For more information on these changes, please see the Developer Updates page.
PvE and PvP
Assassin
* Mark of Insecurity: functionality changed to: "For 5..25 seconds, target foe suffers from -1..3 Health degeneration, and enchantments and stances on that foe expire 90% faster."
* Palm Strike: recharge time reduced to 4 seconds. Functionality changed to: Target touched foe is struck for 10..85 damage and is Crippled for 5..15 seconds. This skill counts as an off hand attack.
* Seeping Wound: functionality changed to: "For 20 seconds, if target foe is suffering from Bleeding or Poison, that foe takes 5..15 damage per second."
* Wastrel's Collapse: functionality changed to: "Shadow Step to target foe. If that foe is not using a skill that foe is knocked down. All your non-dagger attack skills are disabled for 10 seconds."
Dervish
* Onslaught: Energy cost reduced to 5, casting time reduced to .25 second.
* Reaper's Sweep: functionality changed to: "If this attack hits, you deal +10..40 damage. If your target is below 50% Health, you also inflict a Deep Wound for 5..20 seconds, otherwise that foe loses one enchantment."
Elementalist
* Blinding Surge: functionality changed to: "Target foe is struck for 5..50 lightning damage. That foe and all adjacent foes are Blinded for '1..7 seconds. This spell has 25% armor penetration."
* Double Dragon: Energy cost reduced to 5, recharge time reduced to 15 seconds. Functionality changed to: "All nearby foes are struck for 7..112 fire damage. For 10..25 seconds, your Fire Magic attribute is increased by +0..2."
* Energy Boon: recharge time increased to 40 seconds, casting time removed. Functionality changed to: "For 20 seconds, you have +0..40 maximum Energy, and 5 Health regeneration. When Energy Boon ends you gain 0..20 Energy and 0..100 Health."
* Ether Prism: Energy cost reduced to 5, casting time removed. Functionality changed to: "For 3 seconds, all damage you take is reduced to 0. When this enchantment ends, you gain 5..20 Energy."
Mesmer
* Fevered Dreams: functionality changed to: "For 10..25 seconds, whenever target foe suffers from a new condition, all foes in the area suffer from that condition as well and if that foe has two or more conditions that foe is Dazed for 1..3 seconds."
* Power Leech: Energy cost reduced to 5, recharge time increased to 20 seconds, Energy stolen increased to 5..15.
* Recurring Insecurity: recharge time reduced to 10 seconds. Functionality changed to: "For 10 seconds, target foe suffers from -1..5 Health degeneration. If that foe has another hex when Recurring Insecurity would end, it is reapplied."
* Shared Burden: recharge time reduced to 20 seconds. Functionality changed to: "For 5..20 seconds, target foe and all nearby foes attack, cast spells, and move 33% slower.
* Symbols of Inspiration: Energy cost reduced to 5, recharge time decreased to 15 seconds. Functionality changed to: "For 1..31 seconds, this skill becomes the Elite of target foe. Elite spells you cast use your Fast Casting attribute instead of their normal attributes."
Monk
* Boon Signet: recharge time increased to 8 seconds. Functionality changed to: "Heal Target ally for 20..80 Health. Your next Healing Prayers or Protection Prayers spell that targets an ally heals for an additional 20..80 Health.
* Life Sheath: recharge reduced to 2 seconds, casting time reduced to .25 seconds. Functionality changed to: "Remove 0..2 conditions from target ally. For 8 seconds, the next time target ally would take damage, that ally gains that amount of Health instead (maximum 20..100)."
* Peace and Harmony: functionality changed to: "Target ally loses 0..9 conditions, and 0..9 hexes. For 1..5 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds."
* Ray of Judgment: Energy cost reduced to 10, casting time increased to 2 seconds, recharge time reduced to 20 seconds. Functionality changed to: "For 5 seconds, target foe and all foes adjacent to this location take 5..45 holy damage each second and begin Burning for 1..3 seconds."
Necromancer
* Aura of the Lich: recharge time increased to 45 seconds. Functionality changed to: "All corpses within earshot are exploited and you animate a level 1..17 bone horror plus one for each corpse exploited in this way. For 5..45 seconds, your Death Magic attribute is increased by +1."
* Cultist's Fervor: recharge time reduced to 15 seconds. functionality changed to: "For 20 seconds, your Necromancer spells cost -1..7 Energy to cast but you suffer from bleeding for 10 seconds each time you cast a spell."
* Lingering Curse: Energy cost reduced to 5, Health sacrifice removed, casting time reduced to 1 second. Functionality changed to: "For 6..30 seconds, target foe and all nearby foes suffer -1..3 Health degeneration, and gain 33% less benefit from healing."
* Weaken Knees: recharge time increased to 10 seconds. Functionality changed to: "For 5..20 seconds, target foe suffers -5 Health degeneration, and takes 5..15 damage while moving."
Paragon
* "Incoming!": Recharge time increased to 25 seconds. Functionality changed to: "For 4..10 seconds, all allies within earshot move 33% faster, and gain 5..15 Health while moving."
* "It's just a flesh wound.": functionality changed to: "Target other ally loses all conditions. If a condition was removed in this way, that ally moves 25% faster for 1..10 seconds.
* Angelic Bond: recharge time increased to 30 seconds. Functionality changed to: "For 10 seconds, the next time an ally within earshot would take fatal damage, that damage is negated and that ally is healed for 20..200 Health. Angelic Bond ends on all other allies."
Ranger
* Archer's Signet: recharge time reduced to 12 seconds, casting time reduced to 1 second. Functionality changed to: "For 0..24 seconds, conditions you apply while wielding a bow last 100% longer."
* Spike Trap: functionality changed to: "When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 10..40 piercing damage, become Crippled for 3..25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted."
* Strike as One: functionality changed to: "The next time you hit with an attack, your target is Crippled for 5..15 seconds and your animal companion instantly moves to your target, and causes Bleeding for 5..15 seconds the next time it attacks."
* Trapper's Focus: recharge time reduced to 12 seconds. Functionality changed to: "For 12..24 seconds, your trap skills are not easily interruptible and your Wilderness Survival attribute is increased by +0..2."
Ritualist
* Clamor of Souls: recharge time reduced to 8 seconds. Functionality changed to: "Target foe and all adjacent foes take 10..65 lightning damage. If you are within earshot of a spirit or holding a bundle item, you gain 10 Energy."
* Destructive was Glaive: functionality changed to: "Hold Glaive's ashes for up to 30..60 seconds. While you hold her ashes, all Ritualist skills have 10% armor penetration. When you drop her ashes, all foes in the area are struck for 10..100 lightning damage."
Warrior
* Enraged Smash: functionality changed to: "If Enraged Smash hits, you gain 1..4 strikes of adrenaline. If you hit a moving foe, you strike for +10..40 damage, and your target is knocked down."
* Hundred Blades: recharge time increased to 25 seconds. Functionality changed to: "For 15 seconds, whenever you attack with a sword, all adjacent foes take 10..25 slashing damage."
* Primal Rage: functionality changed to: "For 1..15 seconds, you attack and move 33% faster, but you take double damage."
* Whirling Axe: adrenaline cost increased to 4 strikes. Functionality changed to: "If this attack hits, you strike for +5..20 damage and any stance being used by your target ends. This attack cannot be blocked."
My Thoughts:
* "Incoming!": Recharge time increased to 25 seconds. Functionality changed to: "For 4..10 seconds, all allies within earshot move 33% faster, and gain 5..15 Health while moving."
* "It's just a flesh wound.": functionality changed to: "Target other ally loses all conditions. If a condition was removed in this way, that ally moves 25% faster for 1..10 seconds.
These skills are actually kinda useful now, especially "Incoming!"...
* Peace and Harmony: functionality changed to: "Target ally loses 0..9 conditions, and 0..9 hexes. For 1..5 seconds, conditions and hexes expire 90% faster on that ally. All your Smiting Prayers are disabled for 20 seconds."
Holy RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOing god what a buff! GOODBYE HEXWAY!
* Double Dragon: Energy cost reduced to 5, recharge time reduced to 15 seconds. Functionality changed to: "All nearby foes are struck for 7..112 fire damage. For 10..25 seconds, your Fire Magic attribute is increased by +0..2."
Heh, more like Single Dragon now... this needed a nerf...
* Spike Trap: functionality changed to: "When Spike Trap is triggered, every second (for 2 seconds), all nearby foes are struck for 10..40 piercing damage, become Crippled for 3..25 seconds, and are knocked down. Spike Trap ends after 90 seconds. While activating this skill, you are easily interrupted."
I'd say this definitely deserves its elite status now...
* Palm Strike: recharge time reduced to 4 seconds. Functionality changed to: Target touched foe is struck for 10..85 damage and is Crippled for 5..15 seconds. This skill counts as an off hand attack.
I'm just going to be optimistic and assume the lack of sensible metagame nerfs (rend? turret spikes?), is because they are saving those for next week. They will have a double GvG weekend to see if any of these elites are OPd before nerfing them and everything else, then leaving for vacation.
Also, Whirling Axe is going to be fun vs stance monks.
Last edited by FoxBat; Dec 12, 2008 at 02:37 AM // 02:37..
My thoughts: Thanks Izzy, we really needed more dartboard buffs and broken shit instead of fixes. I regret not playing this game any more less with every day.
Shared Burden looks imbalanced as RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GO.
I'm going to post thoughts but just in case I'm going to put the TL;DR here first:
TL;DR: Ignores every game crippling issue and added 600 more VoR's.
So on we go as I see em:
Mark of Insecurity: Sounds super duper awesome.
Seeping Wound: I like this just cause it's more hexy and not so pew pew.
Wastrel's Collapse: Interesting...
Palm Strike: But no one cares about the above 3 because this pretty much rapes.
Onslaught: Who cares.
Reaper's Sweep: Wounding Strike is better imo, and who needs loss of enchantments when you got Rend.
Blinding Surge: Okay.
Double Dragon: At least it's vaguely interesting, but I don't think it's worth the slot at all.
Energy Boon: Why do you need 40 extra energy in the first place?
Ether Prism: A 1/5th of the time upkeepable godmode that gives you energy. Not that you really need the energy but I find it interesting that there's a super duper self prot spell in Energy Storage of all attributes.
Fevered Dreams: I'll keep VoR tyvm.
Power Leech: It's like Power Leak that could proc a lot for 10 seconds after only one interrupt, but I think VoR is still a better tbh?
RI: I've never been a big fan of SB & RI combo anyways so I don't care.
Shared Burden: It's Sum of All Fears if it was slightly better but it still sucks because it's still an elite that does a lot of things but it doesn't do any of them all too well, imo.
Symbols of Inspiration: Hmmm I could use an elite that I know will benefit my team, or roll the dice on the enemies?? hmmm
Boon Signet: I actually kind of like this change but as long as Word of Healing as around, nothings gonna compete with that unless if Izzy decides to make a 1s recharge spell that costs 5e and instantly activates that says "Heals target ally fully", which I wouldn't be surprised at.
Life Sheath: I liked the old one better tbh. :\
PnH: I don't even want to comment on this. wut? It's like RC and Divert Hexes decided to have super babies. Nuff said.
RoJ: Who cares.
Aura of the Lich: This will be pretty funny in HA I am sure of it.
Cultist's Fervor: Ooh, this actually removes the combo from Dark Aura or whatever. It's a good thing this isn't a Mesmer elite otherwise they'd do an ele's job even better, amirite?
Lingering: Is okay I guess.
Weaken Knees: Is better now, but that's not saying much.
Archer's Signet: It's a good thing there's not some awesome spell recently buffed that removes 9 Conditions to make this completel-oh wait. (Also RC)
Spike Trap: gogo Zaishen farming. And farming in general.
Strike as One: RaO is better.
Trapper's Focus: Meh.
Clamor of Souls: Meh to me.
DwG: Still meh, especially if it doesn't auto-drop.
Enraged Smash: It's Enraging Charge meets Bull's Strike. This looks hella super broken.
Hundred Blades: They nerfed Hundred Blades. lol?
Primal Rage: I like the idea but the simple fact is is decent warriors can stance dance and don't need this and will just use the slot for actual good stuff. Pointless.
Whirling Axe: Pretty ok but imo Enraged Smash seems to be where its at now?
* Double Dragon: Energy cost reduced to 5, recharge time reduced to 15 seconds. Functionality changed to: "All nearby foes are struck for 7..112 fire damage. For 10..25 seconds, your Fire Magic attribute is increased by +0..2."
Heh, more like Single Dragon now... this needed a nerf...
you missed the point, Flame burst is already good, this made that bar better, and u can get GOOD aoe pressure now from just 1 fire ele, sure its obvious as hell
Maybe you werent around in early factions days when starburst was a good elite.
Yeah, the PBAoE dmg from Double Dragon, Flame burst and Flame Djinn's Haste is pretty retarded now. You'd have thought after the Expert's Dexterity business Izzy would have learned that +attribute skills are bad.
Some interesting stuff, but if preexisting problem skills as well as these new ones are not cleaned up by the end by the end of year I'm done with GW.
Enraged Smash actually sucks, it's too awkward on your bar. The bar lacks an easily applyable deepwound. Sure some people may say, get better at using bulls strike, but the fact of the matter is a sure-fire knockdown that doesn't make you lose all your adren is going to be better in that spot. Hammer bash doesn't cut it because you don't have enough energy on that bar to use frenzy, and even if you did, if Enraged Smash misses somehow, you're out of adrenaline to use rush for the next few seconds, which realistically means you = dead.