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Old May 21, 2010, 10:13 PM // 22:13   #1
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Default Update - Friday, May 21, 2010

Update - Friday, May 21, 2010
Skill Balance

For more information on these changes, please see the Developer Updates page.

Fast Casting

* Fast Casting: functionality of this attribute changed to: "Fast Casting decreases the activation time of your Spells and Signets. (No effect for non-Mesmer skills with an activation time less than 2 seconds.) In PvE, each rank of Fast Casting decreases the recharge time for your Mesmer Spells by 3%."


Activation Time Cap

* Items and skills that improve skill activation time can no longer stack higher than 25%. Single effects that improve skill activation over 25% can exceed this cap. (Fast Casting is not included in this cap.)


PvE and PvP Changes

Assassin

* Seeping Wound: increased Energy cost to 15; increased recharge to 12 seconds; reduced movement-speed decrease to 33%.

Elementalist

* Blinding Flash: increased recharge to 6 seconds.
* Blinding Surge: increased recharge to 6 seconds; increased blind duration to 3...7...8.
* Mirror of Ice: changed duration to 36...55...60 seconds; duration is no longer affected by Energy Storage.

Mesmer

* Arcane Conundrum: added the following functionality: "When this hex ends, you gain 1...6...7 Energy."
* Aneurysm: added the following functionality: for each point of Energy gained by the target foe, all adjacent foes lose 1 Energy (maximum 1...24...30).
* Chaos Storm: changed functionality to: "Spell. Create a Chaos Storm at target foe's location that lasts for 10 seconds. Each second, foes adjacent to this location take 5...21...25 damage and lose 0...2...2 Energy."
* Clumsiness: reduced recharge to 8 seconds.
* Complicate: changed functionality to: "Spell. If target foe is using a skill, that skill is interrupted and disabled for target foe and all foes in the area for an additional 5...11...12 seconds."
* Cry of Frustration: increased damage to 15...63...75.
* Energy Surge: reduced Energy cost to 5; reduced recharge to 15 seconds.
* Fevered Dreams: increased recharge to 10 seconds; the Dazed condition is now applied both at the time this hex is cast—if the target has 2 or more conditions—and whenever the target receives 2 or more conditions.
* Hypochondria: reduced recharge to 7 seconds; updated description to reflect its actual behavior.
* Ineptitude: reduced recharge to 15 seconds; now also hexes adjacent foes.
* Keystone Signet: changed attribute to Fast Casting; reduced recharge to 15 seconds; changed functionality to: "Elite Signet. All of your signets except Keystone Signet are recharged. For 20 seconds, the next 0...5...6 times you use a signet that targets a foe, all other foes adjacent to your target are interrupted and take 15...51...60 damage."
* Leech Signet: reduced recharge to 20 seconds.
* Mantra of Inscriptions:reduced duration to 5...21...25 seconds; reduced recharge improvement to 10...34...40%.
* Mantra of Persistence: reduced duration to 5...21...25 seconds, reduced Energy cost to 5; reduced hex duration increase to 10...34...40%.
* Mantra of Recall: increased recharge to 30 seconds.
* Mantra of Recovery: reduced recharge to 15 seconds.
* Mind Wrack: changed duration to 5...33...40 seconds; increased damage to target at 0 energy to 15...83...100; added the following functionality: "Whenever that foe is the target of one of your Mesmer skills, that foe loses 1 Energy and takes 5...21...25 damage per point of Energy lost."
* Overload: increased recharge to 4 seconds; changed functionality to: "Spell. Target foe takes 5...33...40 damage. If that foe is using a skill, you deal +5...41...50 damage to that foe and all adjacent foes."
* Panic: reduced Energy cost to 10; increased recharge to 15 seconds; changed functionality to "Elite Hex Spell. For 1...8...10 seconds, target foe and all nearby foes are hexed with Panic. When a foe hexed with Panic successfully uses a skill, all other nearby foes are interrupted."
* Phantom Pain: reduced Energy cost to 5; increased Health degeneration to 1...3...4.
* Power Lock: reduced Energy cost to 5.
* Power Return: increased recharge to 7 seconds.
* Shatter Enchantment: reduced recharge to 20 seconds.
* Signet of Disruption: reduced recharge to 15 seconds.
* Signet of Distraction: reduced recharge to 15 seconds.
* Signet of Weariness: changed functionality to: "Signet. Target foe and all nearby foes lose 3...7...8 Energy and suffer from Weakness for 1...8...10 seconds."
* Soothing Images: increased recharge to 8 seconds.
* Spirit Shackles: increased recharge to 8 seconds.
* Sum of All Fears: reduced duration to 1...8...10; increased speed reduction to 33%.
* Symbolic Celerity: increased duration to 36...55...60; increased Energy cost to 15; increased recharge to 30; changed functionality to: "Enchantment Spell. For 36...55...60 seconds, all of your signets use your Fast Casting attribute instead of their normal attributes."
* Tease: changed functionality to: "Elite Spell. If target foe is using a skill, that foe and other foes in the area are interrupted and you steal 0...4...5 Energy from all foes in the area."
* Wastrel's Worry: now also deals its damage to all adjacent foes.
* Web of Disruption: reduced Energy cost to 5.

Necromancer

* Spoil Victor: reduced duration to 3...13...15.


PvE-Only Changes

Mesmer

* Accumulated Pain: reduced Energy cost to 5; reduced recharge to 12 seconds; increased damage to 15...63...75.
* Calculated Risk: increased duration to 3...20...24 seconds; reduced Energy cost to 5; reduced recharge to 7 seconds; changed functionality to: "Hex Spell. For 3...20...24 seconds, target foe's attacks do +10 damage, but there is a 50% chance that the damage from each attack will be done to that foe instead. (Maximum 15...100 damage.)"
* Crippling Anguish: reduced Energy cost to 5; reduced recharge to 12 seconds; increased Health degeneration to 1...7...8; changed duration to 5...17...20; added the following functionality: target foe attacks 50% slower.
* Cry of Pain: increased recharge to 15 seconds.
* Empathy: added the following functionality: target foe deals 1...12...15 less damage with attacks.
* Enchanter's Conundrum: reduced recharge to 10 seconds; increased casting penalty for enchantments to 100...180...200%; changed functionality to: "Elite Hex Spell. For 10 seconds, target foe casts enchantments 100...180...200% slower. If target foe is not under the effects of an enchantment when this hex is applied, that foe and all adjacent foes take 10...82...100 damage."
* Energy Drain: increased recharge to 30 seconds.
* Energy Tap: increased recharge to 30 seconds.
* Ether Nightmare: increased recharge to 25 seconds.
* Frustration: reduced recharge to 7 seconds; this skill now deals double damage whenever a skill is interrupted.
* Illusionary Weaponry: added the following functionality: you have +5 armor for each Illusion Magic skill you have equipped.
* Mantra of Signets: reduced cost to 5 Energy; reduced recharge to 20 seconds; changed functionality to: "Stance. For 10...34...40 seconds, you have +3 armor for each signet you have equipped. Whenever you use a signet, 5...49...60 Health."
* Migraine: increased Health degeneration to 1...7...8; reduced recharge to 12 seconds; changed functionality to: "Elite Hex Spell. For 5...17...20 seconds, target foe suffers -1...7...8 Health degeneration and takes 100% longer to activate skills."
* Mirror of Disenchantment: reduced Energy cost to 5; reduced recharge to 15 seconds.
* Mistrust: reduced recharge to 12 seconds; increased damage to 30...114...135.
* Psychic Instability: increased recharge to 12 seconds; changed functionality to: "Elite Spell. Interrupts the target foe's action. If that action is a skill, that foe and all nearby foes are knocked down for 2...4...4 seconds. (50% failure chance with Fast Casting 4 or less.)"
* Shared Burden: reduced Energy cost to 5; reduced recharge to 15 seconds; increased slow percentage to 50%.
* Shatter Delusions: reduced recharge to 6 seconds; now deals damage to adjacent foes.
* Signet of Clumsiness: reduced recharge to 8 seconds; changed functionality to: "Signet. If target foe is attacking, that foe and all adjacent foes are interrupted and take 15...51...60 damage. Any foes using attack skills are knocked down."
* Spiritual Pain: reduced Energy cost to 5; reduced recharge to 7 seconds; changed functionality to: "Spell. Target foe takes 15...63...75 damage. All hostile summoned creatures in the area of that foe take 25...105...125 damage."
* Stolen Speed: increased recharge to 12 seconds; changed functionality to: "Elite Hex Spell. For 1...8...10 seconds, spells cast by the target foe and all adjacent foes take 100% longer to cast. Spells targeting these foes that are cast by you or your allies take 50% less time to cast."
* Unnatural Signet: reduced recharge to 10 seconds; changed functionality to: "Signet. Target foe takes 15...63...75 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 5...41...50 damage."
* Wandering Eye: reduced Energy cost to 5; increased recharge time to 12 seconds; increased damage dealt to 30...94...110.

Common Skills

* Mindbender: reduced spell activation time decrease to 20%.

Consumable Items

* Blue Rock Candy: reduced skill activation time decrease to 20%.
* Pumpkin Pie: reduced skill activation time decrease to 15%.
* Red Rock Candy: reduced skill activation time decrease to 25%.


PvP-Only Changes

Elementalist

* Ward Against Melee (PvP): merged with PvE version; this skill now functions the same in PvE and PvP.

Mesmer

* Accumulated Pain (PvP): reduced energy cost to 5; reduced recharge to 15 seconds.
* Calculated Risk (PvP): increased duration to 3...10...12 seconds; increased recharge to 12 seconds, changed functionality to: "Hex spell. (3...10...12 seconds.) Target foe deals +10 damage. Whenever target foe hits with an attack, there is a 50% chance the damage will be redirected to that foe (maximum 10...60)."
* Crippling Anguish (PvP): increased health degeneration to 1...7...8; changed duration to 5...17...20; added the following functionality: target foe attacks 50% slower.
* Enchanter's Conundrum (PvP): increased casting penalty for enchantments to 100...180...200%; changed functionality to: "Elite Hex Spell. For 10 seconds, target foe casts enchantments 100...180...200% slower. If target foe is not under the effects of an enchantment when this hex is applied, that foe and all adjacent foes take 10...100 damage."
* Empathy (PvP): split for PvP; retains original functionality.
* Energy Drain (PvP): merged with PvE version; this skill now functions the same in PvE and PvP.
* Energy Tap (PvP): merged with PvE version; this skill now functions the same in PvE and PvP.
* Frustration (PvP): split for PvP; retains original functionality.
* Illusionary Weaponry (PvP): split for PvP; retains original functionality.
* Mantra of Inscriptions (PvP): merged with PvE version; this skill now functions the same in PvE and PvP.
* Mantra of Signets (PvP): reduced cost to 5 energy; reduced recharge to 20 seconds; changed functionality to: "Stance. For 10...34...40 seconds, whenever you use a signet, you gain 5...49...60 Health."
* Migraine (PvP): reduced recharge to 12; increased health degeneration to 1...7...8; reduced duration to 3...10...12 seconds; changed functionality to: "Elite Hex Spell. For 3...10...12 seconds, target foe suffers -1...7...8 Health degeneration and takes 100% longer to activate skills."
* Mirror of Disenchantment: split for PvP; retains original functionality.
* Mistrust (PvP): increased damage to 10...90...110.
* Psychic Instability (PvP): increased recharge to 12 seconds; changed functionality to: "Elite Spell. Interrupts the target foe's action. If that action is a skill, that foe and all adjacent foes are knocked down for 2...3...3 seconds. (50% failure chance with Fast Casting 4 or less.)"
* Shared Burden (PvP): split for PvP; retains original functionality.
* Shatter Delusions (PvP): now deals damage to adjacent foes.
* Signet of Clumsiness (PvP): reduced recharge to 12 seconds; changed functionality to: "Signet. If target foe is attacking, that foe and all adjacent foes are interrupted and take 15...51...60 damage. Any foes using attack skills are knocked down."
* Spiritual Pain (PvP): reduced Energy cost to 5; reduced recharge to 20 seconds; changed functionality to: "Spell. Target foe takes 15...63...75 damage. All hostile summoned creatures in the area of that foe take 25...105...125 damage."
* Stolen Speed (PvP): increased recharge to 12 seconds; changed functionality to: "Elite Hex Spell. For 1...8...10 seconds, spells cast by the target foe and all adjacent foes take 100% longer to cast. Spells you cast that target these foes take 50% less time to cast."
* Unnatural Signet (PvP): reduced recharge to 20 seconds; changed functionality to: "Signet. Target foe takes 15...63...75 damage. If that foe is under the effects of a hex or enchantment, foes adjacent to your target take 5...41...50 damage."
* Wandering Eye (PvP): increased recharge to 12 seconds.


Skill-Related Changes

* Hard Mode no longer affects monsters' activation speed for skills with default activation times under 2 seconds.
* Monsters in the Underworld and Fissure of Woe now have innate health regeneration in Hard Mode only.
* Monsters in the Underworld and Fissure of Woe now have reduced health totals in Hard Mode only.
* Improved the durability of King Frozenwind and his Ice Elemental allies in the quest "Servants of Grenth."
* Improved the skill bars of King Frozenwind and his Ice Elemental allies in the quest "Servants of Grenth."
* Reduced the number of Skeletons of Dhuum in the quest "Servants of Grenth."
* Reduced the number of Terrorweb Dryders in the quest "Four Horsemen."
* Improved the skill set used by Mindblade Specters in the Underworld.
* Improved the skill set used by Spectral Vaettir in Jaga Moraine.
* Improved the skill set used by Wind Riders in the Maguuma Jungle.


Bug Fixes

* Fixed a bug that caused Ebon Vanguard Assassin Support (NPC) to summon an incorrectly named Assassin.
* Fixed a bug that allowed characters with Shadow Form to exceed its damage cap with some skills.
* Fixed a bug that caused Sliver Armor to always deal damage to the same foe.
* Fixed a bug in the description for Symbol of Wrath by removing the reference to double damage.
* Fixed a bug that prevented Lawrence Crafton from using his custom skill.
* Fixed a bug that caused Shining Blade allies to occasionally use incorrect dialogue.
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Old May 21, 2010, 10:15 PM // 22:15   #2
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So everyone moves faster? WHAT DOES WHEEEEEEEE HAVE TO DO WITH MY GW!!!!!???
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Old May 21, 2010, 10:15 PM // 22:15   #3
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Couldent have said it better myself

Pol
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Old May 21, 2010, 10:16 PM // 22:16   #4
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http://www.guildwars.com/gameplay/de...l_balances.php
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Old May 21, 2010, 10:16 PM // 22:16   #5
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steath UWSC nerf xD
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Old May 21, 2010, 10:23 PM // 22:23   #6
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* Fixed a bug that caused Sliver Armor to always deal damage to the same foe.

Just used sliver armor to farm some mantids outside naphui and it is still working like normal.
All the damage focuses on one at a time.
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Old May 21, 2010, 10:24 PM // 22:24   #7
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They didn't f*** the paragon in this skill update? Inconceivable!
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Old May 21, 2010, 10:31 PM // 22:31   #8
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I guess the update was ok, but sliver still works the same LOL
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Old May 21, 2010, 10:32 PM // 22:32   #9
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So they just nerfed a several mesmer skills in PvP because they increased the recharge of them... something that the PvP fast casting doesn't effect.

Overall I guess the changes are ok.
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Old May 21, 2010, 10:33 PM // 22:33   #10
asb
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Haha, MoC + FC = super fast recharging interrupts. I really like this!
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Old May 21, 2010, 10:34 PM // 22:34   #11
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Might as well call it the update that buffed the bots T____T
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Old May 21, 2010, 10:40 PM // 22:40   #12
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Yeah, I was thinking the same thing. Interrupt bots weren't already OP?

The other changes will take a little longer to digest.
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Old May 21, 2010, 10:40 PM // 22:40   #13
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Wow.

That is all. Experimentation with Mesmers commence... now!
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Old May 21, 2010, 10:42 PM // 22:42   #14
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sliver armor nerfed for raptorfarming?

edit: nope, it still target one foe until it is dead. Or did they mean something else by that bug fix?

edit2: from developer page:
Quote:
We've also fixed a bug with Sliver Armor that caused all of its damage to target a single foe rather than randomly choosing one nearby foe each time it triggered.
Failed.

Last edited by Dzjudz; May 21, 2010 at 10:51 PM // 22:51..
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Old May 21, 2010, 10:45 PM // 22:45   #15
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Overall I'm very pleased with the exception of the less than 2 second thing.

And Energy Tap...?

Last edited by Cuilan; May 21, 2010 at 10:48 PM // 22:48..
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Old May 21, 2010, 10:46 PM // 22:46   #16
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guess 40/40 wand/focus sets don't work ?

can't stack higher than 25% activation time anymore
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Old May 21, 2010, 10:46 PM // 22:46   #17
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Apparently some of the new White Mantle bosses drop greens now, intresting indeed.
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Old May 21, 2010, 10:51 PM // 22:51   #18
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Quote:
Originally Posted by PoopStain View Post
guess 40/40 wand/focus sets don't work ?

can't stack higher than 25% activation time anymore
"Items and skills", not weapons. 40/40 still work the same.
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Old May 21, 2010, 10:51 PM // 22:51   #19
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Theres also a quest in lions arch keep, or was that added before the update?
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Old May 21, 2010, 10:52 PM // 22:52   #20
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EPIC for mesmers

Kinda sad to see a nerf to blindspaming.... it's my favorite build. But it was OP so... shrug

Kinda makes me think A.net isn't going to hack away mesmers in GW2, just make their skills ridiculously more powerful
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