second.
    • Lock On: Reduced fury duration from 5 seconds to 2.5 seconds. Adjusted vulnerability from 10 stacks for 8 seconds to 5 stacks for 6 seconds.
    • Takedown Round: Reduced power coefficient from 2.0 to 0.5.
    • Kinetic Battery: Reduced quickness duration from 3 seconds to 2 seconds.
    Scrapper
    • Gyroscopic Acceleration: Reduced superspeed duration from 5 seconds to 3 seconds.
    • Mass Momentum: Reduced stability duration from 5 seconds to 3 seconds.
    • Expert Examination: Reduced weakness duration from 4 seconds to 3 seconds.
    Holosmith
    • Heat Therapy: Reduced base heal per stack from 49 to 39.
    • Thermal Release Valve: Reduced power coefficient from 0.75 to 0.1. Reduced burning duration from 6 seconds to 2 seconds.

    Guardian

    Profession Mechanics
    • Spear of Justice: Reduced damage from 0.6 to 0.01. Reduced cripple duration from 1.5 seconds to 1 second.
    Tome of Justice
    • Chapter 1: Searing Spell: Reduced power coefficient from 1.1 to 0.6.
    • Chapter 2: Igniting Burst: Reduced weakness duration from 4 seconds to 2 seconds.
    • Chapter 3: Heated Rebuke: Reduced power coefficient from 0.45 to 0.01. Increased cooldown from 8 seconds to 10 seconds.
    • Chapter 4: Scorched Aftermath: Reduced power coefficient per strike from 0.64 to 0.4.
    Tome of Resolve
    • Chapter 1: Desert Bloom: Reduced heal coefficient from 0.7272 to 0.3.
    • Chapter 2: Radiant Recovery: Reduced number of conditions cleansed from 2 to 1.
    • Chapter 4: Shining River: Reduced pulse heal coefficient from 0.26 to 0.1.
    • Epilogue: Eternal Oasis: Reduced number of conditions converted to boons from 5 to 2.
    Tome of Courage
    • Chapter 1: Unflinching Charge: Reduced stability duration from 2 seconds to 1 second.
    • Chapter 2: Daring Challenge: Reduced power coefficient from 1.4 to 0.01.
    Weapons
    Greatsword
    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.2 to 0.533/0.533/0.8.
    • Whirling Wrath: Reduced power coefficient per strike from 0.45 to 0.3. Reduced projectile power coefficient from 0.375 to 0.25. Fixed a bug in which the projectiles fired by this skill did less damage than expected.
    • Leap of Faith: Increased cooldown from 12 seconds to 15 seconds.
    • Symbol of Wrath: Reduced power coefficient per strike from 0.67 to 0.4.
    • Binding Blade: Reduced initial strike power coefficient from 1.0 to 0.01. Reduced pulse damage power coefficient from 0.2 to 0.1.
    Hammer
    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.0 to 0.533/0.533/0.666.
    • Symbol of Protection: Reduced power coefficient per strike from 0.5 to 0.4.
    • Mighty Blow: Increased power coefficient from 1.75 to 1.82. Increased cooldown from 4 seconds to 10 seconds.
    • Zealot's Embrace: Increased cooldown from 12 seconds to 15 seconds.
    • Banish: Reduced power coefficient from 1.0 to 0.01.
    Staff
    • Autoattack Chain: Reduced power coefficients from 0.55/0.65/0.75 to 0.366/0.433/0.5.
    • Holy Strike: Reduced pulse base heal from 221 to 177. Reduced pulse heal coefficient from 0.25 to 0.1.
    • Symbol of Swiftness: Reduced power coefficient per strike from 0.5 to 0.4.
    • Empower: Reduced might duration from 12 seconds to 6 seconds.
    Mace
    • Autoattack Chain: Reduced power coefficients from 0.8/1.0/1.55 to 0.533/0.666/1.033.
    • Symbol of Faith: Reduced power coefficient per strike from 0.65 to 0.45.
    • Protector's Strike: Reduced power coefficient from 2.0 to 1.5.
    Scepter
    • Orb of Wrath: Reduced power coefficient from 0.666 to 0.444.
    • Symbol of Punishment: Reduced power coefficient per strike from 0.5 to 0.45. Increased cooldown from 6 seconds to 8 seconds.
    Sword
    • Autoattack Chain: Reduced power coefficients from 0.666/0.725/1.5 to 0.444/0.483/1.0.
    • Symbol of Blades: Reduced power coefficient per strike from 0.6 to 0.45.
    • Zealot's Defense: Reduced power coefficient per strike from 0.33 to 0.22.
    Focus
    • Ray of Judgment: Reduced power coefficient per strike from 0.33 to 0.21.
    • Shield of Wrath: Reduced power coefficient from 2.5 to 1.66.
    Shield
    • Shield of Judgment: Reduced power coefficient from 1.0 to 0.67.
    Torch
    • Zealot's Flame: Reduced pulsing burn duration from 3 seconds to 2 seconds.
    • Zealot's Fire (Zealot's Flame): Reduced power coefficient from 2.25 to 1.75.
    • Cleansing Flame: Reduced power coefficient per strike from 0.4 to 0.28.
    Longbow
    • Puncture Shot: Reduced power coefficient from 0.85 to 0.566.
    • True Shot: Reduced power coefficient from 2.0 to 1.91. Increased cooldown from 6 seconds to 8 seconds.
    • Symbol of Energy: Reduced power coefficient per strike from 0.69 to 0.43.
    • Hunter's Ward: Reduced pulsing strike power coefficient from 0.25 to 0.1. Reduced final impact power coefficient from 2.0 to 1.666.
    Axe
    • Autoattack Chain: Reduced power coefficients from 0.72/0.72/2.4 to 0.48/0.48/1.6.
    • Symbol of Vengeance: Reduced power coefficient per strike from 0.6 to 0.45.
    • Blazing Edge: Reduced power coefficient from 0.8 to 0.01. Reduced burning duration from 3 seconds to 1 second. Increased cooldown from 12 seconds to 15 seconds.
    Heal
    • "Receive the Light!": Reduced initial self-heal coefficient from 0.8 to 0.4. Reduced allied pulse heal coefficient from 0.6 to 0.2.
    • Litany of Wrath: Increased cooldown from 25 seconds to 30 seconds.
    • Signet of Resolve: Increased cooldown from 30 seconds to 35 seconds.
    • Purification: Reduced trap heal coefficient from 1.0 to 0.667. Reduced trap base heal from 5,475 to 4,380.
    • Mantra of Solace sequence skills received the following changes:
      • Restoring Reprieve: Reduced heal coefficient from 0.54 to 0.25. Reduced base heal from 1330 to 998.
      • Rejuvenating Respite: Reduced heal coefficient from 0.81 to 0.5.
    Utility
    • Hallowed Ground: Increased cooldown from 45 seconds to 60 seconds.
    • Judge's Intervention: Reduced power coefficient from 0.5 to 0.1. Reduced burning duration from 8 seconds to 3 seconds.
    • Merciful Intervention: WvW will now use the PvP version of the skill with a 5% revive pulse percentage.
    • Smite Condition: Reduced base power coefficient from 0.85 to 0.2. Reduced power coefficient when cleansing a condition from 1.5 to 0.3. Increased the number of conditions cleansed from 2 to 3.
    • "Hold the Line!": Reduced protection duration from 6 seconds to 4 seconds.
    • "Stand Your Ground!": Increased cooldown from 30 seconds to 45 seconds. Reduced maximum number of targets from 10 to 5.
    • Bane Signet: Reduced power coefficient from 1.0 to 0.01.
    • Bow of Truth: Reduced pulse healing coefficient from 0.15 to 0.05.
    • Hammer of Wisdom: Reduced power coefficient from 1.2 to 0.01. Increased ammo recharge from 25 seconds to 30 seconds.
    • Sword of Justice: Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Fragments of Faith: Increased cooldown from 45 seconds to 60 seconds. Reduced power coefficient from 1.5 to 1.0.
    • Test of Faith: Increased power coefficient of pass-through attack from 2.52 to 2.8. Reduced power coefficient of initial attack from 1.4 to 0.1. Reduced protection duration from 6 seconds to 2 seconds. Reduced cripple duration from 6 seconds to 3 seconds.
    • Mantra of Flame sequence skills received the following changes:

      • Flame Rush: Reduced power coefficient from 0.7 to 0.3. Reduced burning duration from 4 seconds to 2 seconds.
      • Flame Surge: Reduced power coefficient from 0.7 to 0.3. Reduced burning duration from 4 seconds to 2 seconds.
    • Mantra of Truth sequence skills received the following changes:

      • Echo of Truth: Reduced condition duration from 4 seconds to 2 seconds. Reduced power coefficient from 0.7 to 0.3.
      • Voice of Truth: Reduced vulnerability, blindness, and weakness durations from 8 seconds to 6 seconds. Reduced immobilize duration from 2 seconds to 1 second. Reduced power coefficient from 0.7 to 0.3.
    • Mantra of Potence sequence skills received the following changes:

      • Potent Haste: Reduced quickness duration from 2.5 seconds to 1 second.
      • Overwhelming Celerity: Reduced quickness duration from 5 seconds to 4 seconds. Reduced might duration from 10 seconds to 6 seconds.
    Elite
    • Dragon's Maw: Reduced power coefficient from 2.5 to 0.01. Reduced might duration from 8 seconds to 6 seconds. Reduced slow duration from 4 seconds to 3 seconds. Reduced cooldown from 75 seconds to 50 seconds.
    • Mantra of Liberation: Increased cooldown from 40 seconds to 60 seconds. Increased ammo recharge from 25 seconds to 45 seconds.
    • Portent of Freedom (Mantra of Liberation): Reduced stability duration from 5 seconds to 1 second.
    • Unhindered Delivery (Mantra of Liberation): Reduced stability duration from 5 seconds to 4 seconds.
    Traits
    Zeal
    • Lesser Symbol of Wrath (Zealot's Speed): Reduced power coefficient per pulse from 0.5 to 0.25.
    • Zealous Scepter: Reduced might duration from 10 seconds to 6 seconds.
    Radiance
    • Lesser Signet of Wrath (Wrath of Justice): Reduced immobilize duration from 3 seconds to 1 second.
    • Radiant Fire: Reduced bonus burning duration from 20% to 7%.
    Valor
    • Might of the Protector: Reduced might duration from 15 seconds to 6 seconds.
    • Smiter's Boon: Reduced base power coefficient from 0.5 to 0.2. Reduced power coefficient when cleansing a condition from 0.9 to 0.3.
    • Monk's Focus: Reduced base heal from 1,960 to 1,470.
    Honor
    • Selfless Daring: Reduced healing coefficient from 1.0 to 0.6.
    • Invigorated Bulwark: Reduced bonus outgoing healing per stack from 5% to 2%.
    • Honorable Staff: Reduced base concentration from 120 to 60. Reduced bonus concentration while wielding a staff from 120 to 60.
    • Pure of Heart: Reduced base heal from 645 to 516. Reduced healing coefficient from 0.5 to 0.3.
    • Empowering Might: Reduced might duration from 8 seconds to 6 seconds.
    • Writ of Persistence: Reduced base heal from 107 to 64. Reduced healing coefficient from 0.075 to 0.04.
    • Force of Will: Reduced bonus outgoing healing per 100 vitality from 1% to 0.5%.
    Virtues
    • Retaliatory Subconscious: Increased cooldown from 30 seconds to 60 seconds.
    • Glacial Heart: Reduced power coefficient of the skill that fires when controlling a foe from 0.5 to 0.1.
    Dragonhunter
    • Defender's Dogma: Reduced Justice recharge from 3 seconds to 1 second. Reduced internal cooldown from 3 seconds to 1 second.
    • Soaring Devastation: Reduced power coefficient from 1.5 to 0.5.
    • Hunter's Determination: Increased cooldown from 90 seconds to 300 seconds.
    • Heavy Light: Reduced stability duration from 6 seconds to 3 seconds.
    Firebrand
    • Swift Scholar: Reduced quickness duration from 3 seconds to 1.5 seconds.
    • Unrelenting Criticism: Reduced bleeding duration from 3 seconds to 1 second.
    • Legendary Lore: Reduced bonus burning duration from 20% to 10%. Reduced regeneration duration from 3 seconds to 1.5 seconds. Reduced protection duration from 2 seconds to 1 second.
    • Stoic Demeanor: Reduced slow duration from 2.5 seconds to 1.5 seconds. Reduced burning duration from 5 seconds to 2 seconds. Reduced internal cooldown from 3 seconds to 1 second.

    Mesmer

    Profession Mechanics
    Shatters
    • Mind Wrack has been adjusted as follows:
      • One Clone Shattered: Reduced power coefficient from 1.15 to 1.0.
      • Two Clones Shattered: Reduced power coefficient per strike from 0.92 to 0.7.
      • Three Clones Shattered: Reduced power coefficient per strike from 0.805 to 0.613.
    Chronomancer Shatters
    • Split Second has been adjusted as follows:
      • One Clone Shattered: Reduced power coefficient from 1.15 to 1.0.
      • Two Clones Shattered: Reduced power coefficient per strike from 0.92 to 0.7.
      • Three Clones Shattered: Reduced power coefficient per strike from 0.805 to 0.613.
    Weapons
    Greatsword
    • Spatial Surge: Reduced minimum power coefficient per strike from 0.23 to 0.15. Reduced maximum power coefficient from 0.335 to 0.223.
    • Mirror Blade: Increased cooldown from 5 seconds to 8 seconds.
    • Mind Stab: Reduced power coefficient from 1.0 to 0.7.
    • Phantasmal Berserker: Reduced phantasm power coefficient per strike from 0.23 to 0.15.
    • Illusionary Wave: Reduced power coefficient from 0.3 to 0.01. Reduced cooldown from 30 seconds to 25 seconds.
    Staff
    • Winds of Chaos: Reduced power coefficient from 0.3 to 0.2.
    • Phase Retreat: Increased cooldown from 10 seconds to 12 seconds.
    • Phantasmal Warlock: WvW will now use the PvP version of the skill, which summons 1 warlock.
    Scepter
    • Autoattack Chain: Reduced power coefficients from 0.5/0.5/0.75 to 0.333/0.333/0.5.
    • Illusionary Counter: Increased cooldown from 8 seconds to 12 seconds. WvW will now use the PvP version of the skill, which creates 1 clone.
    • Confusing Images: Reduced power coefficient per strike from 0.38 to 0.255.
    Sword
    • The autoattack chain has been adjusted as follows:

      • Mind Slash: Reduced power coefficient from 0.75 to 0.5.
      • Mind Gash: Reduced power coefficient from 0.75 to 0.5.
      • Mind Spike: Reduced base power coefficient from 1.0 to 0.666. Reduced power coefficient against foes with no boons from 2.0 to 1.333.
    • Blurred Frenzy: Reduced power coefficient per strike from 0.2564 to 0.128.

    Sword (Off-Hand)
    • Illusionary Riposte: Reduced power coefficient from 2.0 to 1.0.
    • Phantasmal Swordsman: Reduced power coefficient of the phantasm leap attack from 0.5 to 0.35. Reduced power coefficient per strike of the phantasm flurry attack from 0.15 to 0.1.
    Focus
    • Phantasmal Warden: Reduced power coefficient per strike of the warden attack from 0.138 to 0.1.
    Pistol
    • Phantasmal Duelist: Reduced power coefficient per strike of the phantasm attack from 0.115 to 0.1.
    • Magic Bullet: Reduced power coefficient from 0.2 to 0.01. Reduced stun duration from 2.5 seconds to 2 seconds.
    Torch
    • The Prestige: Reduced power coefficient from 1.0 to 0.5.
    Shield
    • Tides of Time: Reduced power coefficient from 0.8 to 0.01.
    Axe
    • Autoattack Chain: Reduced power coefficients from 0.55/0.55/1.1 to 0.366/0.366/0.732.
    • Lingering Thoughts: Increased ammo recharge from 10 seconds to 12 seconds.
    • Axes of Symmetry: Increased cooldown from 10 seconds to 15 seconds.
    Heal
    • Ether Feast: Increased cooldown from 20 seconds to 25 seconds.
    • Mantra of Recovery: Increased cooldown from 10 seconds to 18 seconds.
    • Mirror: Increased cooldown from 15 seconds to 20 seconds.
    • Signet of the Ether: Reduced illusion summon base heal from 350 to 297.
    • Well of Eternity: Reduced initial base heal from 3,230 to 2,099. Reduced ending heal coefficient from 1.2 to 0.8.
    • False Oasis: Reduced pulse base heal from 1,620 to 1,215. Reduced pulse heal coefficient from 0.5 to 0.2.
    Utility
    • Decoy: Increased cooldown from 40 seconds to 45 seconds.
    • Mirror Images: Increased cooldown from 30 seconds to 35 seconds.
    • Arcane Thievery: Reduced quickness and slow duration from 4 seconds to 2 seconds.
    • Blink: Increased cooldown from 30 seconds to 35 seconds.
    • Mantra of Concentration: Increased cooldown from 15 seconds to 60 seconds. Increased ammo recharge from 30 seconds to 45 seconds.
    • Mantra of Distraction: Reduced diversion recharge from 15 seconds to 10 seconds.
    • Power Lock (Mantra of Distraction): Reduced daze duration from 1.5 seconds to 1 second.
    • Power Spike (Mantra of Pain): Reduced power coefficient from 1.33 to 0.45. Adjusted vulnerability from 5 stacks for 8 seconds to 12 stacks for 6 seconds.
    • Mantra of Resolve: Increased cooldown from 12 seconds to 25 seconds.
    • Signet of Midnight: Increased cooldown from 30 seconds to 35 seconds.
    • Well of Action: Reduced quickness duration from 5 seconds to 3 seconds.
    • Well of Precognition: Increased cooldown from 30 seconds to 45 seconds.
    • Sand through Glass: Increased cooldown from 25 seconds to 30 seconds.
    Elite
    • Mass Invisibility: Increased cooldown from 60 seconds to 75 seconds.
    • Gravity Well: Reduced pulse power coefficient from 0.6 to 0.01. Reduced final power coefficient from 2.4 to 0.01. Reduced cooldown from 90 seconds to 60 seconds.
    Traits
    Domination
    • Dazzling: Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Rending Shatter: Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Furious Interruption: Reduced quickness duration from 3 seconds to 2 seconds.
    • Power Block: Reduced weakness duration from 5 seconds to 3 seconds.
    Dueling
    • Sharper Images: Reduced bleeding duration from 5 seconds to 2 seconds.
    • Desperate Decoy: Increased cooldown from 40 seconds to 120 seconds.
    • Duelist's Discipline: Reduced bleeding duration from 3 seconds to 2 seconds.
    • Evasive Mirror: Reduced mirror duration from 2 seconds to 1.5 seconds.
    Chaos
    • Metaphysical Rejuvenation: Reduced regeneration duration from 10 seconds to 5 seconds.
    • Illusionary Membrane: Reduced protection duration from 3 seconds to 2 seconds.
    • Chaotic Persistence: Reduced bonus boon and condition duration per boon from 2% to 1%.
    • Method of Madness: Increased cooldown from 35 seconds to 75 seconds.
    • Master of Manipulation: Reduced superspeed duration from 3 seconds to 1.5 seconds.
    • Chaotic Transference: Increased toughness to condition damage conversion from 7% to 13%. Reduced concentration to expertise conversion from 13% to 5%.
    • Chaotic Dampening: Reduced protection duration from 4 seconds to 2.5 seconds.
    • Bountiful Disillusionment: Reduced might duration from 8 seconds to 6 seconds.
    Inspiration
    • Restorative Illusions: Reduced heal coefficient from 0.77 to 0.46.
    • Mental Defense: Increased internal cooldown from 50 seconds to 90 seconds.
    Illusions
    • Phantasmal Haste: Reduced quickness duration from 1.5 seconds to 1 second.
    • Maim the Disillusioned: Reduced torment duration from 4 seconds to 3 seconds.
    • Phantasmal Force: Reduced might duration from 10 seconds to 6 seconds.
    Chronomancer
    • Delayed Reactions: Reduced slow duration from 3 seconds to 1.5 seconds.
    • Seize the Moment: Reduced quickness duration from 2 seconds to 1 second.
    Mirage
    • Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes.
    • Renewing Oasis: Reduced regeneration duration from 4 seconds to 2.5 seconds.
    • Dune Cloak: Reduced power coefficient from 1.0 to 0.5.

    Necromancer

    Profession Mechanics
    Death Shroud
    • Life Blast: Reduced power coefficient from 1.4 to 1.15.
    • Life Transfer: Reduced power coefficient from 0.425 to 0.3.
    Reaper Shroud
    • Autoattack Chain: Reduced power coefficients from 0.875/0.92/1.7 to 0.583/0.613/1.13.
    • Death's Charge: Reduced power coefficient of initial strikes from 0.125 to 0.06. Reduced power coefficient of final strike from 1.625 to 1.3.
    • Infusing Terror: Reduced stability duration from 6 seconds to 3 seconds.
    • Soul Spiral: Reduced power coefficient per strike from 0.4 to 0.225.
    • Executioner's Scythe has been updated with the following changes:
      • When foes are at or above 50% health, the damage coefficient is reduced from 2.0 to 0.01.
      • When foes are below 50% health, the damage coefficient is reduced from 2.6 to 0.015.
      • When foes are below 25% health, the damage coefficient is reduced from 3.2 to 0.02.
      • Increased stun duration from 1.5 seconds to 2.5 seconds.
    Shade Skills
    • Manifest Sand Shade: Reduced power coefficient from 0.666 to 0.1. Reduced torment duration from 2 seconds to 1 second. This skill now uses the PvE ammo recharge of 8 seconds in all game modes.
    • Nefarious Favor: Increased number of conditions converted to boons from 1 to 2. Increased cooldown from 10 seconds to 12 seconds.
    • Sand Cascade: Increased cooldown from 10 seconds to 12 seconds.
    • Desert Shroud: Reduced power coefficient per strike from 0.45 to 0.3.
    Weapons
    Staff
    • Necrotic Grasp: Reduced power coefficient from 0.666 to 0.444.
    • Reaper's Mark: Reduced power coefficient from 0.275 to 0.01.
    Axe
    • Rending Claws: Reduced power coefficient per hit from 0.5 to 0.333. Reduced vulnerability duration from 7 seconds to 6 seconds.
    • Ghastly Claws: Reduced power coefficient per strike from 0.5 to 0.333. Increased cooldown from 8 seconds to 10 seconds.
    • Unholy Feast: Increased power coefficient from 0.88 to 1.0. Increased bonus damage health threshold from 25% to 50%. Reduced number of boons corrupted from 2 to 1.
    Scepter
    • Autoattack Chain: Reduced power coefficients from 0.35/0.35/0.5 to 0.233/0.233/0.333.
    • Grasping Dead: Adjusted bleeding from 3 stacks for 10 seconds to 2 stacks for 12 seconds. Reduced cripple duration from 7 seconds to 5 seconds. Reduced power coefficient from 0.8 to 0.6.
    • Feast of Corruption: Reduced power coefficient from 1.0 to 0.75. Reduced number of boons corrupted from 2 to 1.
    Dagger (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.9/0.7/1.2 to 0.6/0.466/0.8.
    • Life Siphon: Reduced power coefficient per strike from 0.3 to 0.25. Reduced pulse base heal from 450 to 300.
    • Dark Pact: Reduced number of boons corrupted from 2 to 1.
    Dagger (Off-Hand)
    • Deathly Swarm: Reduced power coefficient from 0.6 to 0.1.
    • Enfeebling Blood: Reduced weakness duration from 6 seconds to 4 seconds.
    Focus
    • Soul Grasp: Increased number of vulnerability stacks from 5 to 8.
    Greatsword
    • Autoattack Chain: Reduced power coefficients from 1.0/1.3/1.7 to 0.666/0.866/1.133.
    • Gravedigger: Reduced power coefficient from 3.0 to 1.82.
    • Death Spiral: Reduced power coefficient per strike from 0.35 to 0.3. Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Nightfall: Reduced power coefficient per strike from 0.7 to 0.364.
    • Grasping Darkness: Reduced power coefficient from 1.3 to 0.01.
    Torch
    • Oppressive Collapse: Reduced power coefficient from 1.2 to 0.01. Reduced might duration from 8 seconds to 6 seconds.
    Heal
    • Well of Blood: Reduced initial base heal from 6026 to 5122. Reduced pulse heal coefficient from 0.4 to 0.2.
    • Sand Flare: Reduced barrier coefficient from 1.5125 to 0.75. Reduced heal coefficient from 1.1 to 0.75. Increased cooldown from 25 seconds to 30 seconds.
    Utility
    • Corrupt Boon: Reduced number of boons corrupted from 3 to 2. Increased ammo recharge from 18 seconds to 24 seconds.
    • Plague Signet: Increased cooldown from 40 seconds to 45 seconds.
    • Signet of Spite: Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Spectral Armor: Increased cooldown from 40 seconds to 45 seconds.
    • Spectral Walk: Increased cooldown from 40 seconds to 50 seconds.
    • Well of Corruption: Reduced pulse power coefficient from 0.5 to 0.45.
    • Well of Power: Reduced might duration from 8 seconds to 6 seconds.
    • Well of Suffering: Reduced pulse power coefficient from 1.0 to 0.9.
    • "Nothing Can Save You!": Reduced vulnerability duration from 10 seconds to 6 seconds.
    • "Rise!": Reduced power coefficient from 0.8 to 0.4. Reduced cooldown from 60 seconds to 50 seconds.
    • "Suffer!": Reduced power coefficient from 0.7 to 0.3.
    • "You Are All Weaklings!": Reduced power coefficient from 0.7 to 0.4. Reduced might duration from 10 seconds to 6 seconds. Reduced weakness duration from 8 seconds to 3 seconds.
    • Trail of Anguish: Increased cooldown from 35 seconds to 50 seconds.
    • Desiccate: Reduced might duration from 8 seconds to 6 seconds. Increased number of might stacks from 5 to 8.
    Elite
    • Charge (Summon Flesh Golem): Reduced power coefficient to 0.01. Reduced cooldown from 40 seconds to 30 seconds.
    • "Chilled to the Bone!": Reduced stability duration from 10 seconds to 6 seconds. Reduced power coefficient from 2.0 to 0.01. Increased stun duration from 2 seconds to 3 seconds. Reduced cooldown from 90 seconds to 75 seconds.
    • Ghastly Breach: Reduced slow duration from 2 seconds to 1 second.
    Traits
    Spite
    • Reaper's Might: Reduced might duration from 15 seconds to 6 seconds.
    • Death's Embrace: Reduced bonus damage while downed from 25% to 5%. Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Siphoned Power: Reduced might duration from 8 seconds to 6 seconds. Reduced number of might stacks from 3 to 2.
    • Bitter Chill: Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Chill of Death: Reduced power coefficients as follows:

      • When removing no boons, coefficient has been reduced from 0.35 to 0.03.
      • When removing 1 boon, coefficient has been reduced from 0.525 to 0.045.
      • When removing 2 boons, coefficient has been reduced from 0.875 to 0.075.
      • When removing 3 boons, coefficient has been reduced from 1.225 to 0.105.
    • Dread: Reduced bonus damage from 33% to 15%.

    • Spiteful Spirit: Reduced power coefficient from 0.4 to 0.1. Reduced number of boons corrupted from 2 to 1. Reduced additional boons corrupted against foes under 50% health from 2 to 1.
    Curses
    • Barbed Precision: Reduced bleeding duration from 2 seconds to 1 second.
    • Weakening Shroud: Reduced weakness duration from 5 seconds to 2.5 seconds.
    • Devouring Darkness (Lingering Curse): PvP will now use the WvW version of the skill, which converts 1 boon to a condition.
    Death Magic
    • Dark Defiance: Increased cooldown from 20 seconds to 35 seconds.
    Blood Magic
    • Lesser Mark of Blood (Mark of Evasion): Reduced power coefficient from 0.33 to 0.1. Reduced number of bleeding stacks from 2 to 1.
    • Life from Death: Reduced revive pulse from 10% to 5%.
    • Transfusion: The following updates are for the scourge elite specialization only:
      • Reduced pulse base heal from 292 to 204.
      • Reduced pulse healing coefficient from 0.3 to 0.1.
      • Reduced revive pulse from 2% to 1%.
    Soul Reaping
    • Fear of Death: Reduced bonus fear duration from 100% to 50%.
    • Unyielding Blast: Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Dhuumfire: When using the scourge elite specialization, burning duration has been reduced from 3 seconds to 1 second.
    Reaper
    • Chilling Nova: Reduced power coefficient from 0.6 to 0.1. Increased chill duration from 1.5 seconds to 2 seconds. Increased internal cooldown from 8 seconds to 10 seconds.
    • Chilling Victory: Reduced might duration from 8 seconds to 6 seconds.
    Scourge
    • Sand Sage: Reduced concentration and expertise per shade from 75 to 45.
    • Fell Beacon: Reduced condition damage to expertise conversion from 7% to 4%.
    • Nourishing Ashes: Reduced life force gain from 5% to 3%.
    • Sadistic Searing: Reduced burning duration from 4 seconds to 2 seconds.
    • Demonic Lore: Reduced burning duration from 3 seconds to 1 second.
  • edited February 19, 2020

    Ranger

    Profession Mechanics
    Celestial Avatar
    • Cosmic Ray: Reduced heal coefficient from 0.469 to 0.25.
    • Seed of Life: Reduced heal coefficient from 0.4745 to 0.2. Increased number of conditions cleansed from 1 to 2. Increased cooldown from 3 seconds to 4 seconds.
    • Lunar Impact: Reduced base heal from 1620 to 1215. Reduced heal coefficient from 1.44 to 0.72. Increased daze duration from 1.5 seconds to 2 seconds.
    • Rejuvenating Tides: Reduced pulse heal coefficient from 0.3 to 0.15.
    Soulbeast Merge Skills
    • Swoop (Bird): Increased cooldown from 10 seconds to 18 seconds.
    • Brutal Charge (Canine): Reduced power coefficient from 0.64 to 0.01.
    • Tail Lash (Devourer): Reduced power coefficient from 0.5 to 0.01.
    • Call Lightning (Jacaranda): Reduced power coefficient per hit from 0.5 to 0.4.
    • Maul (Porcine): Increased cooldown from 12 seconds to 15 seconds.
    • Brutal Charge (Porcine): Reduced power coefficient from 0.67 to 0.01.
    • Takedown (Smokescale): Reduced power coefficient from 0.7 to 0.01.
    • Smoke Assault (Smokescale): Reduced might duration from 8 seconds to 6 seconds. Reduced power coefficient per hit from 0.5 to 0.35.
    • Wing Buffet (Wyvern): Reduced power coefficient from 0.3 to 0.01.
    Beast Skills
    • Unflinching Fortitude: Increased cooldown from 35 seconds to 50 seconds.
    • Worldly Impact: Reduced power coefficient from 1.89 to 1.512.
    Pet Skills
    Porcine Family
    • Brutal Charge: Reduced power coefficient from 0.67 to 0.01.
    Canine Family
    • Brutal Charge: Reduced power coefficient from 0.67 to 0.01.
    Wolf
    • Terrifying Howl: Reduced power coefficient from 0.2 to 0.01.
    Devourer
    • Tail Lash: Reduced power coefficient from 0.5 to 0.01.
    Iboga
    • Fang Grapple: Reduced power coefficient from 0.2 to 0.01.
    Bristleback
    • Spike Barrage: Reduced power coefficient per strike from 0.22 to 0.165.
    Rock Gazelle
    • Head Toss: Reduced power coefficient from 1.11 to 0.01.
    • Charge: Reduced power coefficient from 1.1 to 0.825.
    Smokescale
    • Takedown: Reduced power coefficient from 0.5 to 0.01.
    • Smoke Assault: Reduced power coefficient per strike from 0.25 to 0.2.
    Wyvern Family
    • Wing Buffet: Reduced power coefficient from 0.3 to 0.01.
    Lightning Wyvern
    • Lightning Assault: Reduced power coefficient from 0.6 to 0.01.
    Weapons
    Greatsword
    • Autoattack Chain: Reduced power coefficients from 0.64/0.8/1.3 to 0.45/0.6/0.866.
    • Maul: Reduced power coefficient from 1.75 to 1.5. Reduced vulnerability duration from 8 seconds to 6 seconds. Increased cooldown from 4 seconds to 6 seconds.
    • Swoop: Reduced power coefficient from 1.0 to 0.91. Increased cooldown from 12 seconds to 15 seconds.
    • Counterattack: Increased cooldown from 15 seconds to 25 seconds.
    • Counterattack Kick (Counterattack): Reduced power coefficient from 1.3 to 0.01.
    • Hilt Bash: Reduced power coefficient from 0.72 to 0.01. Reduced cooldown from 25 seconds to 20 seconds.
    Longbow
    • Long Range Shot: Reduced maximum power coefficient from 0.9 to 0.6. Reduced minimum power coefficient from 0.7 to 0.466.
    • Rapid Fire: Reduced power coefficient per strike from 0.375 to 0.275. Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Point-Blank Shot: Reduced power coefficient from 0.8 to 0.01.
    • Barrage: Reduced power coefficient per strike from 0.5 to 0.381.
    Short Bow
    • Crossfire: Reduced power coefficient from 0.4 to 0.266.
    • Quick Shot: Increased cooldown from 8 seconds to 12 seconds.
    • Concussion Shot: Reduced power coefficient from 0.4 to 0.01.
    Sword
    • Autoattack Chain: Reduced power coefficients from 0.7/0.7/0.96 to 0.466/0.466/0.64.
    • Monarch's Leap: Reduced power coefficient from 1.25 to 0.75.
    Axe (Main-Hand)
    • Ricochet: Reduced power coefficient from 0.8 to 0.533. Reduced might duration from 10 seconds to 5 seconds.
    • Splitblade: Reduced power coefficient per axe from 0.4 to 0.1. Increased bleeding duration from 6 seconds to 12 seconds. Increased cooldown from 6 seconds to 8 seconds.
    • Winter's Bite: Reduced power coefficient from 1.5 to 1.0. Increased bleeding stacks from 2 to 3.
    Axe (Off-Hand)
    • Path of Scars: Reduced power coefficient from 1.2 to 0.01.
    • Whirling Defense: Reduced power coefficient per strike from 0.66 to 0.44. Reduced vulnerability duration from 10 seconds to 6 seconds.
    Dagger (Off-Hand)
    • Stalker's Strike: Increased cooldown from 10 seconds to 15 seconds.
    • Crippling Talon: Reduced power coefficient from 0.75 to 0.5.
    Warhorn
    • Hunter's Call: Reduced power coefficient per strike from 0.15 to 0.1.
    • Call of the Wild: Reduced might duration from 10 seconds to 6 seconds.
    Staff
    • Solar Beam: Reduced base heal per pulse from 66 to 30.
    • Ancestral Grace: Reduced healing coefficient from 1.0 to 0.5.
    Dagger (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.4/0.42/0.44/0.88 to 0.32/0.336/0.352/0.704.
    • Double Arc: Adjusted bleeding per hit from 3 stacks for 6 seconds to 2 stacks for 9 seconds.
    • Instinctive Engage: Reduced quickness duration from 3 seconds to 1.5 seconds.
    Heal
    • "We Heal As One!": Increased cooldown from 25 seconds to 30 seconds.
    • Troll Unguent: Increased cooldown from 25 seconds to 30 seconds.
    • Glyph of Rejuvenation has been updated with the following changes:

      • Non-Celestial: Reduced self-healing coefficient from 1.708 to 1.25. Reduced allied healing coefficient from 1.4 to 1.0.
      • Celestial Avatar: Reduced self-healing coefficient from 1.4 to 1.0. Reduced allied healing coefficient from 1.708 to 1.25.
    • Bear Stance: Increased cooldown from 25 seconds to 30 seconds.

    Utility
    • Lightning Reflexes: Reduced power coefficient from 1.0 to 0.1.
    • Quickening Zephyr: Reduced quickness and superspeed duration from 6 seconds to 4 seconds. Reduced cooldown from 45 seconds to 40 seconds.
    • Glyph of Alignment: Increased cooldown from 20 seconds to 25 seconds.
    • Glyph of the Tides: Reduced power coefficient from 1.5 to 0.01. Reduced cooldown from 25 seconds to 20 seconds.
    • Dolyak Stance: Increased cooldown from 40 seconds to 60 seconds.
    • Griffon Stance: Reduced might duration from 8 seconds to 6 seconds.
    • Moa Stance: Reduced bonus boon duration from 66% to 20%.
    • Glyph of Equality (Non-Celestial): Reduced power coefficient from 1.5 to 0.01.
    • Spike Trap: Reduced power coefficient from 0.2 to 0.01. Adjusted bleeding from 6 stacks for 6.25 seconds to 1 stack for 1 second. Reduced cooldown from 30 seconds to 20 seconds.
    Elite
    • "Strength of the Pack!": Reduced might duration from 10 seconds to 6 seconds. Reduced stability duration from 8 seconds to 6 seconds.
    Traits
    Marksmanship
    • Stoneform: Increased cooldown from 90 seconds to 300 seconds.
    • Lesser Call of the Wild (Clarion Bond): Reduced boon durations from 15 seconds to 6 seconds.
    Skirmishing
    • Sharpened Edges: Reduced bleeding duration from 3 seconds to 1 second.
    • Primal Reflexes: Reduced vigor duration from 8 seconds to 4 seconds.
    • Strider's Defense: Reduced quickness duration from 3 seconds to 1.5 seconds.
    Wilderness Survival
    • Rugged Growth: Reduced base heal from 259 to 155.
    • Lesser Muddy Terrain (Child of Earth): Reduced duration from 10 seconds to 4 seconds.
    • Taste for Danger: Reduced vitality to expertise conversion from 7% to 4%.
    • Refined Toxins: Reduced poison duration from 6 seconds to 4 seconds.
    • Shared Anguish: Increased cooldown from 90 seconds to 300 seconds.
    Nature Magic
    • Rejuvenation: Reduced regeneration duration from 5 seconds to 3 seconds.
    • Lingering Magic: Reduced concentration from 240 to 120.
    • Instinctive Reaction: Reduced quickness duration from 3 seconds to 2 seconds.
    • Windborne Notes: Reduced regeneration duration from 6 seconds to 4 seconds.
    • Protective Ward: Reduced weakness duration from 6 seconds to 4 seconds.
    Beastmastery
    • Wilting Strike: Reduced weakness duration from 4 seconds to 3 seconds.
    • Lesser Quickening Zephyr (Zephyr's Speed): Reduced quickness and superspeed durations from 3 seconds to 2 seconds.
    Druid
    • Live Vicariously: Reduced base healing from 207 to 144.
    • Natural Mender: Reduced bonus outgoing healing per stack from 2% to 1%.
    • Celestial Shadow: Reduced stealth duration from 3 seconds to 2 seconds.
    • Grace of the Land: Reduced might duration from 12 seconds to 6 seconds. Reduced maximum number of allied targets from 10 to 5.
    Soulbeast
    • Live Fast: Reduced quickness duration from 3 seconds to 2 seconds.
    • Eternal Bond: Increased cooldown from 90 seconds to 300 seconds.

    Revenant

    Profession Mechanics
    • Facet of Nature has been updated with the following changes:

      • Facet of Nature (Ventari): Reduced pulse base heal from 471 to 306. Reduced pulse heal scaling from 0.4 to 0.1.
      • True Nature (Ventari): Reduced base heal per condition cleansed from 970 to 323.
      • True Nature (Mallyx): Reduced might duration from 10 seconds to 6 seconds.
    • Heroic Command: Reduced might duration from 8 seconds to 6 seconds.

    • Healing Orb: The healing coefficient of these orbs, which are created from various skills and traits, has been reduced from 0.15 to 0.075.
    Weapons
    Hammer
    • Hammer Bolt: Reduced power coefficient from 0.95 to 0.633.
    • Coalescence of Ruin: Increased cooldown from 4 seconds to 10 seconds.
    • Phase Smash: Reduced power coefficient from 1.75 to 1.36. Increased cooldown from 8 seconds to 12 seconds.
    • Drop the Hammer: Reduced power coefficient from 1.5 to 0.01.
    Staff
    • Autoattack Chain: Reduced power coefficients from 0.65/0.75/1.0 to 0.433/0.5/0.666.
    • Mender's Rebuke: Reduced power coefficient from 1.5 to 0.91. Increased cooldown from 5 seconds to 8 seconds.
    • Warding Rift: Reduced power coefficient from 0.2 to 0.1. Increased cooldown from 15 seconds to 20 seconds.
    • Surge of the Mists: Reduced power coefficient per strike from 0.18 to 0.001.
    Sword
    • The autoattack chain has been adjusted as follows:

      • Preparation Thrust: Reduced power coefficient from 0.6 to 0.4.
      • Brutal Blade: Reduced power coefficient from 0.7 to 0.466.
      • Rift Slash: Reduced initial strike power coefficient from 0.9 to 0.6. Reduced explosion power coefficient from 0.2175 to 0.145.
    • Unrelenting Assault: Reduced power coefficient per strike from 0.57 to 0.38. Reduced might duration per strike from 5 seconds to 3 seconds. Increased cooldown from 12 seconds to 15 seconds.

    Mace
    • The autoattack chain has been adjusted as follows:

      • Misery Swipe: Reduced power coefficient from 0.35 to 0.233.
      • Anguish Swipe: Reduced power coefficient from 0.4 to 0.266.
      • Manifest Toxin: Reduced initial strike power coefficient from 0.6 to 0.4. Reduced projectile power coefficient from 0.3 to 0.2.
    • Searing Fissure: Adjusted initial burning from 3 stacks for 3 seconds to 1 stack for 10 seconds. Increased additional burning duration from 1 second to 4 seconds.

    Sword (Off-Hand)
    • Shackling Wave: Reduced initial strike power coefficient from 1.0 to 0.1. Increased vulnerability stacks from 8 to 12.
    • Deathstrike: Reduced initial-strike power coefficient from 0.33 to 0.1. Reduced second-strike power coefficient from 2.0 to 1.7. Increased cooldown from 15 seconds to 18 seconds.
    Axe (Off-Hand)
    • Frigid Blitz: Increased cooldown from 10 seconds to 15 seconds.
    • Temporal Rift: Reduced power coefficient from 0.75 to 0.01. Adjusted base torment from 2 stacks for 12 seconds to 1 stack for 1 second.
    Shield
    • Envoy of Exuberance: Reduced pulse base heal from 1620 to 1215. Increased protection duration from 2 seconds to 3 seconds.
    • Crystal Hibernation: Reduced pulse heal coefficient from 0.5 to 0.125.
    Short Bow
    • Shattershot: Reduced power coefficient from 0.65 to 0.44. Increased bleeding duration from 3 seconds to 4 seconds.
    • Bloodbane Path: Increased cooldown from 3 seconds to 5 seconds.
    • Scorchrazor: Reduced power coefficient from 1.0 to 0.01. Reduced burning duration from 4 seconds to 1 second.
    Legend Skills
    Legendary Assassin Stance (Shiro Tagachi)
    • Riposting Shadows: Increased energy cost from 30 to 40. Reduced endurance gain from 25 to 15.
    • Phase Traversal: WvW will now use the PvP version of the skill, which costs 35 energy.
    • Jade Winds: Reduced power coefficient from 1.5 to 0.01. Increased number of vulnerability stacks from 6 to 10.
    Legendary Dwarf Stance (Jalis Ironhammer)
    • Forced Engagement: Reduced power coefficient from 0.5 to 0.01.
    Legendary Centaur Stance (Ventari)
    • Ventari's Will (Project Tranquility): Reduced heal coefficient from 0.33 to 0.1. Reduced base heal from 613 to 306.
    • Natural Harmony: Reduced heal coefficient from 2.25 to 1.25.
    • Energy Expulsion: Reduced base heal per fragment from 985 to 739. Reduced fragment heal coefficient from 0.5 to 0.25.
    Legendary Dragon Stance (Glint)
    • Facet of Darkness: Increased cooldown from 20 seconds to 25 seconds.
    • Elemental Blast (Facet of Elements): Reduced power coefficient per strike from 1.15 to 0.89. Reduced weakness duration from 4 seconds to 2 seconds.
    • Facet of Strength: Reduced might duration from 12 seconds to 6 seconds.
    • Burst of Strength (Facet of Strength): Reduced damage bonus from 15% to 7%.
    • Chaotic Release (Facet of Chaos): Reduced power coefficient from 2.0 to 0.01. Reduced cooldown from 45 seconds to 35 seconds.
    Legendary Renegade Stance (Kalla Scorchrazor)
    • Breakrazor's Bastion: Reduced pulse heal coefficient from 0.7 to 0.3. Reduced initial heal coefficient from 1.3 to 0.8.
    Traits
    Retribution
    • Eye for an Eye: Reduced might duration from 10 seconds to 6 seconds. Reduced protection duration from 5 seconds to 3 seconds.
    • Dwarven Battle Training: Reduced weakness duration from 5 seconds to 3 seconds.
    • Vicious Reprisal: Reduced might duration from 8 seconds to 6 seconds.
    • Steadfast Rejuvenation: Reduced base heal per point of upkeep from 67 to 40.
    Salvation
    • Life Attunement: Reduced healing power to concentration conversion from 7% to 4%.
    • Serene Rejuvenation: Reduced outgoing heal bonus from 15% to 10%.
    • Tranquil Balance: Reduced outgoing heal bonus from 20% to 7%.
    • Resilient Spirit: Reduced base barrier per boon from 229 to 170.
    • Invoking Harmony: Reduced outgoing heal bonus from 20% to 10%.
    Invocation
    • Spirit Boon: Reduced might duration from 10 seconds to 6 seconds.
    • Rapid Flow: Reduced base heal from 500 to 333.
    • Song of the Mists: Legend swap skills have been adjusted as follows:
      • Call of the Assassin (Shiro Tagachi): Reduced power coefficient from 0.93 to 0.1.
      • Call of the Dwarf (Jalis Ironhammer): Reduced power coefficient from 0.75 to 0.1. Reduced weakness duration from 5 seconds to 3 seconds. Increased base barrier per strike from 586 to 879.
      • Call of the Demon (Mallyx the Unyielding): Reduced power coefficient from 0.9 to 0.3.
      • Call of the Dragon (Glint): Reduced power coefficient from 0.75 to 0.3. Reduced burning stacks from 2 to 1.
      • Call of the Renegade (Kalla Scorchrazor): Reduced power coefficient from 0.5 to 0.3.
    Herald
    • Reinforced Potency: Reduced concentration from 120 to 60.
    • Elder's Respite: Reduced regeneration duration from 8 seconds to 3 seconds.
    • Elevated Compassion: Reduced base heal from 389 to 292.
    • Shared Empowerment: WvW will now use the PvP version of this trait, which has a 4-second might duration. Reduced maximum number of targets from 10 to 5.
    Renegade
    • All for One: Reduced protection duration from 4 seconds to 3 seconds.
    • Lasting Legacy: Reduced bonus might duration from 12 seconds to 6 seconds.

    Thief

    Weapons
    Short Bow
    • Trick Shot: Reduced power coefficient from 0.55 to 0.366.
    • Detonate Cluster Bomb (Cluster Bomb): Reduced power coefficient per strike from 0.5 to 0.375.
    • Disabling Shot: Increased initiative cost from 4 to 5.
    Sword
    • Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.3 to 0.4/0.4/0.866.
    • Infiltrator's Strike: Reduced power coefficient from 0.75 to 0.5.
    • Flanking Strike: Reduced power coefficient from 0.8 to 0.5.
    • Pistol Whip: Reduced initial hit power coefficient from 0.37 to 0.01. Reduced stun duration from 0.75 seconds to 0.5 seconds. Reduced flurry hit power coefficients from 0.79 to 0.53. Increased initiative cost from 5 to 6.
    Dagger (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.6/0.65/1.1 to 0.4/0.433/0.733.
    • Shadow Shot: Increased initiative cost from 4 to 5.
    • Death Blossom: Increased initiative cost from 4 to 5.
    • Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8.
    Pistol (Main-Hand)
    • Vital Shot: Reduced power coefficient from 0.575 to 0.383.
    • Unload: Reduced power coefficient per hit from 0.4 to 0.27. Reduced might duration from 8 seconds to 6 seconds.
    • Sneak Attack: Reduced power coefficient per hit from 0.36 to 0.3.
    Dagger (Off-Hand)
    • Dancing Dagger: Reduced power coefficient from 0.6 to 0.45.
    Staff
    • Autoattack Chain: Reduced power coefficients from 0.666/0.666/1.672 to 0.444/0.444/1.114.
    • Weakening Charge: Reduced power coefficient per hit from 0.7 to 0.45. Reduced weakness duration per hit from 2 seconds to 1 second.
    • Debilitating Arc: Reduced power coefficient from 1.0 to 0.5. WvW will now use the PvP initiative cost of 5.
    • Dust Strike: Increased vulnerability stacks from 5 to 8.
    • Vault: Reduced power coefficient from 2.25 to 1.82. WvW will now use the PvP initiative cost of 6.
    • Hook Strike: Reduced power coefficient from 0.65 to 0.01.
    Rifle
    • Brutal Aim: Reduced power coefficient from 0.6 to 0.4.
    • Deadly Aim (Brutal Aim): Reduced power coefficient from 0.8 to 0.533.
    • Spotter's Shot (Skirmisher's Shot): Reduced power coefficient from 0.8 to 0.4. Increased immobilize duration from 1 second to 1.5 seconds.
    • Double Tap: Reduced might stacks per hit from 3 to 1. Reduced power coefficient per hit from 0.65 to 0.5.
    • Three Round Burst (Double Tap): Reduced power coefficient per hit from 0.55 to 0.5. Reduced might stacks per hit from 3 to 1.
    • Death's Retreat: Increased initiative cost from 5 to 6.
    • Death's Judgment: Reduced power coefficient from 1.65 to 1.11.
    Heal
    • Skelk Venom: Reduced initial heal coefficient from 0.75 to 0.4. Reduced initial base heal from 4210 to 3578.
    • Withdraw: Increased cooldown from 18 seconds to 25 seconds. Increased base heal from 4778 to 5243.
    • Channeled Vigor: Increased cooldown from 20 seconds to 30 seconds.
    • Malicious Restoration: Increased cooldown from 25 seconds to 30 seconds.
    Utility
    • Smoke Screen: Increased cooldown from 25 seconds to 45 seconds.
    • Pitfall: Reduced power coefficient of the knockdown strike from 1.25 to 0.01. Reduced power coefficient of the pulsing strikes from 0.5 to 0.3.
    • Infiltrator's Signet: Increased cooldown from 30 seconds to 35 seconds.
    • Haste: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 30 seconds to 45 seconds.
    • Roll for Initiative: Increased cooldown from 40 seconds to 50 seconds.
    • Scorpion Wire: Reduced power coefficient from 0.5 to 0.01.
    • Skale Venom: Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Bandit's Defense: Increased cooldown from 20 seconds to 30 seconds.
    • Reflexive Strike (Bandit's Defense): Reduced power coefficient from 0.75 to 0.01.
    • Distracting Daggers: Reduced power coefficient from 0.55 to 0.25.
    • Impairing Daggers: Reduced slow duration from 5 seconds to 2 seconds.
    • Fist Flurry: Reduced overall power coefficient from 3.75 to 2.5.
    • Palm Strike (Fist Flurry): Reduced initial power coefficient from 1.75 to 0.01.
    • Binding Shadow: Reduced power coefficient from 1.0 to 0.01. Reduced vulnerability duration from 10 seconds to 6 seconds.
    • Shadow Gust: Reduced power coefficient from 0.4 to 0.01.
    • Assassin's Signet: Increased cooldown from 20 seconds to 30 seconds.
    Elite
    • Dagger Storm: Reduced power coefficient from 1.0 to 0.4.
    • Uppercut (from Impact Strike): Reduced power coefficient from 2.25 to 0.01.
    • Finishing Blow (from Impact Strike): Increased power coefficient from 2.0 to 2.5.
    • Shadow Meld: Reduced stealth duration from 3 seconds to 2 seconds.
    Traits
    Deadly Arts
    • Lotus Poison: Reduced weakness duration from 4 seconds to 3 seconds.
    • Mug: Reduced power coefficient from 1.5 to 0.75.
    • Even the Odds: Reduced might and vulnerability durations from 10 seconds to 6 seconds.
    • Panic Strike: Reduced poison duration from 2 seconds to 1 second.
    • Potent Poison: Reduced bonus poison duration from 20% to 5%.
    Critical Strikes
    • Assassin's Fury: Reduced might duration from 8 seconds to 6 seconds. Reduced might stacks from 3 to 2.
    • Ankle Shots: Reduced cripple duration from 3 seconds to 2 seconds.
    Shadow Arts
    • Merciful Ambush: Reduced revive percentage from 3% to 1%.
    • Shadow's Rejuvenation: Reduced base heal from 293 to 219.
    • Concealing Restoration: Reduced stealth duration from 2 seconds to 1 second.
    • Rending Shade: Reduced number of boons stolen from 2 to 1.
    Acrobatics
    • Feline Grace: Reduced vigor duration from 5 seconds to 3 seconds.
    • Endless Stamina: Reduced concentration from 240 to 60.
    • Pain Response: Increased cooldown from 40 seconds to 60 seconds.
    • Hard to Catch: Increased cooldown from 90 seconds to 300 seconds.
    • Instant Reflexes: Increased cooldown from 90 seconds to 300 seconds.
    Trickery
    • Uncatchable: Reduced bleeding duration from 3 seconds to 1 second.
    • Lesser Haste (Burst of Agility): Reduced quickness duration from 6 seconds to 3 seconds.
    • Bountiful Theft: Reduced number of boons removed from 3 to 2.
    • Thrill of the Crime: Reduced might duration from 10 seconds to 6 seconds.
    Daredevil
    • Weakening Strikes: Reduced weakness duration from 3 seconds to 2 seconds.
    • Escapist's Fortitude: Reduced base heal from 456 to 150.
    • Pulmonary Impact (Impacting Disruption): Reduced power coefficient from 2.0 to 0.75.
    • Lotus Training: Reduced power coefficient from 0.1875 to 0.0625. Reduced bleeding duration from 4 seconds to 1.5 seconds. Reduced torment duration from 4 seconds to 1.5 seconds. Increased bonus condition damage from 10% to 15%.
    • Bounding Dodger: Reduced power coefficient from 1.33 to 0.5. Increased bonus damage from 10% to 15%.
    Deadeye
    • Payback: This has been recombined in all modes and will use the lower 20% recharge reduction.
    • Premeditation: Reduced concentration from 180 to 60.
    • Be Quick or Be Killed: Reduced quickness duration from 4 seconds to 2.5 seconds.
    • Maleficent Seven: Reduced might duration from 10 seconds to 6 seconds.
    • Fire for Effect: Reduced might duration from 12 seconds to 6 seconds.
    • Malicious Backstab: Reduced base power coefficient from 1.2 to 0.9. Reduced flanking power coefficient from 2.4 to 1.8.

    Warrior

    Profession Mechanics
    Primal Burst
    • Arc Divider: Reduced power coefficient per strike from 1.05 to 0.704.
    • Rupturing Smash: Reduced power coefficient from 1.5 to 1.14.
    • Gun Flame: Reduced power coefficient from 2.2 to 1.54.
    • Decapitate: Reduced power coefficient from 2.5 to 1.666. Reduced might stacks from 5 to 1.
    • Skull Grinder: Reduced bleeding stacks from 4 to 3. Reduced cripple duration from 8 seconds to 5 seconds.
    Spellbreaker Burst
    • Full Counter: Reduced power coefficient from 0.5 to 0.1. Increased daze duration from 1.5 seconds to 2 seconds.
    Weapons
    Greatsword
    • Autoattack Chain: Reduced power coefficients from 0.7/0.95/1.25 to 0.469/0.6365/0.8375. Reduced vulnerability duration from 8 seconds to 6 seconds.
    • Hundred Blades: Reduced power coefficient of each strike from 0.525 to 0.35. Reduced final strike power coefficient from 1.1 to 0.8.
    • Whirlwind Attack: Reduced power coefficient per strike from 0.665 to 0.333.
    • Rush: Reduced power coefficient from 1.7 to 1.36.
    • Arcing Slice: Reduced base power coefficient from 1.32 to 1.213. Reduced bonus power coefficient from 1.98 to 1.82.
    Hammer
    • Autoattack Chain: Reduced power coefficients from 0.9/0.9/1.2 to 0.6/0.6/0.8.
    • Fierce Blow: Reduced base power coefficient from 1.8 to 0.77. Reduced power coefficient against controlled foes from 2.16 to 1.82. Reduced weakness duration from 4 seconds to 2 seconds. Reduced cooldown from 6 seconds to 4 seconds.
    • Hammer Shock: Reduced power coefficient from 1.0 to 0.7.
    • Staggering Blow: Reduced power coefficient from 1.0 to 0.01.
    • Backbreaker: Reduced power coefficient from 1.5 to 0.01.
    • Earthshaker: Reduced power coefficient from 1.0 to 0.01.
    Longbow
    • Dual Shot: Reduced power coefficient per hit from 0.44 to 0.293.
    • Fan of Fire: Reduced power coefficient per hit from 0.44 to 0.39.
    • Arcing Arrow: Reduced power coefficient from 2.0 to 1.5.
    Rifle
    • Fierce Shot: Reduced power coefficient from 0.605 to 0.403.
    • Aimed Shot: Reduced power coefficient from 0.8 to 0.53. Adjusted vulnerability from 10 stacks for 8 seconds to 12 stacks for 6 seconds.
    • Volley: Reduced power coefficient per strike from 0.75 to 0.5.
    • Brutal Shot: Reduced power coefficient from 1.0 to 0.4. Adjusted vulnerability from 8 stacks for 12 seconds to 12 stacks for 6 seconds.
    • Rifle Butt: Reduced power coefficient from 1.0 to 0.01.
    • Kill Shot: Reduced power coefficient from 2.25/2.75/3.25 to 1.4/1.7/2.0.
    Axe (Main-Hand)
    • The autoattack chain skills have been adjusted as follows:

      • Chop: Reduced power coefficient from 0.7 to 0.47.
      • Double Chop: Reduced first strike power coefficient from 0.45 to 0.3. Reduced second strike power coefficient from 1.05 to 0.7.
      • Triple Chop: Reduced power coefficients of the first two strikes from 0.75 to 0.5. Reduced final strike power coefficient from 1.6 to 1.06.
    • Cyclone Axe: Reduced power coefficient per strike from 0.88 to 0.66. Reduced fury duration per hit from 2 seconds to 1 seconds. Adjusted vulnerability per hit from 3 stacks for 8 seconds to 1 stack for 6 seconds. Increased cooldown from 6 seconds to 8 seconds.

    • Throw Axe: Increased ammo recharge from 10 seconds to 15 seconds.
    • Eviscerate: Reduced power coefficient from 2.0/2.5/3.0 to 1.333/1.666/2.0. Reduced number of might stacks from 5 to 1.
    Sword (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.6/0.6/1.0 to 0.4/0.4/0.666.
    • Savage Leap: Reduced power coefficient from 1.66 to 0.75.
    • Final Thrust: Reduced base power coefficient from 1.5 to 1.0. Reduced bonus power coefficient from 3.0 to 2.0. Increased cooldown from 12 seconds to 15 seconds.
    Mace (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.8/0.8/1.6 to 0.533/0.533/1.067.
    • Counterblow: Reduced power coefficient from 2.0 to 1.0. Adjusted vulnerability from 10 stacks for 8 seconds to 15 stacks for 6 seconds.
    • Skull Crack: Reduced power coefficient from 1.5 to 0.01.
    Axe (Off-Hand)
    • Dual Strike: Reduced power coefficient per strike from 1.175 to 1.0. Reduced quickness per strike from 1.5 seconds to 0.5 seconds. Increased cooldown from 12 seconds to 15 seconds.
    • Whirling Axe: Reduced power coefficient per strike from 0.5592 to 0.373. Increased cooldown from 15 seconds to 18 seconds.
    Mace (Off-Hand)
    • Crushing Blow: Increased cooldown from 12 seconds to 15 seconds.
    • Tremor: Reduced power coefficient per strike from 0.8 to 0.01. Reduced cooldown from 25 seconds to 20 seconds.
    Shield
    • Shield Bash: Reduced power coefficient from 1.0 to 0.01.
    • Shield Stance: Increased power coefficient from 25 seconds to 30 seconds.
    Warhorn
    • Charge: PvP will now use the WvW version of the skill, which has a 10% damage bonus.
    • Call of Valor: Reduced number of conditions cleansed from 3 to 2.
    Dagger (Main-Hand)
    • Autoattack Chain: Reduced power coefficients from 0.4/0.4/0.85 to 0.32/0.32/0.68.
    • Disrupting Stab: Reduced power coefficient from 0.8 to 0.4.
    • Breaching Strike: Reduced power coefficient from 1.2 to 0.7. Increased number of boons removed from 2 to 3.
    Dagger (Off-Hand)
    • Wastrel's Ruin: Reduced power coefficient from 1.5 to 1.0. Increased cooldown from 12 seconds to 15 seconds.
    • Bladestorm: Reduced power coefficient per hit from 0.35 to 0.235. Reduced vulnerability duration from 10 seconds to 6 seconds.
    Heal
    • Healing Signet: Reduced base heal from 344 to 230.
    • "To the Limit!": Reduced base heal from 9100 to 7735.
    • Mending: Increased cooldown from 15 seconds to 20 seconds.
    • Blood Reckoning: Increased cooldown from 20 seconds to 25 seconds.
    • Natural Healing: Reduced base heal from 11670 to 8519.
    Utility
    • Bull's Charge: Reduced power coefficient from 2.0 to 0.01.
    • Kick: Reduced power coefficient from 1.0 to 0.01. Reduced ammo recharge from 30 seconds to 25 seconds.
    • Stomp: Reduced power coefficient from 0.75 to 0.01. Reduced initial stability duration from 6 seconds to 1 second. Reduced on-hit stability duration from 6 seconds to 3 seconds. Reduced cooldown from 40 seconds to 30 seconds.
    • "For Great Justice!": Reduced might duration from 15 seconds to 6 seconds.
    • "Shake It Off!": Reduced the number of conditions cleansed from 6 to 4. Increased ammo recharge from 50 seconds to 75 seconds.
    • Dolyak Signet: Reduced stability duration from 8 seconds to 6 seconds and increased cooldown from 40 seconds to 60 seconds in PvP only.
    • Balanced Stance: Increased cooldown from 40 seconds to 60 seconds in PvP only.
    • Berserker Stance: Increased cooldown from 30 seconds to 40 seconds.
    • Endure Pain: Increased cooldown from 30 seconds to 40 seconds. Increased duration from 2 seconds to 3 seconds.
    • Frenzy: Reduced quickness duration from 6 seconds to 4 seconds. Increased cooldown from 40 seconds to 45 seconds.
    • Outrage: Increased cooldown from 10 seconds to 25 seconds.
    • Shattering Blow: Reduced power coefficient from 1.0 to 0.5. Reduced number of bleeding stacks from 4 to 2. Increased cooldown from 15 seconds to 20 seconds.
    • Sundering Leap: Reduced vulnerability duration from 8 seconds to 6 seconds. Reduced cooldown from 25 seconds to 20 seconds.
    • Wild Blow: Reduced power coefficient from 2.5 to 0.01.
    • Featherfoot Grace: Increased cooldown from 40 seconds to 45 seconds.
    • Break Enchantments: Reduced power coefficient from 0.5 to 0.1. Increased number of boons removed from 3 to 4. Increased cooldown from 15 seconds to 25 seconds.
    Elite
    • Signet of Rage: Reduced fury and swiftness durations from 25 seconds to 6 seconds. Adjusted might from 5 stacks for 25 seconds to 20 stacks for 4 seconds. Reduced cooldown from 60 seconds to 40 seconds.
    • Rampage: Some Rampage skills have been adjusted as follows:

      • Smash: Reduced power coefficient from 1.6 to 0.91.
      • Bash: Reduced power coefficient from 1.6 to 0.91.
      • Uppercut: Reduced power coefficient from 2.0 to 1.36.
      • Dash: Reduced power coefficient from 2.4 to 1.82.
    • Head Butt: Reduced power coefficient from 3.0 to 0.01. Reduced cooldown from 25 seconds to 18 seconds.

    • Winds of Disenchantment: Reduced target cap from 10 to 5.
    Traits
    Strength
    • Reckless Dodge: Reduced power coefficient from 1.5 to 0.5.
    • Brave Stride: Reduced stability duration from 8 seconds to 4 seconds.
    • Might Makes Right: Reduced base heal from 133 to 64.
    Arms
    • Bloodlust: Reduced bleeding duration from 3 seconds to 1 second. Reduced bonus bleeding duration from 33% to 15%.
    • Wounding Precision: Reduced precision to expertise conversion from 7% to 4%.
    • Sundering Burst: Reduced vulnerability duration from 8 seconds to 6 seconds.
    Defense
    • Adrenal Health: Reduced healing per second per stack from 133 to 100.
    • Shield Master: Reduced might duration from 8 seconds to 1 second.
    • Defy Pain: Increased cooldown from 90 seconds to 300 seconds.
    • Last Stand: Increased cooldown from 90 seconds to 300 seconds.
    • Rousing Resilience: Reduced base heal from 2113 to 1056. Reduced healing coefficient from 0.5 to 0.1.
    Tactics
    • Marching Orders: Reduced might duration from 15 seconds to 6 seconds.
    • Mending Might: Reduced base heal from 69 to 50.
    • Leg Specialist: Increased internal cooldown from 5 seconds to 12 seconds.
    • Roaring Reveille: Reduced concentration from 120 to 60.
    • Shrug It Off: Reduced base heal from 517 to 310.
    • Vigorous Shouts: Reduced healing coefficient from 1.2 to 1.0.
    Discipline
    • Versatile Power: Reduced might duration from 10 seconds to 6 seconds.
    • Crack Shot: Reduced burning duration from 2 seconds to 1 second.
    • Heightened Focus: Reduced quickness duration from 4 seconds to 2.5 seconds.
    Berserker
    • Burst of Aggression: Reduced quickness duration from 3 seconds to 2 seconds.
    • King of Fires: Reduced bonus burning duration from 33% to 10%.
    • Eternal Champion: Reduced might duration from 8 seconds to 6 seconds. Reduced stability duration from 3 seconds to 2 seconds.
    Spellbreaker
    • Loss Aversion: Reduced power coefficient from 0.2 to 0.1.
    • Slow Counter: Reduced slow duration from 3 seconds to 2 seconds.
    • Sun and Moon Style: Reduced quickness duration from 3 seconds to 2 seconds.
    • Magebane Tether: Reduced the number of might stacks from 2 to 1.
  • Was nice while it lasted "Obsidian Flesh". Condi Weaver doesn't deserve this in PvE.

  • Looks like Foot in the Grave survived unless I missed the new trait in there somewhere.

  • Hadi.6025Hadi.6025 Member ✭✭✭

    And for the love of God can you remove the Superior War Claw instant finish skill. Why was that ever added to the game that just does not make any sense to the game mode...

    Not the Leader of " I will make you [QQ] ", just some how a mascot who everyone loves to hate.

  • Hadi.6025Hadi.6025 Member ✭✭✭

    @Lan Deathrider.5910 said:
    Looks like Foot in the Grave survived unless I missed the new trait in there somewhere.

    Foot in the grave is gone and replaced by a new skill. "Eternal Life: With this new trait, gain life force constantly up to a threshold while not in shroud. Gain 66% in PvE and 20% in PvP & WvW. Gain protection when you enter shroud."

    Not the Leader of " I will make you [QQ] ", just some how a mascot who everyone loves to hate.

  • Kovu.7560Kovu.7560 Member ✭✭✭✭

    Oh hey, the dawning of a new condi meta. =O

    ~ Kovu

    Ranger, Necromancer, Fort Aspenwood.

  • First practical update to Dragonhunter in years.
    One thing you missed, Dragonhunter still needs access to Retaliation within its traitline or traps. As you are expecting us to use it for Power for raids and fractals. However to get the most out of Dragonhunter it requires radiance the traitline, the problem is the only way to get Retaliation without sacrificing DPS is Greatsword's symbol.
    Maybe you could Retaliation to a trap or a trait like "Heavy light" now that it doesn't really do anything note worthy anymore, it's to make it more viable and so people will use it.

  • Wow, pretty quick work, math wise pretty good thus far, very nice! :)

    NA Server: Henge of Denravi
    WvW Builds: https://tiny.cc/wvw2

  • lea.8021lea.8021 Member ✭✭

    With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture.
      And I do not prefer to mention the return of Condi Wars 2.

  • This looks really cool! I especially like the changes to elementals. That'll be fun. I must say, though, that I'm a bit disappointed that all the grandmaster traits in corruption are based upon Invoke Corruption. I feel like there should always be an option for playing something else.
    I'm also excited to see if explosives will actually be of any use now. Doesn't look like it, but it's hard to judge just from patch notes :)

  • Skotlex.7580Skotlex.7580 Member ✭✭✭✭

    @lea.8021 said:
    With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture.

    I am pretty sure that when the game launched, solo players were not meant to cap camps either. Powercreep made all those NPC irrelevant. I bet that even after the patch camps can be taken solo, but it'll require a better tactic than just YOLOing it.

  • If this patch leads to a Plague Doctor condi meta, and your company fails to follow up with subsequent balance patches frequently (this isn't the first time we have been promised more frequent balance patches), whatever temporary gains you get for promoting this massive patch will be quickly lost.

    There is a strong sentiment among players all over WvW who have stuck with the game as large numbers of their friend's accounts go dormant that they too are growing very weary of the game...

    If we are stuck with a condition meta through spring / summer I would wager WvW will have to be reduced to 3 tiers much sooner than you maybe expected. There will be an influx of long MIA players curious about all of these changes, but a dominant condition meta will make it all for naught. For years people have been proclaiming this or that upcoming game will be the death of GW2 WvW, and it hasn't happened yet - but there are still competitors on the horizon and the day when GW2 is one of the only compelling RvR games in town might fizzle out soon.

    Please just do a lot of follow up patches on things that are overtuned very soon and don't abandon the game mode when the job is half done. A massive nerf like this was needed very badly, but I strongly feel the changes here do not account for how damage over time in large group play in this game works and the players are going to suffer because of it.

  • Vegeta.2563Vegeta.2563 Member ✭✭✭

    @Butterfly Kingdom.8349 said:

    Necromancer

    Necromancer has always been designed to be a resilient profession that was light on stability. Since this update specifically is removing some stability from the necromancer's traits, we made sure to adjust the profession's stun break skills appropriately in response.

    @Butterfly Kingdom.8349 said:

    • Trail of Anguish: Increased cooldown from 35 seconds to 50 seconds.

    Not sure what direction the adjusting was going, but if it was being adjust to make up for the loss in stability.. you went wrong direction on this one.. Yes the skill has stability on it, but it is also one of the few stun breaks a scourge has..

  • Jski.6180Jski.6180 Member ✭✭✭✭

    I still do not get why ele dagger dmg is getting nerfed so hard when its the highest risk wepon in the game on the highest risk class... this realy maybe it for a lot of ppl.

    See ELE forms and you will get my views.

  • MakubeC.3026MakubeC.3026 Member ✭✭✭

    All those initiative changes are gonna throw off everybody. Initiative costs are the single most delicate thing to change in this game.

  • lea.8021lea.8021 Member ✭✭

    @Skotlex.7580 said:

    @lea.8021 said:
    With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture.

    I am pretty sure that when the game launched, solo players were not meant to cap camps either. Powercreep made all those NPC irrelevant. I bet that even after the patch camps can be taken solo, but it'll require a better tactic than just YOLOing it.

    Warriors and guardians core were always able to take a camp quickly, apart now there are the mounts, which forces you to take them faster.

  • So nothing to replace Empty Vessel or compensate for the lost of it ? :/

  • LincoHd.4597LincoHd.4597 Member
    edited February 21, 2020

    So the Firebrand's Imbuded Haste and Weaver's Elemental Polyphany changes not comming this Balance Patch?

  • Marxx.5021Marxx.5021 Member ✭✭✭

    Classes with high mobility will be king ...

  • @Marxx.5021 said:
    Classes with high mobility will be king ...

    What else is new

  • I think what is being done looks totally half-baked. I think this looks poorly planned. Fairly random. Im pretty confident that balance is looking like it will be worse than ever.

    One of the most obvious examples of poor balance and half-baked planning is Mirage. Mirage is dependent upon dodge for damage on top of the normal damage avoidance, yet "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" This ALONE IS BAD ENOUGH, BUT DID YOU BOTHER TO CONSIDER THAT ONCE MIRAGE HAS ONE DODGE PER FULL BAR THAT MECHANICS LIKE Superior Sigil of Energy WILL GIVE HALF A BAR STILL WHICH IS HALF A KITTEN DODGE. THEREFORE WHILE EVERY OTHER CLASS WILL GAIN ONE OR MORE DODGE ON SWAP FROM THIS SIGIL MIRAGE WILL GAIN 1/2 a DODGE FROM THE SAME KITTEN SIGIL. WHO EVER IS PLANNING THIS BALANCE NEEDS TO RECONSIDER THIS CHANGE BEFORE ITS TOO LATE.

    I would say more but I dont want the post to be deleted ;)

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭
    edited February 21, 2020

    Core necro dead.

    Removal of Foot in the grave (FitG for short) is either height of incompentence or a cynical cash grab (buy xpacs or forget necro exists).

    1. It's a core necro trait, elites don't need/use it anyway. Reaper and Scourge have own stab sources and go to Soul Reaping for damage, not stab. Scourge also has long cd on his shroud so he gets much less bang outta it then others.

    2. "A profession that was light on stability." - it never stopped being one. At no point did core necro stop being vulnerable to cc, FitG included. If elites are overperforming, then nerfs should go where they are due - in their skillsets.

    3. You killed power core necro in competitive. - A core necro can no longer run dagger in spvp or wvw. Going into melee as core necro without FtiG means either you'll use wurm in moments (so basically escaping) or you'll be cc'd for ages. Profession of attrition that can't take a prolonged melee fight. Clap, clap, Clap

    4. Stunbreaks buffed in pve only - literally the last place where necro needs to worry about cc chains. Meanwhile in competitve where core can be easily made into a ragdoll gets FitG removed and nothing to compensate. Now we'll be gloriefied training golems that others train their rotations on..

    5. Doom has a cast time - great, our 2nd best defense when cc'd - fearing enemies off us (thanks to instant cast) is now dead too. They'll easily dodge it, but no harm done unless they're necromancers themselves, as they have tons of other tools to avoid any other cc attempts, while we're just walking punchbags.

  • Bubble still follows Spellbreaker. Amazing how you still dont listen to your community :)

  • Avelione.6075Avelione.6075 Member ✭✭✭

    woaaah! this is huge and I play with all the classes (except very little Mesmer) and I'm scared to even start reading this ( i don't even care about the builds much tho :P I mostly play by a feel and tweak things from time to time or sometimes go for random to see what happens, most of times I have no idea what i'm doing -_-, don't judge me :P )

    Choya is love, Choya is life!

  • Avelione.6075Avelione.6075 Member ✭✭✭

    @Moradorin.6217 said:
    I think what is being done looks totally half-baked. I think this looks poorly planned. Fairly random. Im pretty confident that balance is looking like it will be worse than ever.

    One of the most obvious examples of poor balance and half-baked planning is Mirage. Mirage is dependent upon dodge for damage on top of the normal damage avoidance, yet "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" This ALONE IS BAD ENOUGH, BUT DID YOU BOTHER TO CONSIDER THAT ONCE MIRAGE HAS ONE DODGE PER FULL BAR THAT MECHANICS LIKE Superior Sigil of Energy WILL GIVE HALF A BAR STILL WHICH IS HALF A KITTEN DODGE. THEREFORE WHILE EVERY OTHER CLASS WILL GAIN ONE OR MORE DODGE ON SWAP FROM THIS SIGIL MIRAGE WILL GAIN 1/2 a DODGE FROM THE SAME KITTEN SIGIL. WHO EVER IS PLANNING THIS BALANCE NEEDS TO RECONSIDER THIS CHANGE BEFORE ITS TOO LATE.

    I would say more but I dont want the post to be deleted ;)

    Sry, but I barely play mesmer... how does half of a dodge even work? Or it doesn't?

    Choya is love, Choya is life!

  • Maybe one day we can actually notice the difference the patch makes in the WvW blob fights. Right now my skills don't even activate due to skill lag so whether CD is increased or decreased, does not really matter anyway haha. And no, not a potato pc problem ...

  • alain.1659alain.1659 Member ✭✭✭

    Although there are some points that should've been reworked, patch seems ok. It will force most of us to abandon our current mains (profession or just the build we use) and find something else that we can work with. Meta will change partially but it seems top roles would more or less stay same. There are some points that I do not agree with but I don't have the ability to see the big picture with all the possible builds and professions in it. It will be a fudge fest for some weeks though :)

  • @Dennis.7856 said:
    Bubble still follows Spellbreaker. Amazing how you still dont listen to your community :)

    Thank god they didn’t change it... I don’t know why ppl have problems with spellbreaker anyway... u could easy interrupt or kite a bubble... if u nerve the winds more why play spellbreaker then anyway? Balance doesn’t mean to nerve something till it’s not played anymore...

  • I'm not exactly sure why these changes will be good or why they are necessary, tbh.

  • I have a feeling I will stop playing after the patch.... I have no intress in wet noodle wars

  • RedShark.9548RedShark.9548 Member ✭✭✭✭
    edited February 21, 2020

    @lea.8021 said:

    @Skotlex.7580 said:

    @lea.8021 said:
    With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture.

    I am pretty sure that when the game launched, solo players were not meant to cap camps either. Powercreep made all those NPC irrelevant. I bet that even after the patch camps can be taken solo, but it'll require a better tactic than just YOLOing it.

    Warriors and guardians core were always able to take a camp quickly, apart now there are the mounts, which forces you to take them faster.

    Pretty much every class was able to solo camps, even at launch... That does not change, dmg wasnt cut THAT much. T3 camps might be a problem now, but those are rather rare these days anyways, and often are being defended by players. Bring a friend... Or, if you have no friends, ask in mapchat for someone to come with you, this mode is all about teamplay anyways, maybe you make a new friend.

    @Rasfar.6921 said:
    I have a feeling I will stop playing after the patch.... I have no intress in wet noodle wars

    Byee~ i personally wont miss ppl who supported that powercrept oneshot meta :)

    Edit: great changes so far, keep at it balance team, hope you are keeping up with the more frequent balance patches

  • @Hadi.6025 said:

    @Lan Deathrider.5910 said:
    Looks like Foot in the Grave survived unless I missed the new trait in there somewhere.

    Foot in the grave is gone and replaced by a new skill. "Eternal Life: With this new trait, gain life force constantly up to a threshold while not in shroud. Gain 66% in PvE and 20% in PvP & WvW. Gain protection when you enter shroud."

    AH it was in the first piece on the Necro and not in the traits section hence why I thought it survived. That's what I get for reading it on my phone last night.

  • @lea.8021 said:
    With such a large reduction in damage and shortened stabilities, how am I supposed to do something as simple as taking a camp with my necro? against 2 sentries and a veteran who are constantly throwing cc, not to mention the heads of towers that constantly apply cc, there are professions as a warrior that with blockages and evasions will be able to do it but for others it will be difficult to impossible. Roaming is going to become something of few classes. This balance is too focused on group vs. group but does not see the rest of the picture.
      And I do not prefer to mention the return of Condi Wars 2.

    Blinds and fears. Same as always. Ball them up, lay down some AoE plus Blind, go into whatever version of Shroud you are running, drop your Shroud AoE+Fear. Repeat as necessary. Honestly I have never needed Stability while taking a camp from NPCs with my necro... Frankly I've never run FitG and still manage just fine with my reaper.

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭
    edited February 21, 2020

    @Lan Deathrider.5910 said:
    Frankly I've never run FitG and still manage just fine with my reaper.

    Bolded out the operative word. Reaper has his own stab sources so yeah you can can skip FitG just fine. Core necro on the other hand got murdered. But much like his damage output in PvE, a-net couldn't care less...

  • Alyster.9470Alyster.9470 Member ✭✭✭

    Once again you didnt care about feedback, many MANY people wanted the Obsidian Flesh to be a pvp pve split. Yet you still make it a global change. I dont understand you Anet. What is the reason behind making this change in PvE, it doesnt make sense.

  • @ZeftheWicked.3076 said:

    @Lan Deathrider.5910 said:
    Frankly I've never run FitG and still manage just fine with my reaper.

    Bolded out the operative word. Reaper has his own stab sources so yeah you can can skip FitG just fine. Core necro on the other hand got murdered. But much like his damage output in PvE, a-net couldn't care less...

    I got bored the other day and went core Condi, but left my Marauder trinkets on. Still had zero problems taking camps alone without stability. If you can't take a camp without stability, then your problem isn't the lack of stability...

    Core still has enough blinds and fears to effortlessly take a camp even while running a half baked Condi build.

  • What's with the stab changes? You announced they're not gonna happen for now, but they're all still in the notes.

  • Marxx.5021Marxx.5021 Member ✭✭✭

    @ZeftheWicked.3076 said:
    Core necro dead. No stab except one lousy stack from well of power (lasting whole 1s). In competitive stunbreaks got no buff whatsoever while our main one (foot in the grave) got removed.

    Worst dps in PvE of all specs.
    CC ragdoll^2 in competitive after this.
    Firebrands won't care about you, because you're no scourge, providing huge party utility.

    Giving doom a cast time may remove core necro from PvP just as scourge by breaking its core mechanic. All other is in line with the overall class changes. Just from reading patch notes I see more player queue as necro and switch to another class in future.

  • I am assuming that this is only one part of the balancing changes in a multi-step process?

  • "Theory craft" .... "enjoy" ... I open textbook to page 24, its blank, the whole theorycraft handbook is blank!
    tickle chicken fists of fury, nerfed and useless choking gas

  • nice way to finally destroy the WvW scene, as small as it already is because of your lack of interest since launch-day...

  • reapex.8546reapex.8546 Member ✭✭✭

    rip pve condi thief xD

  • I played hammer warrior in WVW for one reason no bright flashing colored light animation when skills are activated. It looks like that option is no longer viable :(

  • Stand The Wall.6987Stand The Wall.6987 Member ✭✭✭✭
    edited February 21, 2020

    so you are going with the stab nerfs on utility skills (stand your ground, mantra of concentration)? thought you were going to skip them. too bad. the increased cd on stun breaks is plenty imo.

    if you guys don't follow thru with buffs to underperformers in a timely manner then you're killing this game even more. the renewed interest will last a few weeks, maybe a month, then ppl will write this game off for good.

    Te lazla otstara.

  • InsaneQR.7412InsaneQR.7412 Member ✭✭✭✭

    Question on soulbeast for clarification: beastmode now accounts as petswap for all traits associated with them and you only listed the most important ones or they ONLY account for those two?

    Because please make it general. I wanna make a condi soulbeast for so long now, but poison master always felt kitten on soulbeast (besides its niche function).

    I would also like poison Master rework to grant poison on cripple. It's like abyssal chill from rev and gives more build flexibilities.

  • @Avelione.6075 said:

    @Moradorin.6217 said:
    I think what is being done looks totally half-baked. I think this looks poorly planned. Fairly random. Im pretty confident that balance is looking like it will be worse than ever.

    One of the most obvious examples of poor balance and half-baked planning is Mirage. Mirage is dependent upon dodge for damage on top of the normal damage avoidance, yet "Mirage Cloak: This trait now reduces the mirage's endurance by 50 in competitive modes" This ALONE IS BAD ENOUGH, BUT DID YOU BOTHER TO CONSIDER THAT ONCE MIRAGE HAS ONE DODGE PER FULL BAR THAT MECHANICS LIKE Superior Sigil of Energy WILL GIVE HALF A BAR STILL WHICH IS HALF A KITTEN DODGE. THEREFORE WHILE EVERY OTHER CLASS WILL GAIN ONE OR MORE DODGE ON SWAP FROM THIS SIGIL MIRAGE WILL GAIN 1/2 a DODGE FROM THE SAME KITTEN SIGIL. WHO EVER IS PLANNING THIS BALANCE NEEDS TO RECONSIDER THIS CHANGE BEFORE ITS TOO LATE.

    I would say more but I dont want the post to be deleted ;)

    Sry, but I barely play mesmer... how does half of a dodge even work? Or it doesn't?

    "Half a dodge" is just that nothing. That is the point. If a 'full endurance bar' = 'one dodge' then gaining 50% of your endurance on swap WOULD NOT even give one dodges worth of endurance for mirage while literally EVERY OTHER CLASS DOES get 1-1.5 dodges worth of energy from Sigil of Energy on swap. This IMO just demonstrates how totally half baked and fubar this attempt at balance it. Its pathetic!

  • Moradorin.6217Moradorin.6217 Member ✭✭✭
    edited February 21, 2020

    @Stand The Wall.6987 said:
    if you guys don't follow thru with buffs to underperformers in a timely manner then you're killing this game even more. the renewed interest will last a few weeks, maybe a month, then ppl will write this game off for good.

    Yes!